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What’s Changed:

-. Smarter goalkeeper positioning, reactions, rushing, shot handling, and overall decision-making.

-. Sharper CPU attacking intelligence with better recognition of space, defensive gaps, and dangerous attacking situations.

-. Faster CPU shooting decisions so attackers are more willing to shoot when a real opportunity appears.

-. More consistent CPU finishing so clear chances are converted more realistically instead of constantly being wasted.

-. Stronger long-shot threat from players with good shooting attributes and suitable space outside the box.

-. Better CPU passing awareness with improved recognition of safer, progressive, and more dangerous passing options.

-. More dangerous through-ball usage when attackers make runs behind or between defensive lines.

-. Quicker one-touch passing combinations to make strong possession teams harder to press and defend against.

-. Harder-to-predict CPU dribbling with more frequent target updates and better reactions to defensive pressure.

-. Stronger CPU ball retention so attackers are less likely to lose possession immediately from simple tackles.

-. Higher intelligence floor for weaker teams so lower-rated sides no longer behave completely passive or clueless.

-. Greater tactical quality from stronger teams so elite clubs feel noticeably more intelligent and difficult to play against.

-. More challenging difficulty with stronger attacking and defensive AI behaviour.

-. Tighter defensive-line structure to reduce easy gaps between centre-backs and wide defenders.

-. Smarter centre-back positioning with less unnecessary stepping out and better protection of space behind the defensive line.

-. Better CDM and CM defensive covering so midfielders protect the centre before centre-backs are forced out of position.

-. More reliable tracking of attacking runs, especially diagonal, overlapping, and central runs behind the midfield.

-. Stronger passing-lane protection with defenders reacting earlier to obvious passing routes.

-. Better protection against through balls by improving positioning, anticipation, and run-path blocking.

-. More intelligent marking behaviour with defenders staying closer to dangerous players without becoming unrealistically magnetic.

-. Smarter fullback defensive positioning when tracking wingers, covering inside runs, and protecting the far side.

-. Faster defensive transitions after losing possession so teams reorganize before giving away easy counterattacks.

-. Safer and more coordinated offside-line behaviour with less reckless stepping forward and better protection of depth.

-. Better defending against one-two combinations by improving reaction time and tracking of the returning runner.

-. Better tracking of diagonal runs that previously caused defenders to lose their assigned attacker too easily.

-. Better awareness of third-man runs so defenders react to off-ball movement instead of focusing only on the ball carrier.

-. Stronger cutback defending with midfielders and defenders recognizing dangerous runners near the penalty area earlier.

-. Tighter penalty-area defending with better marking of the ball carrier, pass receiver, and nearby attacking threats.

-. More compact defensive team shape with reduced horizontal and vertical space between defensive units.

-. More active attacking off-ball movement so teammates provide more useful passing options instead of remaining static.

-. Better-timed striker runs with improved recognition of when to run behind, come short, or attack open space.

-. More useful attacking support options around the ball to create better passing triangles and combinations.

-. Smarter midfield support positioning so midfielders connect defense and attack more naturally during buildup.

-. More balanced fullback attacking movement with better support without both fullbacks constantly leaving the defense exposed.

-. Cleaner formation spacing so players maintain better distances between defensive, midfield, and attacking lines.

-. Slower and more realistic player movement to reduce the overly fast and arcade-like feeling of previous gameplay.

-. Better-balanced sprint speeds so players still feel fast without reaching unrealistic movement speeds too quickly.

-. Less explosive acceleration so players need more time to build up speed instead of instantly reaching maximum sprint.

-. Heavier player momentum when accelerating, stopping, turning, and changing direction.

-. More natural turning at high speed so players cannot instantly change direction while sprinting at full pace.

-. More realistic stopping behaviour with players requiring more time and distance to slow down from high speed.

-. Slower and better-balanced jogging movement to reduce the overall speed of normal off-ball movement.

-. More controlled dribbling movement so ball carriers feel less like they are skating across the pitch.

-. More realistic controlled sprinting with reduced speed while maintaining responsiveness and player individuality.

-. Clearer pace differences between fast and slow players while keeping physical attributes meaningful.

-. Stronger influence from player attributes so movement, reactions, defending, attacking, and decision-making depend more on player quality.

-. More measured buildup tempo to reduce constant end-to-end gameplay and allow more realistic possession phases.

-. Better-balanced counterattacking speed so counterattacks remain dangerous without becoming unrealistically fast.

-. More noticeable tactical differences between teams based on playing style, formation, player quality, and tactical behaviour.

-. More responsive attacking AI when recognizing space, transitions, passing opportunities, and shooting chances.

-. More responsive defensive AI when recognizing runners, passing lanes, dangerous receivers, and changes in possession.

-. Better defensive pressure hierarchy where midfielders step forward first while centre-backs focus more on protecting depth.

-. Stronger midfield screening to make central areas and spaces between the lines harder to exploit.

-. Improved defensive recovery positioning after the defensive line or midfield has temporarily been pulled out of shape.

-. Stronger defensive coverage against quick first-touch passing and fast combination play around the penalty area.

-. More decisive CPU attacks with less unnecessary hesitation before passing, dribbling, or shooting.

-. Improved attacking threat from elite teams so clubs such as Manchester City should create more genuine scoring opportunities.

-. Improved CPU shot power balance so good shooting opportunities feel dangerous without every shot becoming an unrealistic rocket.

-. Reduced unnecessary CPU shooting hesitation so capable attackers punish defensive mistakes more consistently.

-. More tactical, physical, and challenging matches where creating clear chances requires better buildup and decision-making.

-. More realistic overall gameplay flow with slower physical movement combined with faster and smarter football intelligence.

Files

Comments

Fata Ainul Fahmi

halo bang, thanks buat modnya! mau kasih feedback kalau berkenan. - rating goalkeeper somehow auto 10.0 tiap match (nyoba lebih dari 3 match selalu begitu) - passing speed seringkali kaya ngagetin gitu, pencet sedikit tapi powernya kaya pencet full, through pass sama passing yang X + RB/R1 - power shot takes ages gitu sampe release, keburu kerebut :D - ball physics nya mungkin bisa dituning, beberapa keliatan kaya floating pas passing, bukan yang bergulir normal (cmiiw) - crossing juga somehow kerasa kaya yang floating banget itu aja sih hehe overall gameplaynya asik, inertia nya, turning nya, movement nya realistic. semoga di V3 bisa much better than current version. thanks!

AGT - AGT ALL IN ONE MANAGER PLAYER CAREER TWEAK

Halo bang, sebelumnya makasih banyak buat masukannya ya 👍🏻 ngebantu dan jadi tau bagian mana yang perlu dibenerin kalau soal rating kiper emang kayanya terlalu extreme dan kurang balance. Soalnya bawaan EA nya yang pelit banget ngasih kiper buat dapetin rating bagus. Kalau semisal enggak ada yang nembak atau cuman sekali ditembak musuh, rating nya mereka bakalan tetep di angka 6 kebawah walaupun cleansheet atau save beberapa kali. Makanya aku bikin kalau cleansheet atau save dikit langsung naik, tapi nanti coba aku baikin lagi. Kalau buat pass speed ini berarti cuma through ball sama pinged pass (RB + A di Xbox / R1 + X di PS) ya ? kalau yang pas normal aman aman aja? nanti coba aku cek ulang ya bang 👍🏻 Kalo buat power shot powernya aman aja? Kalo soal waktu releasenya mungkin bakal aku evaluasi lagi. Ball physics + crossing juga bakal aku bikin biar lebih ground, nggak ngambang terus ntar ku coba ubah makasi bang buat feedbacknya, ntar next v3 gua baiki buat sesuai dr feedbacknya.

Carlos Thadeu

hey, I'm sorry, I keep not understanding ''priority'' and ''placed above in that list''. So does that mean that AGT gameplay should be in the number ''2'' and all in one on number ''1'' or the reverse of that? so like, agt gameplay on second to last and all in one on last? or reverse? Sorry, this always messes me up

AGT - AGT ALL IN ONE MANAGER PLAYER CAREER TWEAK

Hey there. In Mod Manager, highest priority means the mod is placed at the very bottom. I should have worded that differently to avoid confusion, sorry about that. To answer your question, AGT All in One goes second to last, and AGT Gameplay goes last at the very bottom. Looking at your list from top to bottom, it should look like this: 3-x. Other mods (at the top) 2. AGT All in One (second to last) 1. AGT Gameplay or any other gameplay mod you use (at the very bottom)

Fata Ainul Fahmi

paham sih bang, rating buat kiper bawaan EA jahat betul wkwkw cuma di v2 ini auto 10.0 gitu tiap match bang, even dia kejebolan 1 atau 2 gol yes bang through ball sama pinged pass itu power nya suka ngagetin tiba tiba kenceng bgt gitu, gw kira karena si wind nya diset high, tapi pas diset ke medium pun sama power shot somehow ditoel dikit button di gamepad dia powernya langsung full. lebih concern ke waktu release nya sih bang yang a bit too much imo jadi keburu kerebut gitu ehehe yes bang, ball physic pas shoot muter nya agak uncommon kalau dilihat lebih detail (slow mo pas replay) siap bang, thanks sudah mau menerima feedback. ditunggu update v3 nya yaa. btw 2 pertanyaan tambahan bang sorry: - ada server discord ngga untuk AGT? - AGT gameplay bisa dikombinasiin sama animation mod ngga? either itu truefoot atau animation nya Anth?

Rafael Santos

Do you tweak the camera settings? Does the camera follow the ball even when using Esim’s camera mod?

Fata Ainul Fahmi

I guess so. you can just put Esim camera in higher priority than AGT gameplay. works well on my end

Rafael Santos

Hey AGT, I really love the gameplay, but I feel like the goalkeepers are saving too many shots. Some shots that look like they should realistically go in are being saved too often. Could you please consider reducing the goalkeepers’ save effectiveness in a future update, while keeping the rest of the gameplay as it is? I think that would make the goal-scoring feel more realistic.