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V12 is finally here!! (Watch the preview here - https://www.youtube.com/watch?v=--axj4wSY28)

It's taken me a long time to get to grips with TU6, and to improve some of the issues, but it's at a point now ready for release! There are still some areas I'm working on and not 100% happy with, but this is a big improvement on where TU6 left us.

I'm not really one to go and list off every single change I've made, but those who are familiar with my work know that there's a significant amount of areas which have very meaningful and purposeful changes to make a much more sim-oriented experience. The mod has been tested and balanced a lot, and I don't go and change things for the sake of it - it's all for a reason and all pulling towards a certain direction.

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There are a large number of changes in V12 compared to V11. A big part of this was balancing out the issues caused by TU6. This sounds small, but actually impacts many areas of the gameplay. This includes things like pressing, marking, tackling, positioning all of which have been changed, tested and balanced to bring the game back to a more stable place.

Outside of these balances, is the introduction of more 'grittiness' into the game. This was always part of the progression and it's a welcomed addition.

I'm not going to call it 'fouls' because I don't think that quite accurately represents what the change is. I've opened up the scope for much more fighting for the ball.

This results in a lot more tackles, challenges, physical interactions and it will often result in more fouls - but you can't just judge based on the number of fouls alone. Play for yourself and see! The impact on the gameplay is quite large. You will find it more difficult passing out of a good press for example, especially if you don't have strong technical players.

I should mention that I really recommend playing the Fast version of the mod for the best experience with these new changes. There is a link still between speed of movement and behaviour and the FAST version provides the most intensity in the challenge and fight for the ball. It plays NOWHERE near as fast as you would think - I recommend trying it. It's definitely the version I play with the most. To be clear, I don’t mean select ‘Fast paced’ in game, I mean use the ‘Fast’ version of the mod.

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If you're new to my gameplay mod entirely, this is some of what you can expect in general:

- Player and team individuality. STATS MATTER! You'll know if you're going up against a big team with great players - on both end of the pitch. This goes for strong players, technical players, lethal finishers, players with good balance, great defenders - and much, much more. You will see this reflected in CPU behaviour as well as your own.

- CPU variety has been dramatically increased. You will see crosses, long shots, tackles, through balls, long balls. Don't judge on one game alone, play with a variety of teams with different abilities and personalities and you will see it come through.

- Realistic Movement - of course the animation system isn't perfect, but players speed of movement is considerably slowed down from the default game and animations behave much better than before. Game tempo is greatly considered in this as well. Trust me guys, this is far more than slowing down some turning circles and speed and acceleration, there's been a huge number of changes and it has been extensively balanced and tested.

- Passing, shooting speeds have been balanced a lot to create a much more natural and realistic experience. The ball no longer shoots out of the foot like a rocket.

- The ball is no longer 'stuck' to the players feet. It behaves more naturally, deflecting and bouncing around like it should.

- First touch has been made more realistic - stats matter in this as well!

- Positional changes to create more realistic patterns and behaviour. The reduction of a reliance on cutback goals for example.

- A more difficult avenue to goal - the midfield battle is much improved due to a number of purposeful tweaks and adjustments. This is not some end to end experience where you end up with 6-5 scorelines anymore. The positioning, behaviour and movement has been massively adjusted for both attacking and defending.

- The CPU actually play football against you. None of this 3 passes to the striker, turn and shoot. There's some really nice buildup play, passing backwards, sideways etc.

- Players physical interactions mean a lot more now. There's no more sliding off each other and bursting beyond anyone you want now. Your approach to goal needs to be far more considered than before. It's not just about speed!

- Grittiness. The CPU will tackle more, fight for the ball and you will generally see a lot more organic clashes between players - often resulting in more fouls.

- Lots of little realistic additions. For example, you can't play laser guided passes behind you anymore. You have to think a lot more about body positioning.

- Crazy boosts removed!

- Plus lots of other little other tweaks and adjustments that are made to account for various gameplay elements.

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I MUST STRESS - THE MOVEMENT SPEEDS HAVE NOT CHANGED AT ALL FROM V11 to V12. IF YOU THINK THE GAME IS PLAYING FASTER THEN THE MOD MUST NOT BE WORKING PROPERLY.

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NECESSARY SETTINGS: Please also read the separate 'Settings' .txt file in the download for all settings.

The following settings are ABSOLUTELY NECESSARY to get the mod working as intended:

- NORMAL GAME SPEED. The Mod WILL NOT work properly if you play on Slow.

- PLAYER BASED DIFFICULTY ON

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RECOMMENDED SETTINGS:

- WORLD CLASS difficulty. The mod is designed for World Class and I have increased the difficulty of World Class and that's what I find provides the best experience and balance overall, but play on whichever difficulty level you prefer. Legendary may not bring as much variety from the CPU attack.

- CLASSIC ATTRIBUTES (I've nerfed the boosts, but classic is recommended (I think this is only an option in friendly matches anyway).

- Default sliders recommended (50/50). You can adjust as you like, but it's designed with 50/50 in mind.

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NOTES:

- I don't think I've mentioned this before, but the crazy boosts are taken care of and removed in this mod. You don't need to use any additional mods for this - it's already included.

- There is an Add Ons and Adjustments download to go with this mod. That is OPTIONAL ONLY!!! I recommend playing with the mod the way it comes here. Pick one and you're good to go!

- There are now THREE base versions - SLOW, MEDIUM and FAST. Each has different adjustements based on movement and passing speeds - but they all have the exact same base.

- EA can sometimes make the game speed up at times out of nowhere. This can happen randomly and might stick around for a few days or less. If it does happen and the game is suddenly playing crazy fast, please be assured that this is not the mod! It's EA being EA and it will settle.

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There's still more to come guys, and I have some ideas I'm getting ready to test, but for now I really hope you enjoy Test v12!

Thanks for the support!

Comments

anthjamesfc24gameplaylab

Please make sure you read everything guys. I know it's a lot of writing, but it's important. Thanks!

Read with Sean

please also release the reshades you talked about. waiting!!

Roberto Rezzano

Hey Ant congratulations!....so do you recommend configuring in fast mode? So the game doesn't feel too frenetic? Thank you

Alex

much better than v11, but i am felling skatingon playes and so much pressure on cpu teams.

Danny Fisher

Hi Anth. I'm new to modding. I applied your mod, but I can't seem to get my camera settings to change beyond the default settings. How do I get the adjustable zoom/low field view you have in your videos?

Ismai Randy

v12 in my opinion is more difficult to play. so I prefer v11.

anthjamesfc24gameplaylab

Appreciate the feedback guys! Some I agree with some, some I disagree with in truth, but that's all good! I always try and say to people though, when building gameplay mods we can't just apply our ideological views of football into how the gameplay should play. We also have to massively consider the game itself, why things happen and the mechanics. It's a balance of making particular changes due to the way the game is built vs how we'd ideally want a football game to play. For example, passing errors. I can create loads of passing errors for players with low stats - HOWEVER I have to consider the WAY these errors represent themselves in game. The truth is most ground pass errors for example will result in the CPU just passing the ball straight to you randomly. No-one wants that at all, and then I'll have a load of feedback saying 'why is the CPU just making stupid passes'. Also, the errors change the behaviour of the players. So if you introduce loads of errors then those players will start to take less risks and only play shorter, more simple passes over time. Then we'll have feedback like 'why is Oxford United playing like prime Barca'! It's a give and take folks, it's about finding the subtleties and threading that needle - and that's why it takes so much time and balancing. I'm not saying this to complain or anything, I just want the knowledge base to be built about what's involved and how it works. On a positive note, I've made some of my best progress in a long time over the last day or so about really freeing up the gameplay. It's built further from V12, but some of those stubborn patterns are being removed and the ball is much more free now. It's resulting in some really great organic moments of play, fighting to get the ball, more natural deflections and bounces while trying to get the ball under control. This is from in the air battles to first touch errors, mistakes when dribbling, tackling etc.

Rofil Fiqri

Hi for the MOD does it have to be the first one in mod order?

strpao133

I think passes are crazy fast, even with slow pass option adjustment... its very unreal...

anthjamesfc24gameplaylab

You mustn’t have installed properly man. Make sure you read the instructions in the download.

strpao133

I did mate... everything like in instructions and deleted temp folder

Glenio

If you allow me, I want to make some observations about V12, I don't know if it is already being corrected or improved for v13. Well, I'm finding the touching action very slow, not the pass but the time it takes to arm the pass, this causes too many cpu disarms. Another thing is that the power of the CPU behind is very difficult. The Striker seems to have no speed. There is a lack of offensive movement on the part of the AI when we are attacking ourselves. Another thing is the issue of player fatigue, most of the time a tired player is able to keep up with another fresh one in a race!!! But I think it's on the way. Just one last thing, there are 3 different mods in the mods folder, what are the differences and the impact of each one within the game?

Marko Ninković

Hey Anth want to say a massive thanks for the mod, for me V12 is by far the best gameplay mod of any fifa I have played. Each game feels so different with the teams and a massive credit is due to how realistic it all looks. I have just upped pass error sliders on the user side as I play semi for ground pass but manual for the rest. CPU does make mistakes and fouls me on 5-7 times a game in 8 min halves. My only real recommendation is to slightly increase user pass error. Ai passing levels are great for me as the AI does make inaccurate passes at times when they are pressed etc. can’t wait for the v13 release!!