INFO DETAIL

New Update (v3.4.0) Available (2/3)
Update
PS5 PS4 XboxOne Xbox X|S Steam Windows10

A new update (v3.4.0) is now available.
See below for details.

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.