AGT GAMEPLAY BETA V9 (Patreon)
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Regarding Tactical View: I have not created a separate Tactical View version yet because the system is completely new, and these changes may already be suitable for players who enjoy Tactical View to use this version. However, I still need to analyze and test it properly, and since the game was updated today, I need to release this version first. I will let you know later whether a dedicated Tactical View update will be released.
V9 delivers a major gameplay overhaul covering passing, shooting, headers, movement, stamina, tactics, AI, match ratings, bicycle kicks, referees, injuries, and weather physics: passes and shots now have clearer power differences, heavier ball movement, reduced assistance, and more realistic speed, spin, deflection, momentum, trajectory behavior, etc.
Detailed Changes:
Passing
· Ground Passing: Ground passes were rebuilt with clearer low, standard, and high-power separation, heavier ball movement, stronger momentum loss on soft passes, and less automatic assistance.
· Ground-Pass Low Power: Low-power ground passes now travel more slowly, absorb more incoming momentum, and work better for short controlled touches and possession play.
· Ground-Pass Standard Power: Standard ground passes now provide balanced speed, acceleration, rotation, and control for realistic midfield circulation.
· Ground-Pass High Power: High-power ground passes now travel decisively faster while remaining below unrealistic driven-ball speeds and preserving physical ball behavior.
Shooting
· Normal Shooting: Normal-shot contact was redesigned so low, standard, and high-power shots have more distinct speed, acceleration, rotation, elevation, and deflection behavior.
· Low-Power Shooting: Low-power shots now feel more controlled and less artificially fast, with greater cushioning and more visible influence from body orientation.
· Standard Shooting: Standard shots now retain balanced force while reducing excessive animation correction and unrealistic maximum ball speed.
· High-Power Shooting: High-power shots remain powerful but no longer receive the extreme acceleration and speed that previously made them feel like unrealistic rockets.
· Shot Deflection: Shot contact now includes controlled deflection variation so imperfect contact is less deterministic and depends more on pressure, timing, and body position.
· Shot Elevation Assistance: Maximum shot-elevation correction was reduced so animations cannot automatically transform awkward contact into perfectly directed shots.
Header
· Header-Shot Physics: Header-shot contact was rebuilt to reward clean timing with firmer power while reducing magnetic clamping, sticky ball attachment, and automatic trajectory correction.
· Header Accuracy: Properly timed headers now receive better directional control, while poorly positioned or backward-leaning headers remain visibly inaccurate.
· Header Power: Clean headers now transfer slightly more force, but maximum header velocity remains safely below normal-shot speed.
· Glancing Headers: Reduced grip and sliding friction allow the ball to glance naturally across the forehead instead of sticking to the player.
· Header Spin: Increased spin friction reduces exaggerated curl, wobble, and inherited rotation after heading contact.
· Header Passing: Header passes were rebuilt with clear low, standard, and high-power roles instead of all three producing nearly identical outcomes.
· Low-Power Header Passing: Low-power headers now cushion fast balls, drop possession to nearby teammates, and absorb more incoming momentum.
· Standard Header Passing: Standard header passes now provide reliable aerial circulation, defensive layoffs, and controlled midfield combinations.
· High-Power Header Passing: High-power header passes now create stronger flick-ons, switches, and space-attacking redirections without behaving like shots.
· Header-Pass Elevation: Header-pass elevation assistance was reduced so trajectory depends more on contact height, body posture, timing, and heading ability.
· Header-Pass Momentum: Low-power headers remove the most incoming speed, while high-power headers preserve more momentum through contact.
· Header animation-selection thresholds were tightened so players must align their body more accurately with the incoming ball.
· Procedural header recovery was reduced to prevent magnetic forehead contact and excessive animation warping.
Tempo, movement, stamina overhaul
· Global Match Tempo: Slow game-speed acceleration, sprint speed, passing speed, and positional-run frequency were reduced to restore a heavier and more authentic match rhythm.
· Fast Game-Speed Balance: Fast game speed remains quicker than Slow but was reduced from the excessive vanilla values that created constant end-to-end football.
· Passing Tempo: Global pass-speed limits were lowered to prevent instant ball circulation and allow midfield defensive structures time to react.
· Action Frequency: Universal buildup, shooting, dribbling, skill-move, crossing, and first-touch passing frequencies were reduced to prevent repetitive attacking spam.
· Player Sprint Identity: The sprint-speed range was widened so slow players remain genuinely slow while elite pace players retain a meaningful advantage.
· Acceleration Identity: Acceleration curves were rebuilt so average players require more distance to reach speed while explosive players remain noticeably quicker.
· Jogging Pace: Off-ball jogging and on-ball cruising speeds were reduced so players do not constantly move at near-sprint tempo.
· Dribbling Identity: Dribbling timing curves were widened so weaker players require more preparation while elite technical players execute touches more quickly.
· Passing Animation Identity: Passing animations now vary more strongly with player ability, making poor passers slower and elite playmakers visibly sharper.
· Shooting Animation Identity: Shooting preparation now depends more strongly on attributes, so elite finishers release shots faster than ordinary attackers.
· First-Touch Identity: Trapping and after-touch timing were widened so difficult control consumes more time and elite ball-control players stand out.
· Turning and Momentum: Players now require more foot planting and lose more speed during sharp direction changes, reducing skating and instant turning.
· Reaction Identity: Reaction curves were widened so intelligent and reactive players respond faster without giving every player impossible reactions.
· Defensive Animation Identity: Tackling and blocking timing now separates elite defenders from weaker defenders instead of giving all players similar recovery speed.
· Post-Touch Commitment: Players can no longer cancel difficult touches immediately, and weaker control creates longer recovery before the next action.
· Touch Assistance: Assisted touch-angle ranges were reduced so body orientation and technique matter more and ordinary players receive less magnetic control.
· Controlled Sprint: Controlled sprint now gives elite technical dribblers an advantage without making every player unnaturally fast with the ball.
· Acceleration Traits: Universal acceleration boosts were reduced while regular and elite traits retain clear, controlled advantages.
· Acceleration Cooldowns: Sprint-boost durations were shortened and recovery times increased to prevent repeated turbo launches.
· Skill Moves: Elite players retain faster skill execution, but repeated moves now carry stronger recovery and effectiveness penalties.
· Fatigue: Repeated sprinting and late-match fatigue now reduce acceleration, sprint speed, dribbling quality, and recovery movement more visibly.
· Player durability attributes now provide meaningful protection without allowing highly resistant players to become nearly immune.
Tactics changes
· Goalkeeper Identity: Goalkeeper attribute ranges were widened so elite and weak goalkeepers differ more clearly in reactions, positioning, handling, and reliability.
· Team Identity: Dynamic CPU behavior ranges were widened so teams display more varied tactical decisions instead of converging toward one universal style.
· Possession Teams: Possession-oriented teams now build more patiently, recycle the ball, and avoid forcing constant forward attacks.
· Counterattacking Teams: Counterattacking teams retain fast and decisive transitions when space appears without receiving universal speed boosts.
· Direct Teams: Direct teams now progress vertically through tactical decisions and movement rather than artificial pace advantages.
· Tiki-Taka Teams: Tiki-taka teams now emphasize quick combinations and first-touch passing while remaining more selective with shots.
· Dribbling Teams: Dribbling-oriented teams now attempt more individual carries while other teams are less likely to copy the same behavior.
· Crossing Teams: Crossing-focused teams retain higher crossing frequency without making every CPU team repeatedly attack from wide areas.
· Defensive Team Styles: Conservative, aggressive, harassing, double-contain, and Italian-style defenses now have more distinct tackling and pressing behavior.
· Tactical Spacing: Defensive lines, team width, line length, fullback movement, and marking ranges were widened to create stronger formation and tactical differences.
· AI Difficulty: CPU challenge now comes more from tactical variation, positioning, anticipation, and attribute use rather than speed boosts or artificial cheating.
· User and CPU Parity: The same movement, physics, fatigue, customization, and evaluation rules apply to both the user and CPU.
Evaluation match rating changes
· Attacker Shot Evaluation: Every shot attempt now begins with a negative evaluation contribution so attackers cannot improve their rating simply by shooting repeatedly.
· Off-Target Shots: Poor shots that miss the target now produce the strongest non-goal rating penalty.
· Saved Shots: Shots on target that are saved receive only a small negative result instead of the large positive reward used by the original system.
· Close Misses: Narrowly missed shots are penalized less than poor attempts but still reduce the attacker’s rating.
· Deflected Shots: Deflected attempts receive a moderated penalty to recognize defensive interference while remaining unsuccessful actions.
· Shots Hitting the Frame: Hitting the post or crossbar receives limited quality credit but still creates a negative overall evaluation.
· Attacker Rating Difficulty: Attackers must now score, create chances, retain possession, make good decisions, and use opportunities efficiently to achieve elite match ratings.
· Positional Fairness: The evaluation changes reduce the advantage attackers previously gained from shot volume and bring their rating difficulty closer to defenders and goalkeepers.
Bicycle kick
· Bicycle kicks now have clearer low-, standard-, and high-power differences based on contact quality, body position, incoming-ball speed, and selected power.
· Bicycle-kick maximum speeds and acceleration were reduced to prevent weak attempts from producing unrealistic rocket shots.
· Bicycle-kick spin, deflection, trajectory correction, and momentum transfer were rebalanced to create more natural acrobatic finishes.
Referee, foul
· Standing, sliding, hard, automatic, shoulder, barge, seal-out, and unclassified tackle foul thresholds were completely rebalanced.
· Clean ball-winning tackles now receive more tolerance, while reckless follow-through and no-ball contact are punished more consistently.
· Referee personalities now have clearer lenient, normal, and strict behavior instead of using identical foul-intensity values.
· Yellow-card thresholds were rebuilt so strict referees remain firm without booking players for nearly every minor foul.
· Red-card thresholds were rebalanced so dismissals are more closely connected to severe contact and denial of clear scoring opportunities.
· Persistent-foul logic now requires a genuine pattern of repeated fouling instead of activating after one or two ordinary incidents.
· Previously warned players now face a greater disciplinary risk when they continue committing fouls.
· Lenient, normal, and strict referees now use different free-kick wall-management and encroachment values.
· Light-, medium-, and severe-injury probability tables were rebuilt to create a more realistic injury-severity distribution.
Injury rebalance
· Fatigue-based injury risk now increases more progressively and no longer becomes excessively dominant near maximum exhaustion.
· Long-term fatigue thresholds and injury probabilities were reorganized into smooth, consistent durability progressions.
· Body-part and joint force thresholds were rebalanced so ordinary collisions cause fewer injuries while dangerous impacts remain meaningful.
· Joint torque ranges were rebuilt to improve the consistency of twisting and rotational injuries.
· Collision-angle injury modifiers were refined so dangerous impact directions matter without overpowering every other injury factor.
· The injury-prone trait multiplier was reduced so traits remain important without dominating fatigue, force, angle, and attributes.
· Sprinting, powerful kicking, and emergency-stretch injury curves were rebuilt so non-contact injuries mainly occur under extreme fatigue.
· Emergency stretching now carries the highest late-fatigue injury risk, followed by powerful kicking and sprinting.
Weather physics
· Normal pitch physics now serve as the stable V9 match-tempo reference.
· Dry pitches now feel firmer and cleaner without making player movement or grounded passes faster than normal.
· Wet pitches remain slippery, but increased ball resistance and drag prevent unusually fast passing and chaotic transitions.
· Snow pitches remain unstable and absorbent while using less extreme traction and stopping values.
· Mud pitches remain the heaviest and roughest surface without making ball movement unnaturally dead.
· All weather profiles now preserve unique traction, sliding, bounce, drag, and pitch-wear behavior without increasing tempo above the normal pitch.
There may also be smaller changes included that I applied during development but have forgotten to list individually. However, the major V9 improvements are covered above.