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10AM Gameplay Overhaul Powered by AI – Realistic, Tactical, Immersive (TU21 "Final Evolutuion" Update)

Hello @amartingil two questions..

1. just to let you know, the "Turf Wide Rectangle Pattern All + No Wear" Mod is not available in the TU21 download folder.. Not sure if this is intentional or not..

2. the TU21 download folder's "Player Downscaled + Shorter Shorts" and "Performance Mod".. They are already the updated ones?

Thanks in advance! :TU:
1. It was in the folder, but I let you the direct link here anyway: https://www.mediafire.com/file/02pg60aekekkc67/Turf_wide_rectangle_pattern_All_%2B_No_wear_%28TU21%29_-_Final_Evolution.fifamod/file

2. Yes, both files in the TU21 "Final Evolution" folder are the updated ones.

hi @amartingil could you please tell me how to resize players in % using fifa editor tool? i looked into legacy db but didn't manage to find a specific value..thanks
antifreeze/shared/gameplay/common/gameplay_bodytype_data_asset

BodyType -> HeightScale

There are 329 bodytype entries (0-41 are standarized bodytypes, 42 to 329 are player specific bodies), so get yourself ready to work if you want to rescale to your own taste.

How it works:

Player Heigh: 180 cm HeightScale: 1.0 -> 20% reduction -> 0.8
Player Heigh: 170 cm HeightScale: 0.9 -> 20% reduction -> 0.72

You basically must apply your desired % reduction to all HeighScale vanilla values in all bodytype entries.


I’ve been working on a Career Mode mod that rebalances several systems for a more realistic and challenging experience.
  • Stat Boosts/Nerfs: Attribute fluctuations are limited to ±3 and now only apply to mental attributes (e.g., Vision, Aggressiveness, Marking), removing the exaggerated boosts/nerfs seen in vanilla.
  • Squad Morale: Player happiness is more sensitive to participation, form, and expectations, making morale management more demanding.
  • Playstyle Templates: Attribute boosts from tactical templates (Tiki-Taka, Wing Play, Kick and Rush, etc.) and their associated coaches have been disabled.
  • Board Strictness: On harsher settings, the board is stricter and more demanding in its objectives. Higher chance to get saked.
  • Stamina Recovery: Reduced recovery rates force greater squad rotation during congested fixture periods.
  • Player Development: Growth rates are lowered, while regens no longer inflate the player pool’s overall ratings in long-term saves.
  • Match Importance Scaling: Revised scaling makes derbies, title races, and high-stake matches more dramatic, with greater influence on match intensity.
Career Mode changes are tricky to test properly since they need long playthroughs to see how different scenarios play out. I’ll do my best to test before release, but I’m sure some things will only show up once people start playing. Any feedback after launch will be really appreciated.
I'll try to launch it in the next few days with together with a refinement of the gameplay.
 
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1. It was in the folder, but I let you the direct link here anyway: https://www.mediafire.com/file/02pg60aekekkc67/Turf_wide_rectangle_pattern_All_%2B_No_wear_%28TU21%29_-_Final_Evolution.fifamod/file

2. Yes, both files in the TU21 "Final Evolution" folder are the updated ones.


antifreeze/shared/gameplay/common/gameplay_bodytype_data_asset

BodyType -> HeightScale

There are 329 bodytype entries (0-41 are standarized bodytypes, 42 to 329 are player specific bodies), so get yourself ready to work if you want to rescale to your own taste.

How it works:

Player Heigh: 180 cm HeightScale: 1.0 -> 20% reduction -> 0.8
Player Heigh: 170 cm HeightScale: 0.9 -> 20% reduction -> 0.72

You basically must apply your desired % reduction to all HeighScale vanilla values in all bodytype entries.


I’ve been working on a Career Mode mod that rebalances several systems for a more realistic and challenging experience.
  • Stat Boosts/Nerfs: Attribute fluctuations are limited to ±3 and now only apply to mental attributes (e.g., Vision, Aggressiveness, Marking), removing the exaggerated boosts/nerfs seen in vanilla.
  • Squad Morale: Player happiness is more sensitive to participation, form, and expectations, making morale management more demanding.
  • Playstyle Templates: Attribute boosts from tactical templates (Tiki-Taka, Wing Play, Kick and Rush, etc.) and their associated coaches have been disabled.
  • Board Strictness: On harsher settings, the board is stricter and more demanding in its objectives. Higher chance to get saked.
  • Stamina Recovery: Reduced recovery rates force greater squad rotation during congested fixture periods.
  • Player Development: Growth rates are lowered, while regens no longer inflate the player pool’s overall ratings in long-term saves.
  • Match Importance Scaling: Revised scaling makes derbies, title races, and high-stake matches more dramatic, with greater influence on match intensity.
Career Mode changes are tricky to test properly since they need long playthroughs to see how different scenarios play out. I’ll do my best to test before release, but I’m sure some things will only show up once people start playing. Any feedback after launch will be really appreciated.
I'll try to launch it in the next few days with together with a refinement of the gameplay.
Would it be too much work for you making a resize mod at 10ish % instead of 20? I agree with the concept but 20 feels a little too much imo thanks
 
Just a goal I scored while testing this gameplay (Final Evolution for TU 21) and choosing a League 2 team to try and play a career with (I'm pretty sure I'll choose Morecambe but, still... Trying out also a couple of other teams as alternatives):



I found this pretty satisfying overall. I often try and change front like that when I'm in possession (I used to do it also in previous titles like FIFA 19) and seeing that long ball get to destination has been really, really good... Even more because it was performed with manual controls.
One thing that I noticed is that maybe the "curl" on the long pass across the field from Clarke to Headley could have been a little less (but it's something that also happens in vanilla FC 24/FC 25 so not a problem with this gameplay specifically). apart from that, I really liked this play. I'm a fan of goals scored from outside so I enjoyed this even more.
 
Really enjoyed the gameplay but I'm having the lack of fouls problem in career mode, which is funny bc in kick-off mode the cpu makes fouls normally. But with or without mods, I feel like the kick-off gameplay is always different (and better) than career mode, and this is pretty annoying.
 
I really want to get FIFA and try this but that second video there's 3 Brentford midfielders just watching chelsea unmarked players stroll down the pitch . It's not a dig at the mod it's just baked in because of 1 on 1 defending
 
I really want to get FIFA and try this but that second video there's 3 Brentford midfielders just watching chelsea unmarked players stroll down the pitch . It's not a dig at the mod it's just baked in because of 1 on 1 defending
1. It's minute 87 and they are losing, the might be fatigued or keeping high to be an option for counter attack as they need to score.
2. You do know which dificulty is he playing, the mod has been developed around and intended to be played in World class difficulty.
3. Judging the mod for 5 second of footage is a mistake, I can tell you you won't get such a good gameplay experience with FC26 vanilla release, so probably is your only chance to experience some oldshool vibe virtual football that can keep you engaged game after game for hours.
 
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