AGT ULTIMATE ALL IN ONE FC 26 v12 (big changes and fix) (Patreon)
Downloads
Content
(Slower Realistic Growth Speed, Fixed Older Player Decline, More Active Transfer Market, Dynamic Market Values, and More)
Sorry for the delayed release. I wanted to play through Manager Career Mode myself first to make sure the new growth speed system works properly across both smaller leagues and major leagues.
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⚠️ Important Notes Before Using NEVER PLAY YOUR SAVE FILE WITHOUT THE MOD. If FC 26 receives a new title update, it is best not to update the game immediately until the compatible version of this mod is available. Playing your save without the mod, or using an incompatible game/mod version, may cause Career Mode issues. For general news, support, and information about the mod, you can also check my Patreon.If this is your first time using my mod, please start a new career. But if you have already been using my mod (v8 to this newer version) in your save file, you don’t need to start a new career — you can continue playing normally.This mod uses custom XP, growth, player progression, financial, morale, and squad logic. If you apply it to an existing save that never used this mod before, some player overalls may decrease or behave differently because the game is suddenly reading a different custom progression system.Starting a new career gives the best and cleanest experience.Also, please only use one version/file of the mod at a time. Some downloads may include different variants, such as:
Main version
Compatible version for other league/team mods
Morale always very happy version
No rating drop until 42 variant
Other special versions depending on the update
Do not activate multiple versions together.Some features may not be included in compatibility versions because they can conflict with other mods, especially mods that edit leagues, teams, custom competitions.
This update focuses on the main features and fixes many of you requested. Here are the changes included in this build.
What Has Changed:
More Active Transfer Market: Increased overall transfer activity with more superstars moving in and out of clubs.
Match Specific XP: XP gained from playing in cup matches is now calculated differently than league matches.
Injury Prevention Threshold: The game logic will now try to avoid injuring players when there are only 27 available players left in your squad.
Simulated Match Statistics: In simulated matches, goal and assist logic now heavily favors attackers rather than defensive positions (since I noticed some CDMs were scoring and assisting too much).
Unmanaged Player Decline Fix: Fixed an issue in the basic version where players outside your managed team were not declining with age. Older AI players will now decline as expected. Also, I fixed an issue where players on your managed team were declining too quickly, sometimes losing up to 10 overall points in a single season. Their ratings will now drop much slower and feel more natural over time.
Revamped Player Growth Logic: Player growth is no longer too fast and has been reworked to feel much more natural.
Lower League Test: Tested using Leicester City in the English third division. Lower league players will not grow exponentially, capping appropriately around a 74 average rating upon promotion. That does not mean a player who performs exceptionally well cannot surpass that cap. Standout players can still grow higher, but it will no longer be like previous versions where lower league players could jump to an 80+ or 82+ overall rating in a single season in smaller league.
Top Flight Test: Tested using Fulham in the Premier League, where player progression also stays realistic and balanced.
Goalkeeper Development: Goalkeeper training plans have been rebalanced.
Dynamic Player Market Values: Player market values have been buffed even more, so performance, club prestige, contract length, age, and position carry much more weight.
Youth Academy Adjustment: I have temporarily reverted Youth Academy growth to match standard player growth rules while I monitor the new system. Feedback on previous builds was mixed, with some finding growth too fast and others feeling it was too harsh and slow. With the updated logic now in place, I want to observe how youth players progress before deciding if further adjustments are needed.
There might be a few other small tweaks I forgot to list here, but this covers all the main updates.