Did the VFL/SANFL/WAFL lists gets updated with the AFL lists?
Love this @JNT_BA !
Now just make him 99 rated and all will be good ![]()
I finally saw a spin evasive move in the game! Don’t think I’ve seen one since the very start in the tutorials (when I wasn’t trying to do one!)
They’ve been around randomly for a little bit but they are great !!!
Next two I’d love to see would be a faster sidestep similar to sheezels goal against Carlton on the weekend.
Also the diving smoother !!!
Similar to the dive-to-ground mark or low-kneeling mark animations. Very rare but they are in the game.
Ben king is better than an 85 overall surely. Can we fix will askcrofts hair he hasn’t looked like that since he was drafted
Anyone know if it is possible to apply the updated player ratings to a current manager career save?
Hmmm, unlikely as your management career has likely already changed the player attributes depending on their performances in the game.
@JNT_BA I assume Duz is in the very next patch ?
When will we have injury lists in season and management mode? I am sick of keeping track on an excel sheet ![]()
Excel spreadsheet? Wow just like real life.
Richmond’s injury list ? ![]()
Brisbane’s Fitzroy ‘Heritage’ guernsey looks off in colour and is incorrectly labelled as their “Gather Round” guernsey in-game. FFC monogram looks small and displaced too
Some things I spotted last night with the update.
Opposite foot kicks and while being tackled can drop short. Jezza aced the goal meter but the right foot kick while getting tackled only went 35m.
I like this change!
New guernseys - I was wondering what would happen to my Saints team that I had assigned more guernseys to previously. The new one bumped my custom added ones down the list, so the final one dropped off.
So, if you’re copying guernseys from the community or the 2025 teams, copy across the best ones first and the less interesting ones towards the bottom for when new ones land in updates.
Now this kind of update is very welcomed.
Had a play this morning and yes while power is reduced accuracy should also be reduced too.
this update I found that it has reduced the accurate kicks at goal while being tackled. There were a lot more missed shots at goal by the ai while being tackled.
ill keep mentioning this till I die, but marking and the need for ZERO magnetism and full control is so needed. Makes the game way too easy atm when marking is easy. Spoiling is also a bit OP and just makes it so easy to break up a Ai attack.
Marking is easy but spoiling is OP? ![]()
That’s a damn fine achievement right there!!
I’m not sure if we’re playing the same update or not but accuracy when being tackled has been affected for a while now, distance and footedness being added is another great addition.
As @Archer_11 mentioned, marking has become much more nuanced too. There’s even greater emphasis on the original things such as positioning,timing, numbers in contest etc.. The timing window seems to be tighter as well, with balls spilling out in marking contests. Also seeing many more dropped chest marks for a mistimed push (seemingly fatigue levels playing a part as well).
The spoil being more effective, in my opinion, makes the game much more realistic and much less kick/mark.
I could be wrong but I also feel like you need to take control of the player further away from the contest now, giving to more control to you, thus being more manual than before.
Yeah marking is still easy and right now, spoiling feels too strong, especially when a defender is playing catch-up and just runs into the marking zone. It is too easy o recover and get a spoil off, even when beaten for position.
Would love to see an option to reduce magnetism or turn it off completely in order to make aerial contests more manual. Let the player control the jump and timing themselves rather than having the game pull them into position.
The coloured timing indicators could still stay to show the ideal moment to jump, but the actual contest should be decided by player input (such as deciding when they jump, and where). That would make marking feel more skill-based, less scripted, and create more variety in contests.
I reckon that would allow the player to work on body positioning and if they get it wrong could result in front-on contact frees, if you are too far from the marking spot and the oppo player and you try to spoil that should result in a chop of the arm free and even stuff working a player under the ball if you are a defender up against a larger opponent.
The more manual it is the more rewarding i feel like the game would be
Additionally, a simple request, when using manual handball and kick, can we have an option to maintain the player’s running trajectory and speed once we have pressed X or Square to allow the joystick to be solely focused on aiming? similar to how R1 maintains the player’s running direction and speed
I realise this has been asked before but can we please look at fixing the sim stats - in particular goals. It would be great to see more forwards kicking bigger bags and less behinds. Also I think changing the leaderboard from total disposals to average disposals would make sense.
I have been playing coach mode (spectating AI) and have really been enjoying some of the gameplay and variation in scores.
Similar to an early post about the retro Fitzroy jumper (which looks to be visually fixed but still incorrectly listed as their Gather Round Guernsey).
Any plans to give this one an update for likeness?
Missing a couple of the cool nuances like the pinstripe on the ‘S’, the coverage and dimensions of the symbol, the diagonal waved accents and the tri-colour emblem behind the collar, plus the logo details and stuff.
I’ve always loved how well the design team have translated the Guernseys through to in-game.






