eFootball™ 2024 v3.4.0 Information

New Update (v3.4.0) Available
A new update (v3.4.0) is now available.
See below for details.
All eyes are still very much on the global football scene, as the various leagues that kicked off this Spring continue to provide us with exhilarating footballing actions.
Now then, let us walk through the v3.4.0 update in details.

Introducing a special collaboration campaign between "eFootball™ 2024" and the animated TV series "BLUE LOCK"!
In addition to specially designed Player Cards and Avatars featuring characters from the animated TV series "BLUE LOCK", an in-game campaign celebrating the collaboration will also be held from 21/03/2024 to 11/04/2024!

Get Special Packs!

Introducing a special Pack "BLUE LOCK Pack: Yoichi Isagi" featuring a player, collaboration Avatar, Strip and multiple Training Programs!
Stand out from your rivals with exclusive player and Strip!

Get Special Illustrated Player Cards!

◇ Special Login Present ①
"T. Kubo" and "F. Inzaghi" Player Cards with special card designs as presents.
◇ Special Login Present ②
Chance Deals over the course of 3 weeks! Each Chance Deal allows you to sign 1 player from the "Highlight: BLUE LOCK" Special Player List, which features 8 players with special card designs.
◇ Challenge Event "BLUE LOCK 1st Selection"
Play VS AI matches and earn a maximum of 3 Chance Deals for the "Highlight: BLUE LOCK" Special Player List! Each Chance Deal allows you to sign 1 player out of the Special Player List.

Get Avatars and Strips!

◇ Special Login Present ③
We will also be giving out Avatars with themes based on characters from the animated TV series "BLUE LOCK" for 2 weeks in a row.
◇ Campaign Objectives "BLUE LOCK"
By completing the Objectives, you can get your hands on a maximum of 8 collaboration-exclusive Avatars as well as various in-game rewards.
◇ Tour Event "BLUE LOCK 2nd Selection"
Play VS AI matches and earn points to get a Chance Deal for the "Highlight: BLUE LOCK" Special Player List, as well as the "BLUE LOCK TEAM WHITE" Strip! Each Chance Deal allows you to sign 1 player out of the Special Player List.
*The "BLUE LOCK TEAM RED" Strip can be obtained from the "BLUE LOCK Pack: Yoichi Isagi" special Pack.
*The Strip design shown is for illustrative purposes only and may differ from the in-game version.

Various other in-game items can be won as Event Rewards too!
Be sure to take up the challenge!

*Details on the various in-game campaigns and event periods can be found in-game.

©Muneyuki Kaneshiro,Yusuke Nomura, KODANSHA/BLUE LOCK
Production Committee

Gameplay Updates

In this update, adjustments were made with a particular emphasis on defending and heading: These were areas where many have expressed a desire for further improvement in user surveys.
Attacking-related adjustments were also made to accommodate the adjustments made for defending.
Let's have a more in-depth look at some of the changes made.

Improved Conviction for Defending

As for defending oncoming dribblers, we have made enhancements to the responsiveness of the defending players' head-on movements.
In addition, we have added new tackling motions as well as implemented judgemental adjustments to the timing of tackles.
These adjustments will help reduce the occurrence of situations where defenders would seem unable to stick out a foot and win the ball back in scenarios where they should. In turn, you will now be able to recover possession more accurately and more comfortably.

Improved Conviction for Heading

Headed attempts on goal have also been adjusted to ensure a more appropriate trajectory with regard to the circumstances.
The posture and the position of the player in relation to the opponent when heading, as well as the player's "Heading" stat will now affect the trajectory of headers more than before.
It will now be easier for an open player at the end of a cross to attempt a header towards the goal with high accuracy and a sharp trajectory.
Heading clearances have also been adjusted to ensure a more convincing trajectory that is appropriate to the scenario.

Modifications to the "Classic No. 10" Playing Style

Adjustments have been implemented to the off-the-ball movements of players with the "Classic No. 10" Playing Style.
Players with this Playing Style will now spearhead attacks by positioning themselves close to the opposition's goal, and may even have a crack on goal themselves when opportunities arise.
In order to devote more energy towards attacking plays, these players will refrain from dashing in defensive scenarios to reduce stamina depletion.

*With this update, the eligible positions for this Playing Style have been changed to SS and AMF, and CMF will no longer be eligible. This is because CMF is a position that requires high-level contributions in build-up and defensive scenarios, which is no longer applicable to this Playing Style following the adjustments made.

Broaden the Scope of Player Development with "Position Training"!

A new Player Actions feature, "Position Training", has been added to the game.
Applicable players will have a list of eligible Position Proficiencies for Position Training. Through the use of "Position Training Programs", you will be able increase a player's Position Proficiency for a maximum of 2 positions at random.

The acquirable Position Proficiencies depend on the player's default Proficiencies at the time of signing. Generally, players can acquire Position Proficiencies for positions that are Bright green (high level of Proficiency) or Faded green (intermediate level of Proficiency) in colour on their positional diagram under Player Details, as well as positions that are immediately adjacent to the position displayed on their Player Cards.
*Exceptions apply. See the table below for more information.

Registered Positions Adjacent and Acquirable Positions
CF SS/RWF/LWF
SS CF/RWF/LWF/AMF
RWF CF/SS/RMF
LWF CF/SS/LMF
AMF SS/RMF/LMF/CMF
RMF RWF/AMF/CMF/DMF/RB
LMF LWF/AMF/CMF/DMF/LB
CMF AMF/RMF/LMF/DMF
DMF RMF/LMF/CMF/CB
RB RMF/CB
LB LMF/CB
CB DMF/RB/LB
GK -

*Players of the "Trending" Player Card Type cannot undergo Position Training.

New Game Plan Feature "Edit Position"! (iOS, Android)

A new Game Plan feature, "Edit Position", has been made available on mobile.
"Edit Position" allows you to make fine-tuned adjustments to the placement of players in your formation, giving you a wider range of tactical options.
Find an arrangement that best suits your style of football!

Register Your eFootball™ Buddies as Friends! (iOS, Android)

You can now register users you play with or have played against as Friends.
Registering as a Friend allows you to see if they are playing the game, and you will also be able to send them an Invite for Friend Match and Co-op Events.
Join forces with your pals and have fun together on the pitch!

Feature Addition and Changes

・ Added new feature "Position Training" for users to acquire and add Position Proficiencies to players.
・ Made changes to the explanation screen of Booster Effects and Conditions.
・ Made changes to the structure of the Top Menu displayed when logged out.
・ Implemented adjustments to the effects of managers' Team Playstyle Proficiencies.
The following data have been added or updated:
・ Player photos, graphics and data
・ Strips
・ Club emblems
・ Boots
・ Balls

Updates and Additions

・ Added a new stadium (Estadio Olímpico Universitario).
The following data have also been updated:
・ Player photos, graphics and data
・ Strips
・ Club emblems
・ Boots
・ Balls
・ Stadium graphics
・ Pitch-side advertising boards
・ Media backdrops and corner flags
・ Cinematics and animations
・ Commentary
The following data have been added or updated:
・ Player photos, graphics and data
・ Strips
・ Club emblems
・ Boots
・ Balls
・ Corner flags
・ Cinematics and animations
・ Commentary

New Season Data Updates

The team structures of the following leagues have been updated with data from the new season.

The team structures of the following leagues have been updated with data from the new season.
・ Brasileirão Assaí
・ Brasileirão Betano Série B
・ USL Championship
The team structures of the following leagues have been updated with data from the new season.
・ Brasileirão Assaí
・ Brasileirão Betano Série B
・ USL Championship

Gameplay Fixes and Adjustments

Based on the various opinions we received in user interviews and surveys, we have made gameplay adjustments and modifications in this update with a particular emphasis on defending.
〇 Dribbling
・ Implemented enhancements to the response when switching between a normal dribble and a Dash Dribble.
〇 Traps
・ Fixed the issue where players' speed of movement when controlling the ball may be unnaturally fast.
・ Implemented adjustments so that players will now control oncoming balls with the inside of their foot, in scenarios where controlling with the sole of the foot would hinder responsiveness.
〇 Passing
・ Implemented adjustments to alleviate the issue of players not being able to receive passes adequately.
・ Implemented adjustments for low passes so that the cursor will now switch to a more suitable teammate.
・ Implemented adjustments for lofted through passes so that passes will now be played towards a position that is easier for the teammate to receive.
・ Implemented adjustments to the motion and trajectory of throws from the goalkeeper so that throws will now be played towards a position that is easier for the teammate to receive.
・ Added new kicking motions for players with the "Outside Curler" Player Skill to use the outside of their foot to kick mid-air balls diagonally backwards towards the side of their dominant foot.
Players with Very High Weak Foot Accuracy can perform the same motion with their weak foot.
〇 Shooting
・ Implemented adjustments to make the trajectory of headers more suitable to the situations. The posture and the position of the player in relation to the opponent when heading will affect the trajectory more than before.
・ Implemented adjustments so that a more suitable heading motion will be triggered according to the situation.
・ Implemented adjustments so that the more free the player is when attempting a header, the less likely the trajectory would end up widely off target.
〇 Kicking
・ Changed the free-kick, corner kick motions and certain Controlled Shot motions of T. Kubo to data captured by the player himself. The new Controlled Shot motions will be applied when the player attempts a shot with his dominant foot diagonally to the right of the player's body orientation while dribbling.
・ Implemented adjustments to alleviate the issue of players taking an extra touch instead of playing one-touch passes and one-touch shots after a kick input.
・ Implemented adjustments to the accuracy of kicks when the ball arrives from behind and is kicked to difficult angles such as sideways. Kicks in these situations will now be less accurate than before.
・ Implemented adjustments to seamless free-kicks so that a more suitable kicking motion will be triggered according to the situation.
〇 Defending
・ Previously, when intercepting an opposition pass in defensive scenarios, the heaviness of the touch was influenced by either the "Tackling" or "Ball Control" stat depending on the situation. This has been changed and only the "Tackling" stat will now be taken into account instead.
・ Implemented adjustments so that a more suitable tackling motion will be triggered according to the situation.
・ Implemented adjustments so that a more suitable blocking motion will be triggered according to the situation.
・ Implemented adjustments to the situational judgement of players when attempting blocks, as in some cases players would attempt to block the ball even thought it was clearly out of reach.
・ Implemented adjustments so that sliding blocks will only be attempted by players with the "Sliding Tackle" Player Skill.
・ Fixed the issue where performing sharp-angled turns in defensive scenarios may take an excessive amount of time.
・ Implemented adjustments to alleviate the issue where right after a corner kick is taken, the cursor may unnecessarily be switched for the defending side.
・ Fixed the issue where players may unnaturally attempt to head the ball, even in situations where the opposition player would obviously get his head on the ball first.
・ Fixed the issue where the responsiveness of command inputs may be slow after the player automatically backs out of a kick in order to avoid contact with the opposition player, such as in situations where the opposition player would obviously get to the ball first.
〇 AI
・ Implemented adjustments to the movement of players with the "Classic No. 10" Playing Style. These players will position themselves high up the pitch and will also make runs behind the line of defence when opportunities arise. They will also refrain from dashing in defensive situations to avoid stamina depletion. With these adjustments, the CMF position that requires high-level contributions in build-up and defensive scenarios will no longer be eligible for this Playing Style; the eligible positions for this Playing Style are SS and AMF only.
・ Implemented adjustments to the AI of each Match Level in order to reduce their tendency to hold onto the ball excessively in attack. The mentality of the AI has also been calibrated in line with the overall gameplay adjustments. We will continue to implement adjustments based on play data to ensure that the difficulty balance for each Match Level is appropriate.
・ Implemented adjustments so that teammates will be less likely drop back and receive the ball if the player in possession is free. This change applies to all players, regardless of Team Playstyle or Playing Style.
・ Implemented adjustments to the movement of players who provide coverage for the goal in instances such as when the goalkeeper is off his line. Players with a low "Defensive Engagement" stat will now be slower in initiating the move to cover the goal.
・ Fixed the issue where players running towards the goal in anticipation of a cross may end up running into the same position as other teammates.
・ Fixed the issue regarding corner kicks where defending players may excessively drop back near the goal line after the taker has kicked the ball.
・ Implemented adjustments so that attacking players will now position themselves more appropriately in free kick situations.
・ Implemented adjustments to the positioning of teammates during throw-ins so that it will now be easier for the thrower to find a teammate.
・ Implemented adjustments to alleviate the issue where a teammate out of cursor may tackle and foul an opposition player in his own penalty area.
・ Implemented adjustments so that players will now avoid colliding with teammates or coming into contact with a shot taken by a teammate in a more adequate manner.
・ Implemented adjustments so that if "Attack/Defence Level" is set to "On" under Automatic Match Support, the Attack/Defence Level will not be changed at the start of the match. Changes will still be made according to the situation during the match; the same applies to the Attack/Defence Level changes of the AI opposition.
〇 Fouls
・ Implemented adjustments for fairer foul decisions with regard to the circumstances.
・ Implemented adjustments to the decision-making aspect of calling advantages in foul situations, as previously advantages may be stopped in lieu for foul calls even in scenarios where attacking chances were likely to accrue.
〇 Controls
・ Adjusted the positioning of players in Match-ups.
・ Implemented adjustments so that the cursor will switch to a more appropriate player in defensive situations.
・ Fixed the issue where a team press may not be triggered in rare instances even if a Call for Pressure input was performed.
・ Implemented adjustments so that when Attacking Shift Instructions (Short Corner) are applied, taller players and players who are strong in the air are less likely to be selected as players approaching the taker.
・ Fixed the issue where, during set pieces such as free kicks, players may dash when moving from an area of encroachment even though a Dash input was not performed.
・ Fixed the issue where a player's response to a command input may be slow, even if he has already appeared to have regained his footing from a stumbling body position.
・ Fixed the issue where the player would continue running forward with the Power Gauge still being displayed, in situations such as a loss of possession right after a kick input.
〇 Other Gameplay Enhancements
・ Fixed the issue where, when players made contact with each other, they could unnaturally get stuck on the other player and not be able to move.
・ Fixed the issue where a player in dribble may lose the ball for jumping to avoid a sliding tackle in the opposition's penalty area.
・ Fixed the issue where the ball may bounce unnaturally after coming into contact with a player, for example upon being blocked.
・ A variety of other adjustments have been made to improve the overall match experience.
Based on the various opinions we received in user interviews and surveys, we have made gameplay adjustments and modifications in this update with a particular emphasis on defending.
〇 Dribbling
・ Implemented enhancements to the response when switching between a normal dribble and a Dash Dribble.
〇 Traps
・ Fixed the issue where players' speed of movement when controlling the ball may be unnaturally fast.
・ Implemented adjustments so that players will now control oncoming balls with the inside of their foot, in scenarios where controlling with the sole of the foot would hinder responsiveness.
〇 Passing
・ Implemented adjustments to alleviate the issue of players not being able to receive passes adequately.
・ Implemented adjustments for low passes so that the cursor will now switch to a more suitable teammate.
・ Implemented adjustments for lofted through passes so that passes will now be played towards a position that is easier for the teammate to receive.
・ Implemented adjustments to the motion and trajectory of throws from the goalkeeper so that throws will now be played towards a position that is easier for the teammate to receive.
・ Added new kicking motions for players with the "Outside Curler" Player Skill to use the outside of their foot to kick mid-air balls diagonally backwards towards the side of their dominant foot.
Players with Very High Weak Foot Accuracy can perform the same motion with their weak foot.
〇 Shooting
・ Implemented adjustments to make the trajectory of headers more suitable to the situations. The posture and the position of the player in relation to the opponent when heading will affect the trajectory more than before.
・ Implemented adjustments so that a more suitable heading motion will be triggered according to the situation.
・ Implemented adjustments so that the more free the player is when attempting a header, the less likely the trajectory would end up widely off target.
〇 Kicking
・ Changed the free-kick, corner kick motions and certain Controlled Shot motions of T. Kubo to data captured by the player himself. The new Controlled Shot motions will be applied when the player attempts a shot with his dominant foot diagonally to the right of the player's body orientation while dribbling.
・ Implemented adjustments to alleviate the issue of players taking an extra touch instead of playing one-touch passes and one-touch shots after a kick input.
・ Implemented adjustments to the accuracy of kicks when the ball arrives from behind and is kicked to difficult angles such as sideways. Kicks in these situations will now be less accurate than before.
・ Implemented adjustments to seamless free-kicks so that a more suitable kicking motion will be triggered according to the situation.
〇 Defending
・ Previously, when intercepting an opposition pass in defensive scenarios, the heaviness of the touch was influenced by either the "Tackling" or "Ball Control" stat depending on the situation. This has been changed and only the "Tackling" stat will now be taken into account instead.
・ Implemented adjustments so that a more suitable tackling motion will be triggered according to the situation.
・ Implemented adjustments so that a more suitable blocking motion will be triggered according to the situation.
・ Implemented adjustments to the situational judgement of players when attempting blocks, as in some cases players would attempt to block the ball even thought it was clearly out of reach.
・ Implemented adjustments so that sliding blocks will only be attempted by players with the "Sliding Tackle" Player Skill.
・ Fixed the issue where performing sharp-angled turns in defensive scenarios may take an excessive amount of time.
・ Implemented adjustments to alleviate the issue where right after a corner kick is taken, the cursor may unnecessarily be switched for the defending side.
・ Fixed the issue where players may unnaturally attempt to head the ball, even in situations where the opposition player would obviously get his head on the ball first.
・ Fixed the issue where the responsiveness of command inputs may be slow after the player automatically backs out of a kick in order to avoid contact with the opposition player, such as in situations where the opposition player would obviously get to the ball first.
〇 AI
・ Implemented adjustments to the movement of players with the "Classic No. 10" Playing Style. These players will position themselves high up the pitch and will also make runs behind the line of defence when opportunities arise. They will also refrain from dashing in defensive situations to avoid stamina depletion. With these adjustments, the CMF position that requires high-level contributions in build-up and defensive scenarios will no longer be eligible for this Playing Style; the eligible positions for this Playing Style are SS and AMF only.
・ Implemented adjustments to the AI of each Match Level in order to reduce their tendency to hold onto the ball excessively in attack. Adjustments were also made to ensure that presses are not too intense in defence. Furthermore, the mentality of the AI has also been calibrated in line with the overall gameplay adjustments. We will continue to implement adjustments based on play data to ensure that the difficulty balance for each Match Level is appropriate.
・ Implemented adjustments so that teammates will be less likely drop back and receive the ball if the player in possession is free. This change applies to all players, regardless of Team Playstyle or Playing Style.
・ Implemented adjustments to the movement of players who provide coverage for the goal in instances such as when the goalkeeper is off his line. Players with a low "Defensive Engagement" stat will now be slower in initiating the move to cover the goal.
・ Fixed the issue where players running towards the goal in anticipation of a cross may end up running into the same position as other teammates.
・ Fixed the issue regarding corner kicks where defending players may excessively drop back near the goal line after the taker has kicked the ball.
・ Implemented adjustments so that attacking players will now position themselves more appropriately in free kick situations.
・ Implemented adjustments to the positioning of teammates during throw-ins so that it will now be easier for the thrower to find a teammate.
・ Implemented adjustments to alleviate the issue where a teammate out of cursor may tackle and foul an opposition player in his own penalty area.
・ Implemented adjustments so that players will now avoid colliding with teammates or coming into contact with a shot taken by a teammate in a more adequate manner.
・ Implemented adjustments so that if "Attack/Defence Level" is set to "On" under Automatic Match Support, the Attack/Defence Level will not be changed at the start of the match. Changes will still be made according to the situation during the match; the same applies to the Attack/Defence Level changes of the AI opposition.
〇 Fouls
・ Implemented adjustments for fairer foul decisions with regard to the circumstances.
・ Implemented adjustments to the decision-making aspect of calling advantages in foul situations, as previously advantages may be stopped in lieu for foul calls even in scenarios where attacking chances were likely to accrue.
〇 Controls
・ Adjusted the positioning of players in Match-ups.
・ Implemented adjustments so that the cursor will switch to a more appropriate player in defensive situations.
・ Implemented adjustments so that when performing a short corner, taller players and players who are strong in the air are less likely to be selected as players approaching the taker.
・ Fixed the issue where, during set pieces such as free kicks, players may dash when moving from an area of encroachment even though a Dash input was not performed.
・ Fixed the issue where a player's response to a command input may be slow, even if he has already appeared to have regained his footing from a stumbling body position.
・ Fixed the issue where after performing a kick feint command, pass commands could not be inputted until the player has touched the ball.
・ Fixed the issue where the player would continue running forward with the Power Gauge still being displayed, in situations such as a loss of possession right after a kick input.
〇 Other Gameplay Enhancements
・ Fixed the issue where, when players made contact with each other, they could unnaturally get stuck on the other player and not be able to move.
・ Fixed the issue where a player in dribble may lose the ball for jumping to avoid a sliding tackle in the opposition's penalty area.
・ Fixed the issue where the ball may bounce unnaturally after coming into contact with a player, for example upon being blocked.
・ A variety of other adjustments have been made to improve the overall match experience.

General Fixes Applied to Mitigate or Eliminate the Bugs Shown Below

・ The frame of some Player Cards from "POTW: European Club Championship" (available from 29/02/2024) appears green in colour in certain screens.
・ Several Objective names contained erroneous information in English.
・ When checking Player Details from the pre-match or in-match Game Plan, the "Type" field of certain players appears blank.
・ The frame of some Player Cards from "POTW: European Club Championship" (available from 29/02/2024) appears green in colour in certain screens.
・ Several Objective names contained erroneous information in English.

Archives