NOTE: Yes, V5.5 has very quickly followed the release of V5 - but there is a specific reason why! Read the first point in the features section below, for the ALL NEW V5.5 addition!
THE WAIT IS FINALLY OVER!!!!!!!!!!!!!
First of all, I want to apologise for the lack of communication lately. If you've private messaged me or messaged me in the discord and I haven't replied, I apologise.
EA's 'Gameplay Refresh' really threw a spanner in the works and I've been completely locked in over the last few weeks evaluating the changes and working extremely hard to get the gameplay playing better than ever!!
With that, I present to you V5 'Full Gameplay Package'. I can safely say this is THE most work I've EVER put into a single release.
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**IMPORTANT**
Before we get to V5.5, a quick side note - If you’re new around here, please make sure that you take the time to read my ‘FC25 Mod Guide’ FIRST. This is EXTREMELY IMPORTANT to understand key factors about the mod.
NOTE 1: There’s some CRUCIAL SETTINGS that are absolutely necessary to get this version set-up properly.
Please make sure you read the 'Mod Guide' for those settings.
If you don’t get the settings right, you’re going to end up with a very ‘off’ gameplay.
NOTE 2. PLEASE TAKE THE TIME TO READ ABOUT POTENTIAL ‘SPEED INCREASES/DECREASES’ ON PAGE 19 OF THE MOD GUIDE.
NOTE 3. There seems to be a bug in #TU9 that can result in players randomly stopping during a sprint, or sometimes they just can’t run at all. This is happening in the default game also. In my experience, it’s not that common, but it can happen. Hopefully EA will fix this in a title update soon, but I wanted to mention it.
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For a general breakdown of what my mod includes read here:
https://www.patreon.com/c/anthjames_gameplayoverhaul/about
Back to V5.5..........
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WHAT’S NEW IN V5.5?
⚽ALL NEW FC IQ FEATURES: WINGERS AND STRIKERS NOW DEFEND!!!
Some new information has come to light (massive credit to Paul for this*), and we are now able to properly decipher the player instructions dedicated to each player role in FC IQ!
Due to this, I am now able to ensure that wingers and strikers (even those with the ‘attack’ focus can now actually come back and defend). When combined with ALL of the other defensive/midfield focused features of my mod, this has a BIG impact on the FC25 gameplay experience. The way teams can be set up to behave off the ball now is so much more realistic and less ‘gimmicky’.
It means there is a lot more consistency when playing the CPU for example. A lot of teams are set up by default to play with ‘ATTACK’ focused wingers. Playing against the CPU who have ‘attack’ focused wingers will now will mean they will properly drop back and engage without you having to worry about changing a bunch of settings or wondering why they won’t track.
Importantly, strikers can also drop back now meaning you can properly replicate low blocks and tight midfield experiences. The tactical possibilities now are so much better!
IMPLEMENTATION IN V5.5: To be very clear, the way I have set this up in the V5.5 standalone is that ALL wingers will now help out the defence. Wingers with the ‘ATTACK’ focus will also do this, although they will be a little slower getting back than those on ‘BALANCED’ or ‘DEFEND’ for example.
The way I have set up strikers is that all strikers ASIDE from those with the ‘ATTACK’ focus will now drop back and help out defensively. I have kept it like this to create tactical diversity and options for how you would like to set-up your team.
Those in the ‘Full Gameplay Package’ however, can change this up due to the addition of TWO new options.
Inside the ‘FC IQ - REFINEMENTS’ folder, you will find these options:
- FC IQ - STRIKERS 'ATTACK' FOCUS - DEFEND: This option allows you to have ALL strikers, even those with the ‘ATTACK’ focus to come back and help out defensively.
- FC IQ - WINGERS 'ATTACK' FOCUS - NO DEFEND: This option allows you to keep wingers with the ‘ATTACK’ focus further up the field, so they DON’T come back and help defensively.
Please keep in mind, that having these positions coming back to help will tighten up the defensive side of the game and create a more dense midfield experience, so it’s important to factor this in. For those who DON’T want this at all - then simply use the V5 standalone for the ‘legacy’ FC IQ experience. I have also kept the option of selecting the V5 FC IQ ‘legacy’ bases as well for those wanting them.
NOTE: I have also fixed an issue in FC IQ in V5.5 (as well as all of the UPDATED bases), to ensure that the new player roles are properly implemented. There were some roles (such as the CLASSIC 10 for example, that had some errors and/or were missing the correct description. This has now been sorted out.
For a number of reasons, this new information regarding FC IQ will massively open up the possibilities for the mod going forward - so please keep on an eye on this space as I have some very interesting things coming!!!!
*Credit to Paul for providing me with the important information to decipher the player role instruction numbers!
🚀 INTUITIVE ATTACK
Get ready to experience all new attacking dynamics in FC25! To be clear, this is very independent to EA’s latest ‘Gameplay Refresh’.
Teams now analyse space and move much more intuitively into attacking areas. The result is a big change to the gameplay experience and it changes how both you and the CPU attacks.
You will find yourself looking for smart attacking runs all over the field and you can craft some truly beautiful goals with these changes. Everything feels more rewarding as you see second and third layer runs being made organically from your own teammates and opposition teams. There’s far less reliance on needing to manually trigger runs now.
The CPU also looks to hit more adventurous passes and as a result, behaviours and patterns are greatly varied.
TIP: Use the ‘Intense Attack’ and ‘Very Intense Attack’ options to further enhance this in a BIG way (‘Full Gameplay Package’ only).
🛡️DRAMATIC RE-WORK OF THE DEFENSIVE GAME (Improvements to 1v1 also)
There are many changes in V5 relating to the defensive side of the game. Everything is of course still scaled based on attributes, but in general, defenders will be smarter at closing down space and passing lanes. They are now more aggressive to tackle, will react faster and mark more tightly. All of these changes result in a much more challenging experience.
There are also big improvements to the dreaded ‘1v1’ mechanic, with better defensive tracking, more occasions where defenders will harass and stay engaged in their defensive duties (of course 1v1 still exists, but there are big changes to help here. You can see examples of this in the V5 release video).
There are many options in the ‘Full Gameplay Package’ to enhance this even further. Try the ‘Increased Defensive Difficulty’ option for example or look at creating an even more aggressive pressing game with the ‘Aggressive Line Behaviour’ Option.
📏SIGNIFICANTLY IMPROVED DEFENSIVE LINE BEHAVIOUR
As I mentioned, EA’s ‘Gameplay Refresh’ that released with #TU8 was very much designed with the online crowd in mind. There were some welcomed improvements to the attack, but this ‘refresh’ has required significant rebalancing of the gameplay in many areas.
The defensive side of the game, especially how the defensive line behaves has been completely rebuilt. #TU8 saw teams being pulled deep far too easily. This has been reworked and you will now find the defensive line behaves much more realistically.
Depending on your tactics of course, teams will now hold their line much better. Defenders now also have a much better sense of when to track runs, how deep to track them and when to push up.
Note: I have now removed the ‘Defensive Line Drop’ and ‘Mid Drop’ positioning bases as I’m able to control the defensive line behaviour far better elsewhere. You will now have even more options regarding the defensive line than ever before (‘Full Gameplay Package’ only).
🎯 PASSING ERRORS: REGULAR & STRONG (FULL GAMEPLAY PACKAGE ONLY)
We see the first introduction of complex passing error systems in my V5 ‘Full Gameplay Package’.
These bring a new level of depth to the gameplay. The system is based (and scaled) on a number of key factors. These included pass type, context, speed, body position, balance, pressure - and of course attributes!
Using these passing error options makes you have to think more about your passes and it also provides a lot more variety when playing the CPU.
Remember - pass completion percentages do NOT tell the whole story. Using these options will introduce a lot more ‘character’ and different sequences into the game that you’ve not yet come across!
Note: The Passing Errors - Strong option will change the game for some people! It creates a gameplay where you must think very carefully about the passes you make or you will risk losing the ball. It adds a strong simulation element and can slow the game down quite a lot, but be warned, this will not be for everyone! Some will love it, some will find it very frustrating!
⚙️PRESET OPTIONS!!!
ALL NEW for V5, I’m introducing PRESET OPTIONS!!!
These options exist if you don't want to spend the time navigating and exploring yourselves and you want something that quickly directs you towards a particular gameplay experience.
There are currently TWO preset options - SHORT HALVES & LONG HALVES.
These will grow a lot in future versions and show a big step forward in the progression of the mod.
Each preset option features a cluster of different options combined into one to help
'lean' you towards a particular style of gameplay.
Inside each folder you will find a breakdown of the included options for each preset.
Remember, everything in my mod is based around realism. These presets are just ONE interpretation of how you can achieve a particular style of gameplay.
You can disregard these totally and build your own, but I wanted to just provide a helping hand for those who want a quick plug and play type option.
🃏 ALL NEW BONUS STANDALONE VERSION: ‘WILD CARD’!!! (FULL GAMEPLAY PACKAGE ONLY)
This is a brand new standalone version for V5! ‘Wild Card’ features a unique interpretation of the movement/animation side of the game.
I don’t want to give too much away about this, but give this a try and see how you find it!
🔧ALL NEW AND UPDATED POSITIONING BASES!
The ‘Compact’ positioning base has been entirely re-built! It is now much more compact and balanced!
There are also two all new positioning bases (nine in total):
- ‘Narrow Defensive Line’: This base isolates only the compactness of the defensive line from the Compact base and lets you add this to your regular V5 positioning base (or any other base). This is perfect for those who love the positioning, but were finding the defensive line was just that little bit too wide for their liking.
- ‘Extreme Ball Side + Extra Compact’: This is a very unique base and creates an extremely compact and tight gameplay. There is a special focus for when the ball is on the wings in this base, ensuring teams get across and keep things very tight.
There is also an option in the ‘Combinations’ folder that pairs the Narrow Attack - Strong option with this base, creating THE most compact positioning you will find anywhere for FC25.
I have removed the old ‘Defensive Line Drop’ and ‘Mid Drop’ options, as I am now able to control the defensive line behaviour much better elsewhere. You will find an all new folder called ‘Defensive Line Options’.
🚀ALL NEW ATTACKING ‘BASES’ (FULL GAMEPLAY PACKAGE ONLY)!
These options have the most impact on your attacking gameplay experience.
These bases are not simply adjusting attacking run frequency, they impact many areas of attack in a far deeper way.
You will find the way attackers look for space, how often and from where runs are triggered, attacking support options, etc are all very much impacted by these bases.
The attacking bases are listed below in order from LEAST intense to most intense.
- Calm Attack
- Default FC25 Attack
- V4 Attack
- Mild Attack
- V5 Attack (already built into the current standalone)
- Intense Attack
- Very Intense Attack
🔧SO MANY REFINEMENTS & BALANCES
Some of these include:
- Improved headers
- Improved crossing
- Improved collisions
- Tackling variation
- Back three formation specific spacing
- Updated FAQs, Options Guide, Read Me files, Explanations
🎮 ALL NEW OPTIONS, OPTIONS + OPTIONS!!!
Remember, there’s a specific ‘read me’ file in EVERY folder to help guide you.
‘Alternative’ Attacking Runs
Alternative Referee
Attacking Boost V2
Attacking Runs - Balanced
Attacking Runs - Increased
Attacking Runs - Reduced
Calm Attack
CPU Alternative 6 (slowest)
CPU Shooting Errors - Significantly Increased
Deep Line Behaviour
Deeper Fullbacks
Defensive Difficulty Options (increased and reduced)
Defensive Line Drop (subtle, regular and strong)
Defensive Line Hold
Defensive Reaction options
Extra Slow passing
FC IQ Balanced Refinements (many)
FC IQ Base - Aggressive (UPDATED)
FC IQ Base - Conservative (UPDATED)
FC IQ Base - Default (UPDATED)
FC IQ Base - Very Aggressive (UPDATED)
FC IQ - STRIKERS 'ATTACK' FOCUS - DEFEND
FC IQ - WINGERS 'ATTACK' FOCUS - NO DEFEND
FC25 Default Attack
FC25 Default Positioning
High Line Aggression
Increased Balance
Increased CPU Sliders Range V2
Intense Attack
Looser Marking
Mild Attack
Passing Errors (regular and strong)
Positioning Alternative: Narrow Defensive Line (plus combinations)
Positioning Alternative: Extreme Ball Side + Extra Compact (plus combinations)
PRESET OPTIONS (SHORT HALVES AND LONG HALVES)
Reduced CPU Tackle Aggression
Reduced fatigue
Reduced Shot Speed: Subtle
Reworked ‘Less Pressing’
Shooting Errors: Very Subtle and Very Strong
Tighter Marking
Transition (Faster, Slower & V4)
V4 Attack
Very Intense Attack
Very Weak Goalkeeper
MORE!!!
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There are a monstrous 250+ options already available in FC25, massively eclipsing the 180 that were available by the end of FC24’s lifespan.
There really is no other gameplay mod like this anywhere!
Importantly, each option is carefully built, tested and balanced, these are not just thrown together.
You are not sacrificing any quality when using the available options at all!
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What’s Included?
‘MOD TESTING AND SUPPORTING’ TIER:
AIO Standalone Versions:
V5.5: Regular
V5.5: Fast
V5.5: Slow
Default Referee Option
Alternative Referee Option
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‘FULL GAMEPLAY PACKAGE’ TIER:
AIO Standalone Versions:
V5.5: Regular
V5.5: Fast
V5.5: Slow
V5.5: Default Movement
V5.5: BONUS - ‘SLOW & FLUID’
V5.5: BONUS - ‘FAST & FLUID’
V5.5: BONUS - ‘WILD CARD’’
Popular Older Versions:
V5 (all available versions)
V4 (all available versions)
Options:
‘Alternative’ Attacking Runs
Alternative Referee
Attacking Boost Option
Attacking Boost V2
Attacking Runs Option - Balanced
Attacking Runs Option - Default
Attacking Runs Option - Extreme
Attacking Runs Option - Increased
Attacking Runs Option - Minimal
Attacking Runs Option - Mild
Attacking Runs Option - Reduced
Attacking Runs Option - Strong
Attacking Runs Option - Ultimate
Attacking Runs Option - Very Mild
Attacking Runs Option - Very Strong
Attributes Alternative Option
Balance - Alternative Option
Balance - Default Option
Ball Physics Option - Larger Ball
Ball Physics Option - More Curve
Ball Physics Option - More Curve + Larger Ball Combined
Ball Physics Option - More Curve V2
Calm Attack
Conservative Build Up Option
Conservative CB Option
Contain - Default Option
Contain - Less Intense Option
Contain - More Intense Option
Contain - V3.5 Option
CPU Alternative 2
CPU Alternative 3
CPU Alternative 4 (Fastest)
CPU Alternative 5 (Slower)
CPU Alternative 6 (slowest)
CPU Alternative Option
CPU Shooting Errors - Default
CPU Shooting Errors - Increased
CPU Shooting Errors - Reduced
CPU Shooting Errors - Significantly Increased
Deeper Fullbacks
Deep Line Behaviour
Default Attack Option
Default Ball Physics Option
Default CPU Option
Default Fatigue Option
Default Ground + Through Ball Distance Option - Fast Base
Default Ground + Through Ball Distance Option - Regular, Fast & Slow Base
Default Physicality Option
Default Powershot Error Option
Default Referee Option
Default Splashscreen Option
Defensive Difficulty Options (increased and reduced)
Defensive Line Drop (subtle, regular and strong)
Defensive Line Hold
Defensive Reaction options
Difficult Ball Control Option
Difficult Ball Control Option - Stronger
Difficult Goalkeeper Option
Dribble Errors Option
Easier’ Defenders - Less Pressing Option
Easier’ Defenders Option
FC IQ Balanced Refinements (many)
FC IQ Base - Aggressive (UPDATED)
FC IQ Base - Conservative (UPDATED)
FC IQ Base - Default (UPDATED)
FC IQ Base - Very Aggressive (UPDATED)
FC IQ - STRIKERS 'ATTACK' FOCUS - DEFEND
FC IQ - WINGERS 'ATTACK' FOCUS - NO DEFEND
FC IQ - CDM Centrehalf Defend - Higher Option
FC IQ - CDM Centrehalf Defend - Slightly Higher Option
FC IQ - CDM Deep Playmaker Buildup - Deeper Option
FC IQ - CDM Deep Playmaker Buildup - Slightly Deeper Option
FC IQ - CDM Deep Playmaker Defend - Deeper Option
FC IQ - CDM Deep Playmaker Defend - Slightly Deeper Option
FC IQ - CDM Deep Playmaker Roaming - Deeper Option
FC IQ - CDM Deep Playmaker Roaming - Slightly Deeper Option
FC IQ - CDM Holding Ballwinning - Deeper Option
FC IQ - CDM Holding Ballwinning - Slightly Deeper Option
FC IQ - CDM Holding Defend - Deeper Option
FC IQ - CDM Holding Defend - Slightly Deeper Option
FC IQ - CDM Holding Roaming - Deeper Option
FC IQ - CDM Holding Roaming - Slightly Deeper Option
FC IQ - CM Box to Box - Deeper Option
FC IQ - CM Deep Playmaker Defend - Deeper Option
FC IQ - CM Holding Defend - Deeper Option
FC IQ - False 9 - Deeper In Possession Option
FC IQ - FB Balanced - Deeper In Possession Option
FC IQ - V3.5 Option
Faster Crossing Option
Faster Crossing Option V2
Faster Turn Intensity + Intensity to Sprint - FAST Base
Faster Turn Intensity + Intensity to Sprint - REGULAR Base
Faster Turn Intensity + Intensity to Sprint - SLOW Base
Faster Turning Intensity Option - Fast Base
Faster Turning Intensity Option - Regular Base
Faster Turning Intensity Option - Slow Base
Goalkeeper - Default Option
Goalkeeper Boost Option
High Line Aggression
Increased Ball Freedom Option
Increased Balance
Increased CB Stamina Option
Increased CPU Sliders Range Option
Increased CPU Sliders Range V2
Increased Defensive Difficulty Option
Increased Field Friction Option - Strong
Increased Field Friction Option - Subtle
Increased Short Term Fatigue Option
Increased Walk Speed Option - Regular, Fast & Slow Base Movement
Injuries Option
Intensity to Sprint Option - FAST BASE
Intensity to Sprint Option - REGULAR BASE
Intensity to Sprint Option - SLOW BASE
Jockey - Default Option
Jockey - Faster Option
Jockey - Slower Option
Legacy Movement Options (Regular, Fast, Slow)
Legacy Walk Speed Options (Increased and Slower for ALL)
Less Blocks Option
Looser Marking
Mild Attack
More Blocks Option
Narrow Attack Option - Strong
Narrow Attack Option - Subtle
Narrow CB Option - Mild
Narrow CB Option - Moderate
Narrow CB Option - Strong
Narrow CB Option - Very Mild
Narrow Defence Option - Strong
Narrow Defence Option - Subtle
Pass Speed Isolation Option - Fast
Pass Speed Isolation Option - Regular
Pass Speed Isolation Option - Slow
Pass Speed Isolation Option - Extra Slow
Pass Speed Option - Default
Passing Errors (regular and strong)
Positioning Alternative: Ball Side (+many combinations)
Positioning Alternative: Compact (+many combinations)
Positioning Alternative: Easier (+many combinations)
Positioning Alternative: Extreme Ball Side + Extra Compact (+many combinations)
Positioning Alternative: Increased Midfield Pressure (+many combinations)
Positioning Alternative: More Pressing (+many combinations)
Positioning Alternative: Narrow Defensive Line (+many combinations)
Positioning Alternative: Space (+many combinations)
Reduced CPU Tackle Aggression
Reduced Defensive Coverage Option
Reduced Defensive Coverage Option - Strong
Reduced fatigue
Reduced Field Friction Option
Reduced Field Friction Option - Strong
Reduced Shot Speed Option
Reduced Shot Speed: Subtle
Reduced Stamina Option
Reworked ‘Less Pressing’
Run Length Option - Default
Run Length Option - Longer
Run Length Option - Shorter
Shooting Errors Option - Default
Shooting Errors Option - Strong
Shooting Errors Option - Subtle
Shooting Errors: Very Subtle and Very Strong
Slower Crossing Option
Slower Turning Intensity Option - Fast Base
Slower Turning Intensity Option - Regular Base
Slower Turning Intensity Option - Slow Base
Slower Walk Speed Option - Fast Movement Base
Sprint Risk Option
Tackle - Default Option
Tackle - More Intense Option
Tackle Range Option
Tackling - V3.5 Option
Team Differences (Experimental) + Increased CPU Sliders
Team Differences Option
Tighter Marking
Touch Error Alternative - Default
Touch Error Alternative - Strong
Touch Error Alternative - Subtle
Touch Error Alternative - Swing
Trajectory Option
Transition (Faster, Slower & V4)
Trap Option
Very Weak Goalkeeper
Weaker Goalkeeper Option
Wider Attack Option - Strong
Wider Attack Option - Subtle
Wider CB Option - Mild (ON BALL)
Wider CB Option - Moderate (ON BALL)
Wider CB Option - Strong (ON BALL)
Wider Defence Option - Strong
Wider Defence Option - Subtle
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REMINDER
Remember guys, each release of the mod is just another step forward! The mod isn’t finished at all - there’s still loads more to come! This includes all new additions and features as well as refinements.
If the standalone mod has features that you don’t like, don’t conclude straight away that the mod isn’t for you - there is almost certainly an option you can use to help fine-tune your experience. Spend the time exploring the folders and trying things for yourself and you will see that you can craft an experience more to your taste.
Make sure you go and check out the all new ‘Options Guide - Where to Start? .pdf’ in the download for everything you need to get started! There’s also a FAQ section in the document to help answer any questions you may have.
Thanks as always for the support guys, it means a lot!
- Anth