O.k just a teenie weenie taste of the current changes and features for FM2005, 2D game wise

:
Match v315 changes
- Reduced gap between top and bottom teams ever so slightly due to excessive high scores
- Tuned and balanced player match ratings further
- Improved defensive positioning at lower levels
- Improved player perception of space when on ball in order to avoid so many defenders getting caught in possesion near their back line
- Tuned no of fouls
- Improved closing down AI and toned it down a bit generally as it was mental esp for centre backs
- Improved positioning at goal kicks, corners, and throws
- Tweaked marking at throws and open play
- Improved goalkeeper decision making on crosses
- Improved AI regarding players allowing the ball to run out of play in their favour
- Toned down winger side swapping
- Increased likelyhood of goalkeepers committing fouls
- Tweaked chances of players lobbing the keeper
- Further improved deflections and blocks
- Improved player decision making re going got loose balls
- Slowed down off the ball movement of players over short distances and when not involved in play around the ball
- Improved defensive player direction facing when holding position in formation
- Improved defensive AI regarding which player goes to the ball player - taking team blend into account so mistakes are more likely when one or both players are new
- Slight tweak to goal quality assessment for GOM/S award use
- Finally implemented Goalie distribution instructions in match AI
- Improved goalkeeper AI in terms of positioning and reactions
- Slight tweak on passing choice AI
- Improved indirect free kick pass AI further
- Made poor corners more likely to fall short than over run area
- Tweaked length of goal kicks
- More improvement to running with ball AI
- More tweaks on overall formation position on pitch in relation to attacking bias
- Blocked shots now included in shots count but not classified as on target
- Attempt to bias team style of play towards that of the relevent league in real life
- Reduced effect of acceleration, agility and balance attributes in match - this was contributing to some high scores especially in pre season against minnows.
- Fixed bug where a player might still be in his own goal net while play kicks off again
- Fixed bug where player receiving ball would occasionally forget to control the ball and let it go past him
- Fixed bug where 2nd half clock would start running while subs came on before kick off was taken
- Fixed bug where ball would appear to run "through" side netting and into goal
- Fixed bug where player would carry ball into own goal by mistake and corner would be given instead of a goal
- Fixed bug where only taker would be left back on some run of the mill freekicks
- Fixed bug where a player would occasionally pass having rounded the keeper when it was easier to score
- Fixed bug where human team playmaker and target man wasnt recognised. Oh dear.
- Fixed bug where AI team strikers would occasionally come back and defend on attacking throws
- Fixed a host of offside issues - including passive offsides being called ages after the initial pass...now its only called if the passive offside player touches the ball within 3-5 seconds rather than 10
- Added various new commentary lines
Match v314 changes
- Implemented passive offsides - ie where the flag only goes up if the player(s) goes on to touch the ball within 10 seconds
- Quicker whistle for blatant offsides
- If goal scored with last kick force kick off before final whistle as per IRL
- Cut down on injury time a little
- Cut down effect of morale
- Improved and increased chances of defensive blocks and deflections
- Tweaked player passing AI in terms of when to take a risk
- Tweaked player passing AI in terms of where to place the ball ahead of team mate
- Improved player AI as in when to clear ball and when to bring it under control
- Improved timing of shots when clean through as too many were from far out
- Tweaked AI re direction of clearances
- Improved choice of shot type
- Less stupidly inaccurate shots from players too good for that
- Big tuning to player closing down AI - when to do it, according to attributes etc
- Improved player dribbling direction and decision making AI
- Improved player covering for team mates AI
- Improved player letting ball run out AI
- Improved defensive interception judgement AI
- Improved defensive ariel challenges at set pieces a bit
- Tweaked goalie positioning for non one-on-one situations in open play
- Tweaked AI of "should defender go to the ball player or not" code
- Made certain players go "gung ho" in certain situations for human teams even if its not set
- Fixed bug where 2 players could be in same position at kick off
- Fixed bug where too many pls could be in the centre circle at kick off
- Improved general AI at indirect free kicks in the opposition area
- Tweaked player "spacial awareness" AI
- Improved goal kick positioning
- Stopped defence moving too far up pitch for attacking throw ins
- Fixed bug where certain formations would lack players making themselves available at throw ins
- Improved team shape in terms of depth and width
- Fixed occasionally dodgy keeper positioning on free kicks
- Reduced repetitive instances of long throws then floating header over bar
- Fixed very rare incidence of never taken free kick
- Reduced incidence of overly short goal kicks
- Improved marking at set pieces
- Fixed bug where certain human team players wouldnt follow marking instructions
- Improved default human team tactic instructions for throw ins
- Made players staying back at corners more likely to come to meet cleared ball
- Fixed bug where AI managers' teams used tight marking too often
- Tweaked AI decisions of when to man mark and when not to in and around the danger area
- Tweaked AI manager team depth settings
- Made AI managers more likely to sit back or replace key players when they have a big game around the corner
- Improved AI managers' decisions as to their team sitting back or pushing for goals in matches
- Increased effect of red cards on AI manager attacking mentality
- Improved team shape for AI managers where they have < 11 players on the field
- Improved AI managers' decisions as to how hard their team should tackle
- Improved AI managers' decisions as to how often to counter attack
- Fixed bug where a couple of preset formations were never used in match by AI managers even if chosen on the day
- Try and make stronger teams go more for "all out attack" if being frustrated by smaller teams
- Improved effect of team blend ( ie how long pls have been at the club and how many games they have pld etc )
- Simulated blend factor for "grey" players...this was low in v313 affecting their performance
- Slowed down player acceleration from a standing start
- Improved realism of players turning while moving
- Bumped up player speed a notch all round