FC 26: Update v1.1.0 Introduces Huge Passing & Defending Improvements

FC 26 FC Basel staidum

FC 26 FC Basel staidum

Update v1.1.0 of FC 26 has just gone live, introducing some huge improvements to the game. Gameplay mechanics such as passing, jockeying, defending, and player movement underwent much-needed changes.

Just like in previous updates, the majority of these changes come from community feedback, something that EA Sports has been prioritizing in FC 26. Despite that, the community reactions to the update have been mixed.

Without further ado, let's find out what changes the FC 26 Update v1.1.0 introduced.

Defending and Passing Receive Massive Improvements

FC 26 best strikers
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Credit: EA Sports

To finally fix the kick-off glitch, man marking is now more aggressive during kick-offs, which will hopefully prevent strikers from just gliding past your defensive line and finding the back of the net with ease. Manual jockeying was also improved. It's now faster and more effective, making manual defense even stronger and adding even more skill expression to the feature.

But the defensive side wasn't the only one that received changes. Passing received plenty of changes, with through balls now being more accurate, and passes responding better to players' inputs. The error that was causing players to perform a type of pass or cross different from the one that had been selected has also been fixed.

AI improvements were added, especially in attack. Player attacking movements are now smarter and more realistic, as they avoid going into teammates and are more aware of offside. Ultimate Team received plenty of bug fixes, and the User Interfaces also received a few improvements.

FC 26 Update v1.1.0 Patch Notes

You can take a look at the full FC 26 Update v1.1.0 patch notes below:

Gameplay

Defending

  • [Competitive Gameplay] Increased aggressiveness of man marking that only applies to the defensive side’s AI players around kick-off.
  • Slightly increased Sprint Jockey speed for user controlled players.
  • Moderately increased Jockey and Sprint Jockey responsiveness for user controlled players.
  • When taking the ball from the attacker without tackling, the attacker could have sometimes incorrectly won the ball back.
  • Blocking a pass could have sometimes resulted in the passer unintentionally getting the ball back.
  • Improved animation selection for Standing Tackles.
  • Increased amount of players that stay back to defend when taking corners.
  • Sometimes, a requested tackle could result in two tackle attempts.
  • Addressed instances of tackles from behind incorrectly winning the ball.
  • Addressed cases of tackle animations ending too early.

Passing

  • Ground and Lofted Through Passes are now more respectful of your aim input and are less assisted.
  • Ground Through Passes were sometimes not being hit to the intended receiver.
  • Ground Through Passes were not leading enough at times.
  • Lobbed Through Passes could have been affected by weather conditions even if there weren’t any in Authentic gameplay.
  • First time Through Pass requests could have sometimes resulted in the player trapping the ball instead of passing it.
  • Requested low crosses could have sometimes resulted in regular crosses being performed.
  • In some cases, a requested clearance took too long to be performed.
  • Improved responsiveness of first time passes when the ball is coming towards the passer at medium height.
  • When requesting a pass near the touchline, players could have incorrectly taken the ball out of play.
  • Sometimes, a requested headed pass would not occur.
  • Lowered headed lobbed through pass and cross accuracy.
  • Improved instances of Animation Start Pass Receiver Lock Setting not functioning as intended.
  • Addressed instances of passing animations playing out incorrectly.
  • Pass requests were sometimes ignored by the CPU AI during goal kicks.
  • Addressed cases of attacking passing headers applying too much power and speed to the ball.

Movement And Positioning

  • Moderately reduced speed of Controlled Sprint Dribble.
  • When attempting a Controlled Sprint Dribble, sometimes the player could have lost track of the ball.
  • Directed runs can now be triggered during Controlled Sprint Dribble.
  • Improved AI teammate attacking run logic when assessing potential offside runs.
  • Improved AI teammate attacking run logic to avoid clashing with teammates.
  • During corners, players on the post could have been incorrectly positioned inside their own goal.
  • Attackers could have sometimes ended their runs unexpectedly.
  • Addressed cases of AI teammates standing behind defenders instead of looking for open space.
  • Addressed cases of AI players unintentionally stumbling after colliding with each other.
  • In some cases, a player could have incorrectly slowed down when attempting to avoid a slide tackle.

Goalkeeping

  • Improved goalkeeper logic during corner kicks to address situations where players could too easily score from short corners that resulted in far post crosses.
  • Improved goalkeeper reactions to near post shots.
  • Improved cases of goalkeepers incorrectly deflecting shots back to attackers.
  • Improved goalkeeper punches to be stronger and have more consistent ball trajectories.
  • Addressed instances of goalkeepers incorrectly deflecting shots into their own net.
  • Goalkeepers would sometimes not react to shots while being manually moved.
  • On occasion, goalkeepers could have automatically and ineffectively rushed out of the box in situations that did not need it.
  • Addressed instances of goalkeeper arms clipping through their body.

Dribbling And Skill Moves

  • Players are now better at maintaining their movement speed when trapping the ball.
  • Improved ball trapping consistency.
  • Improved cases of air ball traps resulting in the ball going too far away from the player.
  • Removed fancy ball traps for players without Trickster PlayStyles.
  • Requested Skill Moves were sometimes not performed.
  • In some cases, a Ball Roll could have occurred instead of the requested Croquetta Skill Move.
  • When attempting a first time fake shot, sometimes the player could lose track of the ball.
  • The exit direction of a first time fake shot did not always correctly follow user input.
  • An unintentional Player Switch could have occurred in cases where a Skill Move raised the ball.
  • Requesting a Flick Up could have sometimes resulted in two flicks.

Other Gameplay Updates And Issues Addressed

  • Increased frequency of attacking and shooting by the CPU AI team in the Be A Goalkeeper experience.
  • In Player Career on Professional difficulty and above, the CPU AI will focus more on buildup and team play.
  • Increased strength of Stamina-related effects in Authentic gameplay.
  • Increased frequency of fouls committed by the CPU AI.
  • Improved referee logic when making standing tackle and sliding tackle foul calls.
  • Sometimes the referee could have incorrectly called for a penalty kick despite the fouled attacker scoring a goal inside the box.
  • Sometimes, the Player Switch to the ball receiver would not occur when using the Air Balls and Manual Player Switch settings.
  • In some cases, players could have become stuck in a Shielding state.
  • Players could have sometimes unnaturally jumped up too high when going for headers.
  • Players could have sometimes been pushed too far when engaging in physical contact.
  • Shielding players were able to sustain maximum shielding ability for longer than intended.
  • Sometimes, a shot could have incorrectly occurred when requesting a tackle.
  • Push back animations could have occurred at incorrect times.
  • After a headed pass, the player switch to the ball receiver did not always occur.
  • Addressed cases of an interception resulting in the ball winning player losing track of the ball.
  • In loose ball situations, sometimes players could not perform a requested shot.
  • Improved cases of late shot modifier inputs not registering.
  • Tactical suggestions were incorrectly appearing at the same time in every match.

Ultimate Team

FC 26 Stadium
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Credit: EA Sports

Added the following features:

  • Added functionality to sort SBCs by Newest and by Expiry Date.
  • This change will be activated through a Server Release shortly after the Title Update.
  • Added the ability to preview Evolution challenge requirements and player eligibility criteria before owning the corresponding EVO.
  • This change will be activated through a Server Release shortly after the Title Update.
  • Added the ability to favourite and track Objectives and Objective Groups.
  • The favourited Objectives, along with Evolutions and Rivals Bounties will appear in the Pause Menu for easier in-match tracking, as well its own tab in the UT menu.
  • Gameplay notifications for completed Objectives can be controlled through Game Settings.
  • This change will be activated through a Server Release shortly after the Title Update.

Addressed the following issues:

  • In certain situations, a substituted player’s model would not load after being subbed on.
  • The End of Match screen would not show the additional Rivals Points earned from a win streak, this was a visual only issue.
  • In certain rare situations, EA connect could have unintentionally opened during gameplay.
  • The first owner UI indicator could have incorrectly shown on all Player Items in the pre-match intro.
  • When modifying Squad Tactics, Squad Assignments did not save when entering a match.
  • Objectives in a group could have been sorted in reverse order.
  • In certain situations, when bidding on an Item on the Transfer Market, the Bid Price could not have been changed from 99 UT Coins.
  • When using the Squad Builder some formations could have shown incorrect Player Roles for some positions.
  • When Champions qualification was achieved, the corresponding pop up message appeared after every match.
  • The yellow card UI overlay incorrectly displayed player portraits instead of Player Items.
  • The Home dropdown menu could have become inaccessible.
  • Players who have been substituted on could show as out of position for their role in the corresponding overlay.
  • Improved the color contrast and readability of upgrade indicators for Evolution Previews.
  • Elite Division Tier 1 Rewards were incorrectly displayed when viewing the current Rivals Weekly Reward in the Division Rivals Hub.
  • [Nintendo Switch Only] On rare occasions, characters from the half time cinematic could have remained on the pitch.
  • In certain situations, an error could have occurred when searching for Serie B Items in your Club or on the Transfer Market.
  • The Objectives tab was not showing up in Ultimate Team quick navigation at certain times.
  • [PS5 Only] Addressed controller audio quality issues when scoring a goal.
  • The For You UI did not always display and function correctly.
  • Formations could`ve been incorrectly displayed in the pre-match intro of a Squad Battles match.
  • After claiming multiple rewards in the FC Hub, redeeming and exiting to the previous screen could have resulted in the screen not loading correctly.
  • Formations with more than 3 rows of players did not always display correctly during match intros.
  • After previewing Division 9 Rivals rewards, Rivals progression could disappear from the UI, this was a visual issue only.
  • When canceling on the apply formation screen, the name of the formation would no longer be visible.
  • Some Attribute numbers that were modified by Chemistry boosts were misaligned in the Player Bio UI.
  • After opening a Pack, the discard value of the first Item did not always display.
  • If a player left a Co-Op lobby in Live Events before a match was started, an error was received instead of returning to the lobby.
  • The Transfer Market tile did not update the Transfer Target winning count correctly.
  • Some Objective Group Reward previews were missing for Milestones Objectives.
  • Addressed instances of overlapping text and UI elements in Evolutions menus.

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