・ Added a new feature "Co-op" to "Friend Match" in Dream Team for users to play cooperative matches.
・ Added a new feature in Player Progression which enables users to reset players’ Progression Points allocation using GP.
・ Increased the number of Substitutes in Dream Team from 7 players to 12 players.
・ Matches played in "Quick Match" and "Friend Match" will now count towards "Match Pass" progression.
・ Added "League" as a player filter option in several menus.
・ Updated selectable Authentic Teams in "Trial Match" and "Friend Match".
・ Implemented changes so that when playing vs AI matches with Player Controls set to "AI-controlled", the half-time screen will now automatically transitions to the start of the second half after a certain amount of time has elapsed.
・ Added a new feature "Co-op" to "Friend Match" in Dream Team for users to play cooperative matches.
・ Added a new feature in Player Progression which enables users to reset players’ Progression Points allocation using GP.
・ Increased the number of Substitutes in Dream Team from 7 players to 12 players.
・ Matches played in "Quick Match" and "Friend Match" will now count towards "Match Pass" progression.
・ Added "League" as a player filter option in several menus.
・ Updated selectable Authentic Teams in "Trial Match" and "Friend Match".
・ Implemented changes so that when playing vs AI matches with Player Controls set to "AI-controlled", the half-time screen will now automatically transitions to the start of the second half after a certain amount of time has elapsed.
・ Added a new feature "Co-op" to "Friend Match" in Dream Team for users to play cooperative matches.
・ Added a new feature in Player Progression which enables users to reset players’ Progression Points allocation using GP.
・ Increased the number of Substitutes in Dream Team from 7 players to 12 players.
・ Matches played in "Quick Match" and "Friend Match" will now count towards "Match Pass" progression.
・ Added "League" as a player filter option in several menus.
・ Updated selectable Authentic Teams in "Trial Match" and "Friend Match".
・ Implemented changes so that when playing vs AI matches with Player Controls set to "AI-controlled", the half-time screen will now automatically transitions to the start of the second half after a certain amount of time has elapsed.
Updates and Additions
The following data have also been updated:
・ Team data
・ Player photos, graphics and data
・ Manager photos and data
・ Strips
・ Stadium graphics
・ Media backdrops
・ Corner flags
・ Balls
・ Club emblems
・ Commentary
・ Team data
・ Player photos, graphics and data
・ Manager photos and data
・ Strips
・ Stadium graphics
・ Media backdrops
・ Corner flags
・ Balls
・ Club emblems
・ Commentary
・ Team data
・ Player photos, graphics and data
・ Manager photos and data
・ Strips
・ Club emblems
・ Commentary
Gameplay Fixes and Adjustments
In this update, our emphasis was on correcting and adjusting areas of the game where certain situations could lead to unconvincing or unintended behaviours, without significantly changing the game balance that you have been enjoying.
〇 Passing
・ Fixed the issue where crosses may be played at a lower trajectory than expected.
〇 Traps
・ Implemented adjustments to alleviate the issue where, when attempting to control the ball in mid-air, the ball may roll over the player's body and could take a long time before hitting the ground.
・ Implemented adjustments to the activation conditions of thighs and chest controls so that players can take more appropriate touches when chasing a mid-air ball.
・ Implemented adjustments to alleviate the issue where players may unnecessarily decelerate when controlling a ball while dashing forward.
・ Implemented adjustments to alleviate the issue where players receiving a through ball would slow down just before receiving the ball and takes longer to trap the ball.
〇 Defence
・ There was an issue where, when several players made a tackle at the same time, a foul would be called on a player who is not controlled by the user, despite the user’s player had made a successful tackle. To avoid this issue, adjustments were implemented so that once a tackle was successful made, the other players would avoid tackling if possible.
・ Implemented adjustments to alleviate the issue where, when applying pressure, the ball holder is clearly trying to make the first touch but the defensive player ignores that and puts his foot towards a position where the ball is not located at.
・ Fixed the issue where players may attempt unnecessary blocks on slow balls from spilled possession.
〇 AI
・ Implemented adjustments to alleviate the issue where a player who is about to receive a cross from a team-mate may position himself close to an opposition even if he was originally in an open position.
・ Implemented adjustments to alleviate the issue where defence players not controlled by the user may unnaturally turn away from the ball holder.
・ Fixed the issue where lowering the Attack/Defence Level would inadvertently result in out-of-position man-marking attempts.
・ There was an issue where lofted passes played from goal kicks towards the front of the pitch may result in midfielders moving up the pitch and away from the defence players, hence making the team vulnerable to counter attacks. As such, adjustments were implemented to the positioning of midfield players during goal kicks.
・ There was an issue regarding free kicks where center backs may position themselves even further back than the kicker. As such, adjustments were implemented to the positioning of players.
・ There was an issue regarding corner kicks where return passes to the corner kick taker would often result in offsides. As such, adjustments were made to the positioning of corner kick takers.
・ There was an issue regarding where passes could be easily played behind the defensive line immediately after kick-off. As such, adjustments were implemented to the movement of players who are applying man-marking.
・ Implemented adjustments to reduce the frequency of the AI making short passes to nearby defenders during goal kicks when a specific Team Playstyle is set for the AI-controlled team.
〇 Controls
・ Fixed the issue where body contact manoeuvres could cause the player to turn their body in an unsuitable direction in relation to the opposition player.
・ There was an issue where the cursor may be placed on a player who is performing an action unrelated to the play, such as missing a shot and being frustrated. As such, adjustments were implemented so that when the cursor is placed on the player, they will cancel their actions as soon as possible which allows the user to regain control in a quicker manner.
・ There was an issue where, when the Clearance and Shoulder Charge commands were assigned to the same operation, the player would sometimes perform a Shoulder Charge when attempting to clear the ball. As such, adjustments were implemented so that players will be less likely to perform Shoulder Charges when the ball is in the air.
・ Fixed an issue where, when the Match-up and Shield commands were assigned to the same operation, body contact could instead be triggered when attempting to retain the ball in a match-up.
〇 Other Gameplay Enhancements
・ Implemented adjustments to the selections of heading motions so that players' height and jumping-related Stats are better reflected in air battles.
〇 Passing
・ Fixed the issue where crosses may be played at a lower trajectory than expected.
〇 Traps
・ Implemented adjustments to alleviate the issue where, when attempting to control the ball in mid-air, the ball may roll over the player's body and could take a long time before hitting the ground.
・ Implemented adjustments to the activation conditions of thighs and chest controls so that players can take more appropriate touches when chasing a mid-air ball.
・ Implemented adjustments to alleviate the issue where players may unnecessarily decelerate when controlling a ball while dashing forward.
・ Implemented adjustments to alleviate the issue where players receiving a through ball would slow down just before receiving the ball and takes longer to trap the ball.
〇 Defence
・ There was an issue where, when several players made a tackle at the same time, a foul would be called on a player who is not controlled by the user, despite the user’s player had made a successful tackle. To avoid this issue, adjustments were implemented so that once a tackle was successful made, the other players would avoid tackling if possible.
・ Implemented adjustments to alleviate the issue where, when applying pressure, the ball holder is clearly trying to make the first touch but the defensive player ignores that and puts his foot towards a position where the ball is not located at.
・ Fixed the issue where players may attempt unnecessary blocks on slow balls from spilled possession.
〇 AI
・ Implemented adjustments to alleviate the issue where a player who is about to receive a cross from a team-mate may position himself close to an opposition even if he was originally in an open position.
・ Implemented adjustments to alleviate the issue where defence players not controlled by the user may unnaturally turn away from the ball holder.
・ Fixed the issue where lowering the Attack/Defence Level would inadvertently result in out-of-position man-marking attempts.
・ There was an issue where lofted passes played from goal kicks towards the front of the pitch may result in midfielders moving up the pitch and away from the defence players, hence making the team vulnerable to counter attacks. As such, adjustments were implemented to the positioning of midfield players during goal kicks.
・ There was an issue regarding free kicks where center backs may position themselves even further back than the kicker. As such, adjustments were implemented to the positioning of players.
・ There was an issue regarding corner kicks where return passes to the corner kick taker would often result in offsides. As such, adjustments were made to the positioning of corner kick takers.
・ There was an issue regarding where passes could be easily played behind the defensive line immediately after kick-off. As such, adjustments were implemented to the movement of players who are applying man-marking.
・ Implemented adjustments to reduce the frequency of the AI making short passes to nearby defenders during goal kicks when a specific Team Playstyle is set for the AI-controlled team.
〇 Controls
・ Fixed the issue where body contact manoeuvres could cause the player to turn their body in an unsuitable direction in relation to the opposition player.
・ There was an issue where the cursor may be placed on a player who is performing an action unrelated to the play, such as missing a shot and being frustrated. As such, adjustments were implemented so that when the cursor is placed on the player, they will cancel their actions as soon as possible which allows the user to regain control in a quicker manner.
・ There was an issue where, when the Clearance and Shoulder Charge commands were assigned to the same operation, the player would sometimes perform a Shoulder Charge when attempting to clear the ball. As such, adjustments were implemented so that players will be less likely to perform Shoulder Charges when the ball is in the air.
・ Fixed an issue where, when the Match-up and Shield commands were assigned to the same operation, body contact could instead be triggered when attempting to retain the ball in a match-up.
〇 Other Gameplay Enhancements
・ Implemented adjustments to the selections of heading motions so that players' height and jumping-related Stats are better reflected in air battles.
〇 Passing
・ Fixed the issue where crosses may be played at a lower trajectory than expected.
〇 Traps
・ Implemented adjustments to alleviate the issue where, when attempting to control the ball in mid-air, the ball may roll over the player's body and could take a long time before hitting the ground.
・ Implemented adjustments to the activation conditions of thighs and chest controls so that players can take more appropriate touches when chasing a mid-air ball.
・ Implemented adjustments to alleviate the issue where players may unnecessarily decelerate when controlling a ball while dashing forward.
・ Implemented adjustments to alleviate the issue where players receiving a through ball would slow down just before receiving the ball and takes longer to trap the ball.
〇 Defence
・ There was an issue where, when several players made a tackle at the same time, a foul would be called on a player who is not controlled by the user, despite the user’s player had made a successful tackle. To avoid this issue, adjustments were implemented so that once a tackle was successful made, the other players would avoid tackling if possible.
・ Implemented adjustments to alleviate the issue where, when applying pressure, the ball holder is clearly trying to make the first touch but the defensive player ignores that and puts his foot towards a position where the ball is not located at.
・ Fixed the issue where players may attempt unnecessary blocks on slow balls from spilled possession.
〇 AI
・ Implemented adjustments to alleviate the issue where a player who is about to receive a cross from a team-mate may position himself close to an opposition even if he was originally in an open position.
・ Implemented adjustments to alleviate the issue where defence players not controlled by the user may unnaturally turn away from the ball holder.
・ Fixed the issue where lowering the Attack/Defence Level would inadvertently result in out-of-position man-marking attempts.
・ There was an issue where lofted passes played from goal kicks towards the front of the pitch may result in midfielders moving up the pitch and away from the defence players, hence making the team vulnerable to counter attacks. As such, adjustments were implemented to the positioning of midfield players during goal kicks.
・ There was an issue regarding free kicks where center backs may position themselves even further back than the kicker. As such, adjustments were implemented to the positioning of players.
・ There was an issue regarding corner kicks where return passes to the corner kick taker would often result in offsides. As such, adjustments were made to the positioning of corner kick takers.
・ There was an issue regarding where passes could be easily played behind the defensive line immediately after kick-off. As such, adjustments were implemented to the movement of players who are applying man-marking.
〇 Controls
・ Fixed the issue where body contact manoeuvres could cause the player to turn their body in an unsuitable direction in relation to the opposition player.
・ There was an issue where the cursor may be placed on a player who is performing an action unrelated to the play, such as missing a shot and being frustrated. As such, adjustments were implemented so that when the cursor is placed on the player, they will cancel their actions as soon as possible which allows the user to regain control in a quicker manner.
・ There was an issue where, when using Control Type "Classic", performing a change in the Attack/Defence Level while holding the Dash button will result in the Dash not being performed until a second Dash command is inputted. As such, adjustments were implemented so that the dash will now be performed without the need to re-enter a second Dash command.
〇 Other Gameplay Enhancements
・ Implemented adjustments to the selections of heading motions so that players' height and jumping-related Stats are better reflected in air battles.
Global Improvements
・ For matches won by forfeit or disconnection, the number of goals and assists recorded in those games at the timing of disconnection will now be reflected towards your Objectives achievement Status.
Please note that these changes are yet to be reflected in the following help guide.
・ Implemented adjustments so that during online matches, the number of people who are ready to proceed to the next screen will now be shown.
・ A variety of minor adjustments have been made to each mode and to matches, with the aim of improving the overall gaming experience.
・ For matches won by forfeit or disconnection, the number of goals and assists recorded in those games at the timing of disconnection will now be reflected towards your Objectives achievement Status.
Please note that these changes are yet to be reflected in the following help guide.
・ Implemented adjustments so that during online matches, the number of people who are ready to proceed to the next screen will now be shown.
・ Deleted the "Online" tab in Settings.exe.
・ A variety of minor adjustments have been made to each mode and to matches, with the aim of improving the overall gaming experience.
・ Implemented adjustments so that during online matches, the number of people who are ready to proceed to the next screen will now be shown.
・ Implemented adjustments so that both the Euro and Kuna prices are displayed when purchasing eFootball™ coins in Croatian currency.
・ A variety of minor adjustments have been made to each mode and to matches, with the aim of improving the overall gaming experience.
・ For matches won by forfeit or disconnection, the number of goals and assists recorded in those games at the timing of disconnection will now be reflected towards your Objectives achievement Status.
Please note that these changes are yet to be reflected in the following help guide.
General Fixes Applied to Mitigate or Eliminate the Bugs Shown Below
・ The application may crash due to an error.
・ In certain Events under [eFootball™ World] > [Dream Team] > [Match] > [Events], proceeding to matchmaking after performing a specific sequence of commands may result in Void Matches.
・ In Authentic Team User Matches, the name of opposition players may be displayed erroneously during matches.
・ For eFootball™ League User Matches, both the user and the opponent’s Division and Rankings are not displayed on the matchmaking screen.
・ When a player kicks the ball during matches, the ball may fly away even though it has not hit their foot.
・ In matches where one penalty has already been awarded, scoring from the second penalty may result in the foul scene of the first penalty being played.
・ During matches, when the referee gives a foul after the previous advantage has expired, the referee may point in a direction that is opposite to the attacking direction.
・ When a player takes a throw-in, performing certain commands may cause the player to face away from the pitch.
・ During corner kicks in the additional time of the second half, the goalkeeper may not join in attack even if ATK Awareness is set to the maximum.
・ During in-match cutscenes and replays, players who sit down after missing a shot may move sideways in an unnatural manner.
・ Texts may be displayed incorrectly in certain languages.
・ The application may crash due to an error.
・ In certain Events under [eFootball™ World] > [Dream Team] > [Match] > [Events], proceeding to matchmaking after performing a specific sequence of commands may result in Void Matches.
・ In Authentic Team User Matches, the name of opposition players may be displayed erroneously during matches.
・ For eFootball™ League User Matches, both the user and the opponent’s Division and Rankings are not displayed on the matchmaking screen.
・ When a player kicks the ball during matches, the ball may fly away even though it has not hit their foot.
・ In matches where one penalty has already been awarded, scoring from the second penalty may result in the foul scene of the first penalty being played.
・ During matches, when the referee gives a foul after the previous advantage has expired, the referee may point in a direction that is opposite to the attacking direction.
・ When a player takes a throw-in, performing certain commands may cause the player to face away from the pitch.
・ During corner kicks in the additional time of the second half, the goalkeeper may not join in attack even if ATK Awareness is set to the maximum.
・ During in-match cutscenes and replays, players who sit down after missing a shot may move sideways in an unnatural manner.
・ Texts may be displayed incorrectly in certain languages.
・ The application may crash due to an error.
・ In certain Events under [eFootball™ World] > [Dream Team] > [Match] > [Events], proceeding to matchmaking after performing a specific sequence of commands may result in Void Matches.
・ In Authentic Team User Matches, the name of opposition players may be displayed erroneously during matches.
・ For eFootball™ League User Matches, both the user and the opponent’s Division and Rankings are not displayed on the matchmaking screen.
・ When a player takes a throw-in, performing certain commands will cause the player to face away from the pitch.
・ The Attack/Defence Level is not displayed at the second half kick off.
・ Certain goal celebration cutscenes may not be skipped, even after the "Skip" button has been pressed.
・ During matches, the [×] button, which closes the Attack/Defence Level display, may overlap with the pause button.
・ In some languages, the text "Contract Expired" is not fully displayed in the player Profile screen.
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