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This might be the final update and version for both Gameplay and All in One since I will start working on mods for FC 27.

What's Changed in V3

More Dramatic Player Contact, Stumbles & Falls — Reworked physical contact so shoulder challenges, pushes, standing tackles and dispossessions create much more visible body reactions. Players can now be knocked off balance, rotate from impacts, stumble for several steps and fall more dramatically instead of immediately recovering into a normal animation. Collision strength was increased while excessive planted-foot and body stabilization was reduced, making physical battles feel heavier and more noticeable.

Rebuilt Free-Kick Trajectories & Long-Range Free Kicks — Reworked direct free-kick physics so powerful attempts no longer balloon upward like lob passes. Long-range free kicks now travel flatter and faster with stronger late curve and dip, making 30–40+ metre attempts much more realistic and giving high-quality free-kick takers a genuine chance to score while still requiring good aim, timing and power.

More Realistic Ball Physics & Ground Rolling — Rebalanced overall ball interaction with the pitch to reduce floating, excessive skipping and unnatural gliding. Ground passes and loose balls now lose speed more naturally, turf friction has a stronger effect, bounce energy is reduced and the ball settles into a realistic roll sooner instead of travelling across the grass with almost no resistance.

Less Floaty & More Natural Crossing — Reduced excessive cross height and hang-time across normal, early, hard and ground-cross situations. Crosses now carry stronger forward momentum and reach their target faster instead of floating slowly through the air, while still preserving realistic curl, delivery variety and different crossing techniques.

Rebalanced Through Balls & Pinged Passes — Reduced the excessive speed of through balls and RB+A / R1+X pinged passes. Through balls still properly lead attackers into space and pinged passes remain noticeably stronger than normal passes, but both now travel at a more believable football speed instead of looking like laser passes. Normal A/X ground passing remains unchanged.

Rebuilt Powershots — Faster Release, Realistic Power & Missile-Like Flight — Powershots now release faster while using more realistic overall shot speed. Inside-the-box powershots were slowed further so they no longer look unrealistically explosive, while long-range powershots remain dangerous. Elevation and peak-height behaviour were heavily reduced so powershots travel much flatter with a hard, driven, missile-like trajectory and late dip instead of resembling fast lob shots. Semi powershot gameplay now follows the same gameplay configuration as non-semi.

Rebalanced General Shooting Accuracy Under Pressure — Shooting has been made more forgiving in realistic situations where the player is slightly challenged, shoulder-to-shoulder with a defender, moving laterally, slightly off-balance or shooting from a less-than-perfect body angle. Previously, even small amounts of contact or a defender being nearby could make otherwise good chances fly badly off target, especially for lower-rated players. These penalties were reduced so contested shots still have a realistic chance to hit the target, force a save or score, while heavy pressure, poor positioning, bad contact and difficult angles can still produce misses. The aim is to make shooting less artificially punishing without turning every pressured attempt into an automatic goal.

Major CPU Finishing Intelligence Rebuild — Reworked AI shot selection, directional error, finesse-shot angles, turning-shot behaviour and power choice so CPU attackers produce far fewer bizarre sideways or heavily misdirected shots. CPU players now use more consistent and realistic power depending on distance, while inside-box, edge-of-box and long-range attempts are much more goal-oriented. Extreme 35–90 degree shot deviations were heavily reduced, awkward finesse and turning attempts were restricted, and AI finishing now behaves more like a proper football action instead of occasionally producing obviously glitched shot vectors.

Much More Reliable Bicycle Kicks — Bicycle kicks are now considerably more forgiving once the player's foot actually connects with the ball. Incoming-ball angle, imperfect aerial height, player movement and nearby pressure have much less influence on the final contact, while bicycle-specific power and momentum were increased. Successful bicycle kicks should now produce a proper goal-directed shot with good power instead of frequently becoming a weak bounce, badly under-hit attempt or wild miss simply because the contact angle was slightly imperfect.

Rebalanced Weather Physics & Match Pacing — Reworked pitch behaviour across dry, normal, wet, snow and mud conditions to reduce large weather-dependent changes in match speed. Every surface now plays slightly slower and heavier, but each weather type still keeps its own identity: dry remains the most responsive, wet stays slightly slicker, snow retains lower traction and heavier ball movement, while mud becomes the slowest and heaviest condition. Ball rolling, sliding, bounce absorption, grass resistance and player-ground traction were all adjusted so changing weather no longer makes the game suddenly feel excessively fast or arcade-like.

There might be a few other small changes I forgot to mention, but I think everything important is covered here.

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