TrueFoot Gameplay Mod v1.4 Alpha — Supporter Early Access (Patreon)
Content
Download v1.4 Alpha
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v1.4 Alpha is now available as an early-access test build for supporters.
This update is about improving the details that decide whether a match feels believable: first touches, player quality, weak-foot actions, CPU decisions, wide support, headers and physical duels.
*Important:* the Gameplay Mod remains free. Early access does not turn it into a paid mod. It gives supporters a chance to test the new build first, send clips and feedback, and help us reach the best public version faster.
Main changes since v1.3
First touch and ball control
First-touch errors have been reduced from the heavier v1.3 profile. Bad control is still possible, but elite and technically clean players should no longer feel clumsy all the time.
Dribble errors are now better separated by player quality. Lower-level players can still make loose touches under speed or pressure, while better players keep their advantage.
Sprint dribbling errors were rebalanced so a mistake can matter without creating constant extreme touches.
Shooting and weak foot
Normal and low-driven shot error has been rebalanced to help good finishers convert more of the chances they should score.
Shot errors are less extreme when they happen, especially for higher-quality players.
Weak-foot shooting and passing have been softened for 3★ and 4★ players. The strong foot still matters, but normal football actions should no longer feel overly punished.
CPU players are more likely to use a safe switch or long pass when the opposite side is open.
Smarter CPU attack and stronger team identity
CPU players now make safer choices under pressure instead of forcing blind dribbles or low-quality passes.
Build-up support has been expanded: more useful outlets, better short support around the ball and more chances to escape pressure through combinations.
Wide overlap, underlap and diagonal runs have been opened up for more attacking variety.
Team quality has a stronger effect on technical actions. Strong sides should feel more composed in passing, vision, ball control, reactions, finishing and long passing, without artificial pace boosts.
Defending and aerial duels
Defensive step-up behaviour has been refined so one player can meet the ball while another protects the runner, passing lane and defensive line.
Cutback and box-runner awareness has been improved to reduce free runners in dangerous areas.
Attackers have a better chance to compete for a cross instead of defenders winning every aerial ball by default.
Cross delivery remains more curved and dangerous than default, with the latest balance pass reducing overly exaggerated high-cross spin.
Set pieces and physical contact
Free-kick and corner trajectory preview is now clearer for every player, not only specialists.
Fixed the in-game D-pad tactical suggestions issue that could show *“No Suggestions Available”* while the mod was active.
Physical contact is receiving an additional early-access test: the goal is fewer long stumble chains and more natural falls only in genuinely strong challenges.
Updated Motion add-ons
*Motion (Light) and Motion+ (Faster)* now speed up more than sprinting alone.
Both options now also raise jockey speed, normal jogging and dribble-jogging from the grounded base profile toward the default game.
Motion (Light) remains the smaller step. Motion+ is the clearer pace increase. The base Gameplay Mod stays unchanged.
Turning, ball control identity, passing ball speed and defensive AI balance are not changed by these add-ons.
Early-access testing focus
The physical-contact/fall tuning is still being calibrated. Please do not judge it from one isolated collision. I am looking for clips from shoulder-to-shoulder battles, shirt pulls, aerial landings and penalty-box contacts.
The CPU quality work also needs matches between strong, average and lower-rated teams. Please note the teams used and whether you played home or away if you send feedback.
Feedback format
When possible, include:
1. A short clip or timestamp.
2. Teams used and match type.
3. Difficulty and custom sliders.
4. A simple description of what felt right or wrong.
The more specific the feedback, the faster I can keep the good parts and remove the problems before the free public release.