AGT ULTIMATE ALL IN ONE FC 26 v14 (Patreon)
Downloads
Content
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.
Guys, if you want to subscribe to any of my products, please do so through the Patreon website and not the Patreon app on iOS or Android. Apple charges a high service fee on mobile, making the price more expensive than if you subscribe directly through the website using a browser.
⚠️ 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.
WHAT'S CHANGED
Improved offers for transfer-listed players — Players you manually place on the transfer list should now receive significantly more attention from AI clubs. The game searches a larger pool of potential buyers, makes more attempts to find suitable destinations, and can generate new offers more frequently instead of leaving listed players untouched for most of the transfer window.
More clubs can compete for the same player — Reduced restrictions caused by another club already having an offer pending. Multiple teams can now show interest in the same player more easily, creating more realistic competition and allowing popular players to receive several different offers.
Transfer-listed players are now much more attractive to AI clubs — The recruitment score and priority given to transfer-listed players have been significantly increased. If you deliberately make a player available for sale, AI clubs should recognize his availability much more strongly.
Better transfer completion rate — AI clubs now search more teams and make more attempts to find a suitable destination for players. This especially helps expensive and transfer-listed players who previously struggled to find buyers despite there being clubs capable of signing them.
Improved free-agent market — Good free agents are now much more attractive to AI clubs and should be less likely to remain without a team for several seasons.
Older high-quality free agents can still find clubs — Increased the maximum age considered by the normal squad-improvement recruitment logic. Experienced players who are still good enough should now have a much better chance of finding a suitable club.
Much stronger free-agent recruitment priority — AI clubs now place significantly more value on signing useful players without paying a transfer fee. Strong free agents should be picked up faster while squad quality, positional needs, and other recruitment logic still prevent clubs from signing every available player.
More realistic seller demands — Reduced excessively high seller-demand multipliers that could cause negotiations to collapse because the asking price became far too high compared with the player's actual value. Clubs can still demand a premium, but prices should remain more reasonable.
Improved winger and wide-player squad balance — Reduced unnecessary winger stockpiling and improved how similar wide positions are recognized. RM/RW and LM/LW should now be handled more logically, reducing situations where clubs continuously buy multiple players for almost identical roles.
Major improvement to delegated player sales — Delegating a player sale should now be much less likely to end in an immediate rejection simply because your requested price is above what the buying club can afford.
Delegated negotiations now aim closer to the buyer's maximum offer — If you request €100M but the buying club can realistically afford only around €80M–€85M, negotiations now have a much better chance of progressing toward that amount instead of immediately being rejected.
More delegated negotiation rounds — Increased the maximum number of counteroffers available during transfer negotiations, giving both clubs more opportunities to reach an agreement instead of ending negotiations too early.
Improved bidding-war behavior — Clubs are now more willing to improve their offer when another team has submitted a stronger bid. This should create more competitive transfer negotiations without forcing every club to massively overpay.
New progressive transfer-sale reinvestment system — The amount of money returned to your current transfer budget after selling a player is now more dependent on the club's financial situation.
Smaller and developing clubs benefit more from selling valuable players — Clubs that rely more heavily on player sales can receive a larger percentage of the transfer fee back into their transfer budget, allowing them to properly replace important players and continue developing their squad.
Rich clubs receive less immediate money from huge player sales — Clubs that already have very large financial resources will no longer automatically receive almost the entire value of a €100M–€200M+ sale back into their transfer budget. This helps prevent wealthy clubs from endlessly recycling superstar sales into even larger spending power.
Stronger long-term financial consequences for overspending — Clubs that suffer major financial deterioration can now receive a much stronger restriction on the following season's transfer budget.
Huge financial losses are punished more strongly — Winning trophies will still improve a club's finances, but sporting success should no longer completely protect a club that spends hundreds of millions and finishes the season with a massive financial loss.
Reduced performance-based budget inflation — Bonuses for significantly overachieving league expectations have been reduced. Strong performances still improve the following season's budget, but repeated success should no longer cause transfer budgets to increase uncontrollably.
Reduced unused-budget carryover — The amount of unused transfer budget that can automatically carry into the following season has been reduced. Saving money still provides an advantage, but clubs can no longer build enormous budgets simply by leaving hundreds of millions unused every year.
More realistic long-term club progression — Financial strength can now evolve naturally throughout a Career Mode save. A smaller club that consistently finishes in European positions, qualifies for the Champions League, sells valuable players, and generates large profits can gradually become a genuinely wealthy club.
Clubs are no longer permanently tied to their original financial level — If a smaller club becomes consistently successful over several seasons, its transfer budget can grow to reflect what that club has actually achieved in your save.
One poor season does not erase years of progress — A club that has established itself near the top of the league over several seasons will not instantly return to its original small-club financial level because of one disappointing season.
Reworked initial club budgets — Initial transfer budgets have been increased for many clubs compared with the previous version. The new values are based on an estimate of each club's recent real-world transfer spending, previous transfer activity, and the level of budget required for the AI to realistically participate in the transfer market.
Higher budgets for major clubs to improve transfer-market activity — In the previous version, many clubs had relatively low maximum budgets, often around €150M or less. This made it extremely difficult for AI clubs to sign elite players valued above that amount, even when the club should realistically have the financial power to make such a transfer.
More big-name transfers should now be possible — Wealthier clubs now have enough initial financial capacity to realistically pursue expensive players, meaning more high-profile players can move between major clubs instead of the biggest transfers constantly being limited by AI budget restrictions.
Initial budgets are still based on club strength and real-world spending — The increase does not mean every club receives an enormous transfer budget. Budgets remain differentiated based on the club's financial level, recent transfer spending, and expected purchasing power.
Reworked player morale and playing-time satisfaction — Players are now less likely to become unhappy too quickly when they are receiving a reasonable amount of playing time. Regular starts and substitute appearances have a stronger positive effect, while players should recover their playing-time satisfaction more naturally over time.
Crucial and Important players are more tolerant of rotation — High-role players are now less likely to become unhappy after only a few matches on the bench. They can still become dissatisfied if they are repeatedly excluded for a long period, especially in important matches.
Playing-time expectations are more realistic — Players are now less demanding about starting every single match. Receiving regular minutes over time should have a greater influence on their satisfaction rather than only whether they start.
Improved morale recovery after appearances — Players who are unhappy with their playing time can now recover satisfaction more quickly when they begin receiving regular starts or substitute appearances again.
Reduced morale loss from normal benching — Being named on the bench is now less likely to cause a large drop in morale, especially in normal or lower-importance matches.
Reduced morale loss from occasional squad rotation — Players are now more patient when left out for one or two matches. Repeatedly leaving a player out for an extended period can still eventually cause unhappiness.
More realistic rotation during congested schedules — Managers should now have more freedom to rotate the squad during busy periods without several Crucial or Important players becoming unhappy too quickly.
Lower-importance matches are more suitable for rotation — Resting key players in less important fixtures is now less likely to negatively affect their playing-time morale.
Important matches still matter — Star players can still become unhappy if they are repeatedly left out of major league matches, Champions League games, cup knockouts, finals, or other high-importance fixtures.
Players are less sensitive to small differences in minutes played — Players are now less likely to react negatively simply because they were substituted early or did not play the full 90 minutes.
Better morale balance in deep squads — Teams with several high-rated players competing for the same position should now be easier to manage. Rotated players are more likely to remain patient when they are still receiving a reasonable amount of game time.
Form can influence squad selection more naturally — Managers should have more freedom to start an in-form lower-rated player while temporarily benching a higher-rated player in poor form. The benched player can still become unhappy if the situation continues for too long.
Existing players recover playing-time satisfaction more naturally — Players who have already been at the club should now be less likely to remain stuck with poor playing-time morale despite receiving regular appearances.
Improved season-to-season morale balance — Previous playing-time dissatisfaction should have less influence going into the next season, while players who continue to receive insufficient minutes can still become unhappy again.
There might be a few other small changes I forgot to mention, but I think everything important is covered here.