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FC 26│TU 1.6.4│KIARIKA Gameplay Overhaul v4.0

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FC 26│TU 1.6.4│KIARIKA Gameplay Overhaul v4.0
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DESCRIPTION

Download FIFA Mod Manager here: https://fifaeditortool.com/download

OFFICIAL VIDEO: https://youtu.be/2N7vc8Gt1Dc

Remember to come to discord for help guys ❤️:

KIARIKA SERVER

IMPORTANT CLARIFICATION

Our mod has two versions: Tactical View and Playable. If you use the tactical view mode and DO NOT play the matches yourself, use the 'Tactical View' version. Conversely, if you prefer playing the matches against the AI, use the 'Playable' version. If you mix them up, you will experience different behaviors in many aspects, as both versions are designed for distinct purposes.

MANDATORY SETTINGS FOR PROPER FUNCTIONING

MATCH

Half Length: Whatever you prefer, but 4–7 minutes is recommended

Difficulty Level: Legendary (you can use other difficulty but is up to you)

Competitor Mode: Off

Player Based Difficulty: On

GAMEPLAY TYPE SETTINGS

Gameplay Type: Competitive(Can it be Authentic? Never, or the mod will not work correctly)

Authenticity Features: Off(Can it be on? Never, or the mod will not work correctly)

Wind Effects: Off(Can it be on? Yes, but it is not tested)

Weather Effects: Off(Can it be on? Yes, but it is not tested)

CPU SLIDERS

AI Behaviour: Tactical(Can it be something else? You can put custom to your preference but keep in mind that is not tested and can result in basic behaviors)

Update Log v4.0:

A complete change has been made to movement and animations to find a balance where players feel like they have real weight and are not feathers, dribbling still feels accessible without making it unusable, and fast players are distinguishable from slow players.

The way the AI decides passes and positions itself to make them has been drastically improved. In 90% of cases, the AI will try to make passes with logical body positions and avoid making passes while facing away. The logic for crosses, through passes, short passes, and lofted through passes has also been improved. The logic for switching play has also been improved, making the AI rely much more on switching from one wing to the other to open up spaces.

The amount of dribbling the AI performs has been increased to create a more attractive style of play without exaggerating it so that not everyone thinks they are Ronaldinho (this will be more noticeable in players with high technical quality and playmakers).

Shot speed has been slightly reduced so shots stop looking like bullets.

Pass speed has been redesigned to achieve a realistic speed depending on how the player makes the pass and their body position.

The goalkeeper’s ability to catch the ball has been reduced, so that most of the time the goalkeeper parries the ball for safety. On top of this, the animation has been slowed down to make saves look much better.

Defensive positioning has been drastically improved across all positions and all IQ Roles, ensuring that each tactic will have a defensive variation and making its weaknesses and strengths noticeable. At the same time, tackling, sliding tackles, and anticipation have been weakened to make them more realistic and human, instead of feeling like future predictions with no reaction time.

Attacking positioning and the way the AI makes runs have been improved to ensure logical and truly useful runs are made constantly. General attacking positioning has also been widened so the AI uses the full width of the pitch.

Players’ shooting decisions have been improved.

The way bodies collide with each other has been drastically modified, achieving more “realistic” collisions that are not as static as in the base game, creating some additional contact situations that can end in fouls.

KIARIKA PATREON 5 favs
VIEWS1
FILES4 files
POSTEDJul 14, 2026
ARCHIVEDJul 14, 2026