r/UFLTheGame

Update Notes 0.74.0

Update Notes 0.74.0

Dear UFL Players,

A scheduled maintenance update will take place on August 20 from 07:00 to 9:00 UTC. The server will be unavailable during this period, and matches will be inaccessible starting from 06:40 UTC.
Please note that while the expected server reactivation time is 9:00 UTC, minor delays may occur. If the game is not accessible immediately, rest assured it will be available shortly.

For more details about Update 0.74.0, check out the full article.

Gameplay

  • Passing:
    • Reworked the impact of player characteristics on Passes, Driven Passes, and Through Balls.
    • Improved pass responsiveness after receiving the ball and dribbling.
    • Improved the pass destination selection system to better account for the movement of teammates and opponents, as well as open space.
  • Pass reception:
    • Added new pass reception animations.
    • Reception quality now depends more heavily on pass quality, the receiving player’s characteristics, and pressure from opponents.
  • Refined the system for defender reactions when intercepting passes. The reaction time for initiating an interception now depends on the gameplay situation, player positioning, and defensive characteristics.
  • One Touch:
    • Improved input responsiveness for one-touch shots.
    • Added a new characteristic, One Touch, that affects accuracy, shot dispersion, and shot power buildup speed.
  • Reworked heading calculations. The outcome now depends more heavily on the speed and direction of the ball, shot power, the jump, and the Heading characteristic.
  • Rebalanced the impact of player characteristics on core gameplay mechanics. The speed, accuracy, and effectiveness of actions now depend more heavily on the player’s characteristics while remaining within a more balanced gameplay model.
  • Off-the-ball movement:
    • The Agility characteristic now has a greater impact on changes in movement direction.
    • In Jockey, defender effectiveness now depends more heavily on the Defence Awareness characteristic.
  • Reworked the stamina consumption system and the impact of fatigue on player actions. Managing stamina throughout the match is now more important, requiring players to choose the right moments for pressing, sprints, and more active play.
  • Updated player selection when contesting loose balls and improved automatic player switching in contested gameplay situations. Players now make more logical decisions, while control switching is more consistent and better reflects the flow of play.
  • New Skills:
    • Finesse Shot — enables more powerful, accurate, and curved finesse shots, with faster shot execution.
    • Energizer — reduces stamina consumption, improves stamina recovery, and allows players to maintain a high tempo for longer.
  • Skill rebalancing:
    • We have also updated the balance of existing Skills to ensure that each retains its unique role without providing an excessive advantage. Skill effectiveness is now more closely tied to player characteristics and the user’s decisions during the match.
  • Out-of-position debuffs:
    • Player cards used out of position receive debuffs to their characteristics.
    • The debuffs are automatically removed when the player returns to his correct position.
    • The goal is to encourage more deliberate and authentic squad building and formation choices, as well as to prevent users from exploiting gameplay mechanics by fielding players outside their natural positions.
  • Player characteristic updates: We have updated the player characteristic system to make it more detailed and intuitive. What has changed:
    • Tackles has been split into two characteristics:
      • Standing Tackle
      • Sliding Tackle
    • Pass Accuracy has been split into:
      • Short Pass
      • Long Pass
    • Attack Positioning has been renamed to Attack Awareness.
    • Defensive Positioning has been renamed to Defence Awareness.
    • Awareness has been renamed to Field Vision.
    • Positioning (GK) has been renamed to GK Awareness.
    • New characteristics have been added to the Fitness group:
      • Aggression
      • Balance
    • A new characteristic has been added to the Passing group:
      • Pass Positioning
    • A new characteristic has been added to the Shooting group:
      • One Touch
    • The following characteristic has been moved to the Shooting group:
      • Heading
    • The calculation of overall characteristics and rating for new-season cards has been adjusted: the more important a specific characteristic is for a player’s position, the greater its impact on the resulting value.
  • Player characteristics are now more specialized and more accurately reflect players’ strengths, physical characteristics, and effectiveness in different gameplay situations.
  • Link-Up Play Style characteristics have been updated accordingly; more details are available in the article
  • Fixes:
    • Fixed unnatural goalkeeper shoulder movement while idle when the ball was far from the goal.
    • Fixed delayed goalkeeper reactions to a nearby ball when it was passed from one opponent to another.
    • Fixed excessive player drifting during sharp changes of direction while sprint dribbling.
    • Fixed a delay in animation selection after a shot input when the player was moving in strafe mode (LB/L1) away from the goal.
    • Fixed an issue where a player could disappear from the squad when changing Formation.
    • Fixed the penalty shootout victory cutscene in Showdown mode.

AI Assist

  • Defensive behavior:
    • Reduced automatic defensive assistance from AI Assist. Successful defending now depends more directly on manual player switching and the user’s ability to control defenders.
    • Attacking movement will now create more gaps in defensive formations, with defenders less tightly bound to their positions and leaving more open space.
    • AI-controlled defenders are now significantly less effective at marking the ball carrier in one-on-one situations, making it noticeably easier to wrong-foot them and dribble past them.
    • Center-backs no longer cluster together when using a narrow Formation.
  • Attacking behavior:
    • Players now account for opponent positioning more effectively and try to move into more open passing lanes.
    • Improved player activity and situational behavior inside the opponent’s penalty area. Players now get open more effectively for short passes when the ball is inside the box, and position themselves better for low crosses and crosses when the ball is outside the opponent’s penalty area.
    • Players now better account for the position of the ball carrier and opponents along the offside line; they attempt to make runs into open spaces where the ball carrier can more easily find them with a through pass.
    • Players now account for the offside line more effectively, situationally slowing down or stopping at the line to make it easier to play them in before they move offside.
    • Players now better account for the positioning of teammates and the ball carrier, avoiding runs into areas occupied by other players and staying out of the ball carrier’s path.
    • Fixed an issue where a center-forward would ignore the movement of a wide teammate carrying the ball and continue his run.
    • Players no longer make unnecessary runs toward goal after a shot when there is no clear ball carrier.
    • Players now transition to active play more quickly immediately after winning the ball from an opponent.
  • Set pieces:
    • The goalkeeper no longer runs outside the penalty area when attempting to intercept a shot.
    • Fixed incorrect goalkeeper positioning behind the goal when an offside is called near the goal line.
    • Players no longer get stuck in the wall after a fake shot from a free kick.
    • When a player in the wall is substituted, the replacement now correctly takes his place.

Bot

  • Adaptive difficulty:
    • Completely reworked how the bot adapts to the user during the introductory match. The AI now assesses the user’s level more effectively and smoothly adjusts its play during the half. The bot takes into account how well the user has mastered the controls, making the match engaging for both newcomers and experienced players.
  • AI defensive behavior:
    • Team pressing (Containing): At higher difficulty levels, the bot now actively contains the ball carrier with a second player. The AI now applies double pressure to the ball carrier, making it more difficult to break through the defense.
    • Maintaining the defensive line: AI-controlled defenders now behave more intelligently at higher difficulty levels. They no longer rush out toward the ball carrier too early, helping maintain the defensive line and avoid leaving open space for forwards making runs in behind.
    • Shot blocking: Starting from medium difficulty and above, the bot now reacts much more effectively to shots on goal. Defenders actively attempt to block the ball and close down its flight path, neutralizing the threat.
  • Fixes:
    • Fixed an issue where the bot could sprint for too long at higher difficulty levels and accidentally run the ball out of play on the flank. The AI now controls its speed more effectively near the touchline.
    • Fixed bot movement speed and movement mode during defensive set pieces.
    • Fixed an issue that allowed users to consistently intercept the bot’s passes from free kicks.
    • Fixed an issue with frequent passes while turning.

New Event

Urban Trials Event (available August 20–September 2). 

New Team Pass

The new Urban Style Team Pass will be available from August 20 through September 16, featuring new themed content, Urban Style Packs, and rewards.

New Content

  • August Game Changers Pack 2 (available August 20–September 3). 
  • Weekend Pack — Top Risers Pack (available August 22–25).
  • Urban Style Packs (available August 20–September 16): Urban Style Premium Pack,Urban Style Pack,Urban Style Lite Pack.

Divisions

  • Updated the number of Divisions:
    • Silver Divisions: 6.
    • Gold Divisions: 4.
    • Platinum Divisions: 2.
    • Ruby Divisions: 2.
  • Adjusted progression balance across Divisions.
  • Updated matchmaking criteria
  • Updated player distribution across Divisions after the seasonal reset to reflect the new Division structure:
    • Bronze 3 → Bronze 3
    • Bronze 2 → Bronze 1
    • Bronze 1 → Bronze 1
    • Silver 3 → Silver 6
    • Silver 2 → Silver 4
    • Silver 1 → Silver 2
    • Gold 2 → Gold 2
    • Gold 1 → Gold 2
    • Platinum, Ruby 1, Diamond, Premier → Platinum 2
  • Updated rewards in Divisions.

Other

  • Reworked the replay system:
    • Added new cameras.
    • Improved existing cameras.
  • Updated the game menu.
  • Updated the design of Base, Mastery 1, and Mastery 2 player cards.
  • Updated the in-game playlist.
  • Added new Squad Swaps in the Promo category.
  • Updated daytime lighting for Donbass Arena, Het Knuspark, and Madeira Stadium.
  • Updated Paulo Dybala’s hairstyle.
  • Improved the appearance detail of the following players:
    • Alex Iwobi
    • Benjamin André
    • Antony
    • Nahuel Molina
    • Noni Madueke
    • C. De Ketelaere
    • Gianluca Mancini
    • Callum Hudson-Odoi
  • Updated rewards in Showdown.
  • Fixed a number of UI and gameplay crashes.

 

Need help?

If you encounter technical issues when installing or playing UFL, our Support Portal is your go-to resource. You can report any problems directly on the main page by submitting a request.

See you on the pitch!

The UFL Team

u/Designer-Flamingo849 — 19 hours ago

New gameplay update looks incredible

Hats off to the devs if the patch notes are anything to go by you guys have outdone yourself.

Not to be a nag but it would be awesome to then get a roadmap this hopefully means there can be a little more focus on say a 4vs4 game mode lol could even use it to gage interest in a pro clubs mode just saying :)

reddit.com
u/Administrative_Rock7 — 17 hours ago

Players in the wrong position

Hi guys, are the stats of players who are put in the wrong position changed or reduced or do they stay the same?

reddit.com
u/pippopelli99 — 14 hours ago

Thoughts on the new teampass

It will probably be a team pass like the previous one, no legend and just a mid collection.
Now I’m judging based on the trailer they released on instagram showing 91-94 player collection
They had serious hype for this new team pass, but if they keep making team passes like this, it would be boring to grind. No one wants to grind for 91-94, even a base legend is more appealing.

reddit.com
u/Timely-Tap8238 — 2 days ago

Introduce pack tokens like you have in the mobile version

You guys should add career the way it is in mobile use our ultimate team agains AI or even some online opponents and climb the leagues then give us tokens like the mobile version

u/Administrative_Rock7 — 2 days ago

Other than Gameplay this game needs a UI refresh

Its been 2 and a half years since this game released and the games had obviously had positives and negatives but I feel like the matchday experience needs an update: better commentators and new match livery new scoreboard maybe card showing on the pitch when you score just to make it feel a bit fresher hopefully also adding card stats like goals assists yellow cards etc

reddit.com
u/Administrative_Rock7 — 2 days ago
▲ 70 r/UFLTheGame+1 crossposts

Archetypes killed build diversity in Pro Clubs and I don't think enough people are saying it out loud

Been playing clubs since like fifa 17 and I think the archetype system in FC 26 is the most controversial change to the mode in years, and most of the discussion I'm seeing is either it's great, more structured builds or silence, and I don't think that's the full picture.

Here's my issue: the old skill point system was clunky, sure, but it let you build genuinely weird, personal players. A CB who could bomb forward. A winger with defensive stats because you played him as a wing-back sometimes. It rewarded knowing your own playstyle over knowing the meta.

Archetypes flatten that. Now everyone's optimizing into the same 3-4 best archetypes per position because the community figures out the highest-value one within a week and then your Discord/LFG group just expects you to run it. I've already seen clubs benching people who picked an "off-meta" archetype for their position even when the player was performing fine.

A few specific things I think get lost in the archetypes are more balanced argument:

  1. It shifts the skill ceiling from player skill to build-copying. Anyone can look up a tier list and copy the top archetype. That used to require actual understanding of stat allocation.

  2. Position identity is more rigid, not less. EA sold this as more customization but functionally it's fewer viable configurations per role than the old free-allocation system had, once the community converges on optimal builds (which took about 4 days post-launch).

  3. It's clearly built around monetizing progression resets. Every archetype swap or respect funnels back into a currency/time sink, and that's the actual reason this system exists, not "player choice."

I know a lot of people are happy because build theory crafting felt overwhelming before. I get that. But I think we traded "confusing but personal" for "clean but homogenous," and Pro Clubs at a competitive level is going to look a lot more same-y by December because of it.

Curious if people who play Div 1 / competitive clubs are seeing the same thing, or if this is more of a casual-lobby problem where meta-copying is more visible.

reddit.com
u/PixelNomad471 — 3 days ago

To STRIKERZ Inc.: Proposal – Develop Your Own Player (Legendary Player-like Feature)

To STRIKERZ Inc.: Proposal – Develop Your Own Player (Legendary Player-like Feature)

  • Level up to a higher level by using SQUAD SWAPS: 10 players of the same level are required to advance to the next level.
  • The ability to purchase skills using CP. Players can choose from a variety of skills, with one skill added per level.
  • The player starts at Level 90. Each newly completed Battle Pass unlocks the possibility to level up by +1 level and unlocks +1 additional skill to choose from (as a reward in the final Battle Pass tab).
  • Each level increases the player’s stats.

Advantages:

  • Encourages long-term engagement and completing Battle Pass challenges.
  • Allows everyone to add some individuality to their squad.
  • Creates an additional use for CP and duplicate cards.

What do you think?

reddit.com
u/ArekT5 — 2 days ago

SRIKERZ Inc. – Proposal for a Squad Swaps Rework

Squad Swaps Rework

I understand that the original system was too beneficial for F2P players, but the current system has effectively killed this game mode. At the moment, there is no real reason to exchange players.

The highest exchange currently requires 11 players rated 90–92 in exchange for one player with an average rating of 93–94, which is simply too much. Especially considering that these are not necessarily players that people are looking for.

The highest-tier exchange should reward the most experienced players — those who have a large number of players in their club and are looking for someone specific to complete their squad, or a player who provides the chemistry they need.

This could be called “End Game” in UFL.

That is why there should be an option to select 1–3 players, giving players a chance to obtain the card they actually need.

At the moment, the reward system has been significantly weakened, so getting 11 players rated 90–92 in the required positions is almost impossible. I have a lot of cards, but I can only gather enough for 1–2 exchanges. After that, I would need another 2–3 months to meet the requirements for another mid-tier exchange.

Pros of the changes:

  • I like the idea of being able to see the pool of players available as rewards.
  • Hopefully, the reward player pool will be rotated every month.

Cons:

  • The requirements are unrealistic.
  • There is no exchange for players rated 95–97. This should be the ultimate reward for the most experienced players — those who have spent many hours in the game, invested money, and completed events.

Proposal / Compromise

  • Each exchange level should require 6 players, with a maximum requirement of 2 players from a specific position.
  • Introduce an End Game exchange, allowing players to select 1–3 players rated 95–97 in exchange for 6 players rated 93–94.

Having unwanted players rated 93–94 is currently difficult. It takes a lot of gameplay over 2–3 months to accumulate enough players for a single exchange, unless you buy expensive packs from the store.

This change would reduce the frustration of playing without a meaningful goal just to obtain weak rewards after the recent reward nerfs.

Finally, we would have a way to get rid of duplicate players. For example, I bought the Battle Pass and got two identical Gordon cards, but neither fits my squad's chemistry. For me, that makes the Battle Pass feel wasted.

With this change, there would at least be a chance to exchange unwanted duplicates and have another shot at getting a player that actually fits the squad.

Players would be happier, the game would have better word-of-mouth and social media marketing, and there is a good chance that players would be more willing to invest money in the game again.

I would be happy to hear your opinions, and I hope this feedback reaches the UFL developers.

reddit.com
u/ArekT5 — 3 days ago

UFL I’m sorry but You s**k

I took a two-month break from the game, and yesterday I saw a video by Pantera2cold and thought I’d check out what’s going on in the game. Since I have over 150 90+ cards, I thought I’d try the squad swap—and man, what’s going on with UFL? It’s total garbage! Before, you could choose between four cards; now it’s only two, and you might even get the exact same cards with same styles in picks… It’s completely pointless…

I played one match that ended 3-3, and after that I just deleted the game again 🤣

Way to go, UFL—I’ve spent a ton of money on your game over the past few years, but you’ve really gone downhill and the game is garbage. 

u/PomeloAppropriate949 — 3 days ago

Pin ball

I genuinely hate this game so much, I can't play any other football games because they're expensive as hell and I can't spend 90 dollars on fc27 while also working a job while in uni and trying to pay rent, when I do find a match after 5 minutes of matchmaking I'm matched with a bot, if I leave it's going to tank my ranking, after much waiting I'll get a real player, then the torture really begins, of course passing still isn't fixed so there's really no point, for some reason my passes never go where they're supposed to, that's frustrating enough that it hasn't been fixed since day 1, then there's the Ai, every run the ai will make will be offside, I'll be getting 8+ offsides in a single half and this is a low average, when i do get the ball, the dribbling feels like it's on ice, I play football and I can tell you that I am absolutely horrible at dribbling, but i can control the ball and make passes while full sprint with the ball instead of taking too much time, in this game I'll be spamming X while my player is running and he still won't pass, that's how the ball is taken away, defending is even worse, shots go through blocks and my keeper, like physically phase through them, tackling is pointless as there's no fluidity and your player stops and then performs a tackle, like they're being Yanked back by an invisible string, defending ai goes haywire and runs away from the ball, the Devs are going to deny this but there most definitely is a script present within this, no matter how much they deny it.

reddit.com
u/ilikeeatingonionring — 5 days ago

Bug lors de la vente des joueurs

⚠️ Attention à vous : je viens de rencontrer un bug assez grave. Quand je vais dans mon équipe et que j’essaie de retirer des joueurs de mon club en appuyant sur R2 pour afficher les joueurs les plus récemment ajoutés, le premier joueur de la liste avant d'appuyer sur R2, est sélectionné à tort.

Résultat : j’ai supprimé mon Mbappé 96 au milieu de joueurs lambdas gagnés dans des packs quotidiens que je voulais justement supprimer. Il était en plus dans mon équipe, et aucun message d’avertissement ne m’a été affiché.

Je joue depuis le premier jour de sortie à ce jeu, j'ai passé l'éponge sur de nombreuses choses mais là c’est vraiment la goutte d’eau de trop pour moi. Merci UFL, vous êtes des boss. 👏

reddit.com
u/Overall_Captain5 — 4 days ago

P2w

Pay to win players shouldn't be allowed to play with people who are f2p, no amount of skill can combat the script these guys have with them, the game legit helps them

u/ilikeeatingonionring — 5 days ago

?????

How and why is this possible????

Why did my player pass to him even though I'm not aiming at him?????????? Why is he passing to the player even if I'm aiming in the opposite direction????

u/ilikeeatingonionring — 5 days ago

Hopes for the new update

I hope the new update offers better gameplay and content. Try to create gameplay that's unique and different from efootball and FC. If you look at efootball players, they play the game because they're fond of PES and its slower, more realistic gameplay. FC players are fond of FIFA and its more arcade-like gameplay. You need to create a sort of "family" and ensure that UFL isn't an alternative, but a real choice. Creating a game that is a copy of one that has a strong fan base will accomplish nothing.

Go UFL!

reddit.com
u/pippopelli99 — 6 days ago