Made the following changes:
Addressed the following issues:
- In certain formations, when locked to an individual player, such as when playing as any player that isn’t set to ‘Any’ in Pro Clubs, the Central Attacking Midfielder (CAM) would form the defensive line following a set piece, resulting in positional change.
- The formations affected were 4-1-2-1-2 (2), 4-3-1-2, and 5-2-1-2.
- Improved goalkeeper decision making when rushing outside the box in order to clear or take control of the ball by making the following changes:
- Improved goalkeeper decision making regarding when to take control of the ball versus clearing it in order to produce more appropriate results.
- For example, the keeper should be less likely to clear the ball away when they are not under any pressure from the opposing team.
- Goalkeepers are now more likely to try to clear the ball when rushing outside of the box, when it would be appropriate to do so.
- Sometimes, goalkeepers were not heading to clear the ball in contested situations, when it would have been beneficial to do so.
- Addressed a rare occurrence of a canceled skill move resulting in unrealistic player acceleration.
- Addressed a specific animation that caused players to sometimes miss the ball when performing a lobbed free kick.
- Players will now be able to perform running fake shots when using the digital pad as your Move Player controls.
- Resolved an issue which was sometimes resulting in the ball going through the inside of the goal post.
- This was a visual issue only and did not impact goal detection.
- When receiving a crossed ball and then attempting a shot, the shot input was sometimes resulting in an unexpected action, such as a pass or tackle.
- Sometimes, the Shots On Target Match Fact would incorrectly consider situations not originating from a shot.
- Sometimes, the goalkeeper would not attempt to make a save during a Penalty Kick when the ball was too close to them.
- Headers were being considered as an Air Ball for the purpose of the Air Ball Auto Switch setting, even if the ball trajectory was below 8 feet.
When losing possession and transitioning into the Drop Back Defensive Tactic, the defensive team will no longer apply any pressure to the attacking team.
- This change is intended to bring the tactic closer in-line with how it is portrayed on the real life pitch.
- As a result of this change, the offensive player can have more space to use in order to build an attack after winning the ball back.
Strikers set to Come Back On Defense Player Instructions will not join the midfield defensive line if it already consists of the maximum allowed players.
- For 4 defender formations, the maximum capacity of the midfield line is 4.
- For 3 and 5 defender formations, the maximum capacity of the midfield line is 3.
Increased likelihood of ball carrier stumbling after being successfully tackled when the defensive player performs the Standing Tackle action.
- The direction of the stumble is more influenced by the direction the defender tackles from.
- During the stumble, the tackled player is no longer able to take control of the ball.
Reduced effectiveness of first-time shots and volleys from the edge of the box and beyond.
- Increased error for difficult first time shots and all volleys resulting in potentially less accuracy, speed, and spin.
- Increased incoming ball velocity impact on first time shot error calculation.
- Increased impact of vertical ball velocity on volley error calculation.
Slightly lowered the impact of high Attributes on error reduction for difficult regular shots.
- This change only impacts the error reduction that was being applied by Attributes used in shooting situations when they’re between 91 and 99.
- This will result in slightly more error for difficult shots resulting in potentially less accuracy, speed and spin.
- This does not impact finesse or chip shots.
Made the following changes to the Long Shot and Finishing Attributes:
- The Long Shot Attribute had been updated to now impact the results of a shot taken from 65 feet, or further away from the target.
- The target is the exact location of where the ball is expected to go, determined through a mixture of directional input, and the Shooting Assistance setting.
- The Finishing Attribute impacts shot results from 55 feet, or closer, to the target.
- Shots between 55 and 65 feet from the target will now use a weighted average of the Long Shot and Finishing Attributes when impacting shot results.
Increased the likelihood of shots going off-target when taken from 45 feet, or further, from the target.
- The impact of this change scales upwards between 45 and 55 feet, with the maximum impact capping at 55.
- This means that any shot from 55 feet away, or greater, from the target will be more likely to go off target.
Ground passes and driven ground passes taken from difficult angles will now result in the ball traveling with less velocity.
- This change only affects passes of a certain distance, starting at 40 feet, and scaling upward, with the maximum impact being at 60 feet, which will impact passes at 60 feet and beyond.
- This change affects all ground passes that are performed between 100 to 180 degrees and 260 to 180 degrees, where 0 degrees is the direction the player is facing.
- The impact of this change scales upwards from 100 to 180 and 260 to 180, with the greatest impact at 140 to 180 degrees and 220 to 180 degrees.
- This change only impacts scenarios where both of the above situations are true.
Allowed players to select the Direct Free Kick camera in more situations.
CPU AI Controlled goalkeepers will not give away the direction of their dive in Penalty Kick situations, when playing on Legendary and Ultimate difficulties.
The aiming reticle for Penalty Kicks now has the same behavior across all types of directional inputs.
Added the ability to perform the VOLTA FOOTBALL celebration for some players in 11v11 matches.