V1.2 was about intelligence — how the ball moves between players. V1.3 looks at the moments that decide a match: the shot, the save, and the defender who's supposed to be there.
— SHOOTING —
The most common note after v1.2 was fair: normal and power shots felt slow and soft, and finesse was carrying everything. Normal and laced shot power was raised, and power shots were lifted a little further again, so shots on goal should look more dangerous than they did. Finesse was deliberately left alone, so it keeps the character people liked. CPU shot willingness was increased as well, including from outside the box, and its timing on open wide runs was pulled earlier. Shot accuracy and error weren't touched, the aim here was weight rather than aim.
— GOALKEEPERS —
This was the biggest single piece of work in v1.3, and the hardest, because your feedback contradicted itself: too strong in one on ones, too god-like at high ratings, useless at low ratings, and too slow to get up after a save. All four came up at once. Thank you for arguing about it in opposite directions, genuinely, because that conflict is what forced it into separate passes instead of one blind nerf.
• Catch behaviour on hard shots was pulled back, so a shot hit straight at the keeper should be parried more often than swallowed.
• A second touch after the save was opened up, so the keeper is more likely to gather the follow-up instead of standing frozen.
• Recovery timing was shortened across every shot type.
• One-on-one coverage was reduced, so a good striker with the right decision has more of a chance.
• The rating gap was flattened. Elite keepers should still feel clearly better, but a weak keeper has more room to produce a save.
• Rushing off the line was rebalanced across two passes, to keep the angle work without the old dominance.
Whether that balance lands is exactly the kind of thing that needs matches, not theory. Rebounds, one on ones and low-rated keepers are the three to watch.
— DEFENDING —
Defenders looked lost. Midfielders let runners go, fullbacks abandoned the wing, and two defenders often chased the same man while a third was left free.
• Central and defensive midfielders were pushed to act as the first defender instead of handing the job to the centre-back.
• Marking on the pass receiver was brought forward, so defenders should react while the ball is still travelling.
• Midfielders were given more room to leave their zone to reach that receiver, but on a controlled leash, so the middle shouldn't open up behind them.
• Second pressure was cut back, so two players should be less likely to lock onto the same runner.
• Fullbacks were tied closer to their wing and their winger instead of drifting inside.
• Reaction to fakes and feints was adjusted, so a shot fake has a better chance of buying you a yard.
— CROSSING, HEADING, BALL CONTROL —
Crosses were made faster, flatter and more whipped, with curve consistency raised even for poor crossers, and attacker runs were pulled away from the crosser toward the penalty spot and the back post. Header strength without the heading playstyle was raised, and aerial dominance was toned down on both sides. On the ball, touch error was raised for lower-skill players, and sprinting amplifies a bad touch, while elite dribblers kept their edge.
— SMALLER THINGS —
• Jockey speed was recalibrated, aiming for controlled rather than stuck.
• Shoulder challenges were tied to angle, position and momentum.
• Corners and direct free kicks now show the full aim trajectory line for every player.
• First touch under pressure was softened slightly from v1.2, while still being a real error.
Version 1.2 Gameplay Trailer