[FC 27] AGT GAMEPLAY V1.9
Update Changelog
V1.9 is here with several changes to player movement, shooting, crossing, defending, heading, referee decisions and weather physics.
A lot of the work in this update has also been based on feedback from people using the mod, especially regarding gameplay speed, player pace differences, defensive positioning and shooting.
I've kept the parts of V1 that were already working well while adjusting the areas that still needed improvement.
Player Movement & Pace
Reduced overall movement speed to make gameplay feel slower and more realistic.
Adjusted sprinting and acceleration to reduce excessively fast player movement.
Improved the balance between acceleration, momentum and maximum speed.
Kept the differences between player types. Smaller and more agile players should still feel smoother when dribbling, while taller, stronger and less agile players should feel heavier when moving and changing direction.
Adjusted the influence of Pace attributes on sprint speed and acceleration.
Increased the speed advantage for players with 85+ Pace, particularly those with 90+ Pace.
Fast players should now have a more noticeable advantage when running into open space, rather than feeling almost the same as slower players.
Preserved the slower overall gameplay tempo instead of increasing every player's movement speed.
Weather & Pitch Physics
Rebalanced player-ground friction across different pitch conditions.
Improved player traction on normal, wet, snowy and muddy pitches.
Reduced excessive sliding and gliding during movement, especially on wet surfaces.
Adjusted movement stability to make gameplay feel more consistent across different weather conditions.
Kept the unique characteristics of each surface instead of making all weather conditions feel identical.
Preserved the existing weather-specific ball physics, including differences in bounce, rolling and surface resistance.
Shooting
Reduced excessive normal-shot power and ball speed.
Adjusted shooting-speed curves for both short- and long-distance attempts.
Improved the balance between shot power and distance.
Shots should travel at a more believable speed without making powerful strikes feel weak.
Kept the influence of player shooting attributes on finishing.
Normal shooting power has been adjusted to feel more realistic, rather than having almost every shot travel like an extremely powerful strike.
Finesse Shots
Increased finesse-shot power to address shots that previously felt too slow.
Increased ball spin to produce more noticeable curling shots.
Improved finesse-shot curvature at both short and long distances.
Reduced excessive power loss when attempting finesse shots from difficult body angles.
Adjusted finesse animation-selection settings to make finesse execution less restrictive.
Improved the difference between normal shots and finesse shots without changing the new normal-shot power balance.
Crossing
Reworked crossing travel time based on distance.
Reduced excessive ball speed on long-distance crosses.
Kept shorter crosses closer to their previous speed.
Adjusted medium- and long-range deliveries so the ball has more natural flight time.
Improved the balance between early crosses, lofted crosses, ground crosses and harder deliveries.
Preserved the existing crossing direction and targeting improvements.
Previously, longer crosses could travel much too quickly, while shorter crosses already felt fairly reasonable. This update focuses more on correcting longer deliveries rather than slowing down every cross.
Heading & Aerial Challenges
Adjusted attacking headers to make headed shots more effective.
Reduced pressure-related difficulty when attempting headed shots.
Improved headed-shot contact and execution, particularly during contested aerial situations.
Adjusted attacking headers from corners and crosses.
Increased the difficulty of headed passes under pressure.
Made headed through balls and defensive headed clearances more difficult.
Reworked heading contact-error calculations to create a greater difference between headed shots, passes and clearances.
Previously, attempting a headed pass could feel more reliable than trying to score with a header, especially during corners.
These changes are intended to make attacking headers more rewarding while reducing the effectiveness of headed passes and clearances under pressure. Height, positioning and physical attributes still matter when contesting aerial balls.
Defensive AI & Positioning
Improved defensive organization, particularly in central areas of the pitch.
Adjusted marking tightness to reduce excessive space between players.
Improved midfielders' ability to track attacking runs.
Reduced gaps between midfielders and the defensive line.
Adjusted defensive-line width and positioning.
Improved holding-midfielder coverage when defending dangerous central areas.
Rebalanced defensive containment distances.
Improved defensive awareness of passing lanes.
Adjusted coordination between midfielders and defenders when dealing with attacking movements and through balls.
One of the main issues was how easily attackers could find open space through the middle, sometimes allowing a simple through ball to create an easy one-on-one chance.
The changes focus on making teams more organized defensively, so creating chances through the middle requires better movement, passing and timing.
Refereeing, Fouls & Cards
The refereeing system has received several adjustments throughout V2, with a focus on making foul recognition and card decisions less repetitive.
Increased the differences between lenient and strict referee settings.
Adjusted how physical contact and tackle severity are evaluated.
Improved foul recognition for standing and sliding tackles.
Increased the possibility of yellow cards for reckless standing tackles.
Rebalanced warnings, yellow cards and straight-red thresholds.
Adjusted disciplinary decisions for hard standing and sliding tackles.
Reduced overly predictable straight-red outcomes for certain dangerous challenges.
Adjusted breakaway-related disciplinary modifiers.
Improved the distinction between ordinary fouls, reckless tackles and more serious challenges.
Reduced overly harsh punishment for minor shirt-pulling.
Kept stronger consequences for prolonged or deliberate holding.
Adjusted persistent-fouling penalties.
Rebalanced referee advantage and delayed-foul timing.
The intention is to make the referee less predictable without simply giving more cards for every foul.
A standing tackle shouldn't always result in just a free kick, and a hard tackle shouldn't automatically receive a straight red. The outcome should depend more on the severity and circumstances of the challenge.
Match Rules & End-of-Half Situations
Adjusted end-of-half behaviour during selected set pieces.
Increased the continuation time for certain late corner kicks and free kicks.
Adjusted extra touches allowed during some late attacking situations.
Rebalanced advantage timing to improve how play continues following fouls.
Final Notes
V1.9 is mainly about improving the overall gameplay balance while keeping the realistic feeling of AGT GAMEPLAY.
The movement is still designed to feel slower and more physical, but fast players should now stand out more. Shooting and crossing have been adjusted to reduce excessive ball speed, defensive positioning has received further improvements, and attacking headers have been reworked to make them more effective.
I've also continued working on referee decisions to make fouls and cards feel less repetitive.
Some of these changes, particularly the latest Pace and heading adjustments, are still being evaluated and may receive further tuning based on feedback.
As always, feedback is welcome, especially if you notice anything that feels unrealistic or could be improved in future updates.
