- Update v1.0.139.61806:
- No changelog was posted.
- Update v1.0.138.36976:
- Gameplay
- Pancake Block Frequency
- Slightly lowered the frequency of pancake blocks occurring during gameplay.
- Made coaching adjustment changes designed to better address situations where pancake blocks were triggering more often than intended.
- Tuned aggressive blocking and defender aggression interactions to help improve the balance of pancake block outcomes.
- Dev Note: We’ve seen your feedback around pancake blocks happening more often than expected in certain gameplay situations. This update takes a two-pronged approach by slightly lowering pancake block frequency while also making coaching adjustment changes to better address the root of the issue. We will continue to monitor feedback after this update goes live.
- Blocking Improvements
- Improved blocking logic for targeting and assignment execution.
- Improved receiver vs. defensive back block outcomes so dominant wins occur at a more balanced rate and feel more situational.
- Improved backfield blocker behavior on chip-and-release assignments.
- Fixed an issue where chip-and-release blockers could take poor initial angles.
- Improved pass blocker depth on quick pass protection.
- Fixed an issue where certain tackle over adjustments could create unrealistic interior rush lanes.
- Improved play action pass protection so blockers drop back to a more appropriate depth.
- Pass Rush & Defensive Front Improvements
- Improved stunt logic and functionality.
- Fixed multiple issues where Pirate Stunts could cause pass protection to leave rushers unblocked.
- Improved defensive tackle loop behavior on stunts to reduce collisions and spacing issues.
- Improved Jump the Snap timing feedback so it better matches the actual timing window.
- Added Player Lock UI feedback for successful pass rush timing.
- Adjusted the Jump the Snap timing window to improve pass rush feel.
- Improved defender ability to shed blocks in the proper run-fit direction.
- Improved run block double-team shed triggers for defenders.
- Defensive Catch Moments
- Improved defender behavior on jump balls and interception attempts to allow for higher catch points.
- Improved catch tackle interactions and knockout chances in Contested Scenarios.
- Fixed an issue where defenders could fail to trigger a catch tackle during catch interactions.
- Fixed an issue where catch holes could occur on accurately thrown high-point bullet passes.
- Fixed an issue where defenders in hit reactions could incorrectly transition into chase-ball behavior during catch interactions.
- Coverage & Defensive Logic
- Improved Cover 3 Match Checks logic vs 4 strong where the weakside seam flat will play with better tempo and not get as much width.
- Fixed an issue where an Outside Third defender in Cover 3 Blitz could incorrectly match a return route instead of dropping into the intended Outside Third assignment.
- Fixed an issue in Cover 3 Match Skinny Checks where the #3 receivers could be left open on a corner route in Gun Trips TE when the tight end was on a drag route.
- Fixed an issue where the Safety would slow down in Buzz Coverage and 3 High Structure Defenses
- Updated Bracket/Double Team logic and leverage to allow the deep defender to take better angles.
- Fixed an issue in Cover 3 Match where hook/curl defenders would still play skate rules runs vs bunch after Underneath or Over The Tops coverage adjustments were made.
- Improved Stubbie and Stump push logic in Cover 4 Palms against backside running back swing routes to create 4 strong.
- Added logic for cornerbacks in press alignment to play M.E.G. in Cover 4 Quarters.
- Bingo and Box Check Logic Improvements for the CB and Quarter Flats Pattern Recognition.
- Increased CPU coaching variety using different coverage checks and plaster settings.
- Dev Note: More aggressive coaches may now favor aggressive checks and tighter plaster behavior, while conservative coaches will emphasize safer adjustments, we expect this to result in greater strategic variety and authenticity against teams.
- Coaching Adjustments
- Fixed an issue where Untarget Defender was not working correctly when showing blitz.
- The Untarget User Defender coaching adjustments will no longer work on run plays. You will however be able to use the target defender on run plays at the line of scrimmage.
- Fixed an issue where Untarget User Defender could apply while controlling a defensive lineman.
- Fixed an issue where users had no way to scroll by subsection when creating a Custom Adjustment.
- Dev Note: Pressing LT/RT will now allow players to scroll by section when creating custom adjustments.
- Fixed an issue where CPU zone strategy changes could be revealed to the offense after an audible.
- Play Action Improvements
- Improved the defender aggression coaching adjustment for run fit behavior vs Play Action.
- Dev Note: Aggressive settings cause second level defenders to trigger downhill faster against the run, creating larger windows behind them. Conservative settings keep defenders more disciplined, allowing them to stay underneath intermediate routes and react more effectively to play action.
- General Gameplay Fixes
- Fixed a Formation Shift issue where personnel could be manipulated to get 4 or 5 receivers into heavy sets.
- Fixed an issue where the first team in the third overtime series could be placed at the 33-yard line instead of the 3-yard line.
- Fixed an issue where the Dive Tutorial would not register dive actions and could not be completed.
- Fixed an issue where players could freeze in place after certain get-up animations.
- Fixed various post play issues with get up’s and frozen players.
- Fixed an issue where a safety could get stuck during Nickel 2-4 Single Mug DB Blitz Tex 3.
- Fixed an Issue in Online Play-A-Friend which caused unintended Stiff Arm behavior.
- Playbooks
- Added new Cover 4 Zone, Cover 6 Zone, and Cover 9 Zone plays to select defensive playbooks.
- Dev Note: These plays serve as preset coverages that do not match and play vision/break “Zone it†rules vs all formations. Just like Cover 4 drop, the safeties are not in run fits for these plays.
- Added 12 new Press Quarters plays to the Press Quarters playbook.
- Added three new blitzes to the 3-3-5 Odd Ghost Playbook to give the formation additional support for pressure.
- Added 4-3 Under Wide to the 4-2-5 Zone Pressure playbook, giving the playbook at least one base defense option.
- On the Radar
- The gameplay team is currently investigating the following issues. More information and updates will be provided in a future Campus Huddle.
- Speed Boosting.
- Instances of slot DB's not flipping when they should.
- Man Coverage Effectiveness.
- Hurry Up Sometimes Resetting Custom Adjustments.
- Users Coverage Shells Not Always Being Respected.
- Users hot routes not registering when specific coverage checks are active.
- Dynasty
- Dev Note: Before we get started with the updates that we have for you in this Title Update, we wanted to give you a sneak peak at an update we have coming to you later this month! Prior to Week 0 of the College Football Season, we will have a massive roster update that will drop so that you can start a new Dynasty with the latest and greatest athletes. **
- Dynasty Blueprint
- Added new week summary screen at End of Season recap showing your new budget and any changes year over year.
- Added “NIL†to the “reason for leaving†column within Players Leaving.
- Fixed an issue where CPU teams were purchasing equipment other than what is pre-set at league creation during the first year.
- Dev Note: Schools intentionally begin with equipment that establishes their Athletic Facility Grade; this fix prevents CPU teams from purchasing additional, non-refundable equipment that does not improve that grade.
- Added a confirmation popup when removing equipment informing you that you will not receive any Dynasty Points from removing the equipment.
- Dev Note: CPU-hired Support Staff during the preseason are fully refundable, so players joining an Online Dynasty can recover and reallocate those Dynasty Points without disadvantage.
- Fixed an issue where increased facility longevity equipment was not properly increasing the lifespan of 4 week equipment .
- Fixed an issue where spreadsheet rows could appear as red within the support staff hiring screen.
- When offering NIL to a recruit and offering Dynasty Points to a coordinator, you can now press the right stick to the right to offer the maximum amount and right stick left to offer the minimum amount.
- AD Expectations
- Added animations when passing/failing goals and when new goals are awarded.
- New goals now appear at preseason week as opposed to Week 0. If a goal is invalid, meaning it can no longer be completed, after advancing from preseason to Week 0, we will give you a new goal on week advance.
- Fixed an issue where you could receive “Recruit X Players from your state†and there would not be enough players in the state to recruit.
- Fixed an issue where goals to upgrade your facility level were not being evaluated at the correct time.
- Updated Central Michigan rivalry goal to be Western Michigan.
- Coaching Carousel
- Rebalanced coach firing logic to prevent first year head coaches from being fired and making it more difficult for high prestige coaches to be fired from a lower prestige school.
- Adjusted coach retirement logic to increase target retirement age.
- Fixed an issue where you could not withdraw or edit offers when you had made 6 offers.
- Fixed an issue where you could not make offers to coordinators when you were previously a coordinator and you just accepted a head coaching job.
- Added new columns to coordinator hiring screen:
- Archetype
- Prestige
- Pipeline
- Level
- New Coaches
- The following Coaches have been added:
- Coastal Carolina OC - Nick Petrino
- Coastal Carolina DC - L.D. Scott
- North Texas HC - Neal Brown
- North Texas OC - Mike Bloesch
- North Texas DC - Matt Bowledge
- Southern Miss HC - Blake Anderson
- Southern Miss DC - Joe Bolden
- Dev Note: A new Dynasty is required to have the coaches included in your game.
- Weekly Practice Plan
- Fixed an issue where full practice could heal more wear and tear than limited practice.
- Fixed an issue where injuries could occur within practice when injuries are set to off.
- Fixed an issue where players who had a multi-week injury would appear in the Week Off confirmation popup in practice.
- General
- Updated Pro Potential grade to factor in current roster composition and projected draft rounds of current players as a secondary input.
- Dev Note: This will help resolve tie-breaks between teams who have 0 historical draft picks at a position.
- Players with the Pro Potential dealbreaker now have a higher chance of going pro.
- Defaulted gameplay injury slider to 10 to reduce the number of injuries.
- Dev Note: If you have an existing Dynasty and are seeing too many injuries, we recommend going into Gameplay Sliders and reducing your injury slider from 25 to 10.
- Added Shamrock Series game featuring Wisconsin and Notre Dame at Lambeau Field in Week 1 of Dynasty or RTG.
- Dev Note: This requires starting a new Dynasty.
- Fixed an issue with Hawaii’s proximity to home grade being F for players from Hawaii.
- Updated Player Progression to rebalance costs across key ratings.
- Updated generators to increase the quality of recruits at highest tiers.
- Updated Mountain West Conference abbreviation to use MW.
- Fixed an issue where wear and tear impacts could be mismatched between the front end and in-game.
- Fixed an issue where you would receive the Rainmaker unlocked notification each time you entered Dynasty.
- Fixed an issue where the SEC conference schedule would be incorrect after the first season.
- Addressed an issue where last season’s conference champions were not properly reflected in team historical stats.
- Fixed an issue where prospects who did not have you in their top 10 would appear with an interest level of “10th†in the recruiting board.
- Fixed an issue where you could access your recruiting board in weeks recruiting was unavailable.
- Fixed an issue where competitive visits showed a green box rather than a red one.
- Fixed an issue where the recruiting tile could appear as grayed out after toggling another user to auto pilot.
- Fixed an issue where gem recruits could have attributes above 99.
- Fixed an issue where a player's visits were not removed when he had already “hard committed†to another school.
- When entering the Season History screen within League History and Team Historical Stats, the spreadsheet will automatically focus on your team rather than the first row of the spreadsheet.
- Added dev trait column in the Encourage Transfer spreadsheet.
- Added the ability to view a team’s schedule from the Team Historical Stats spreadsheet.
- Updated year founded for North Dakota State and Sacramento State.
- Fixed an issue in Online Dynasty where you could not advance the week after transferring ownership with Team Builder teams.
- Multiple stability fixes.
- Team Builder
- We’ve loved seeing the creativity and attention to detail the community has brought to life with Team Builder, and we want to ensure the experience remains reliable for both Team Builder creators and players who download teams.
- We’re aware of an issue impacting some players’ ability to update Team Builder teams between Dynasty seasons.
- After investigation, we identified unsupported Team Builder assets and teams exceeding the supported uniform limit as factors that can prevent created teams from updating correctly and affect players who download them.
- Team Builder is designed around specific asset and uniform limits to support reliable performance across the web experience and in-game. Teams that exceed those limits can require additional memory and processing, which may contribute to slower performance, failed updates, and stability issues for creators and players who download them.
- We’re currently testing a fix to improve Team Builder and Dynasty stability. Once released, unsupported fonts and textures may be removed from affected teams, and up to five uniform combinations will be available in-game.
- Created teams will remain available. For teams with more than five uniform combinations, we recommend placing the five uniforms you want to keep in the first five uniform slots ahead of the update.
- Stay tuned to @CFBDirect to know when this issue is resolved.
- Road To Glory
- Draft Projection & Legacy Score
- New Legacy Score and Draft Projection screen.
- Fixed an issue where your Draft Projection could drop unexpectedly after transferring.
- Updated the projected legacy score line to better reflect projections.
- Fixed an issue where your legacy score could reset to 0 after your first game played if you were a bench player.
- Added a new action item to take you to the Draft Projection & Legacy screen during End of Season Recap.
- Transfer Portal
- Fixed an issue where the user would be unable to transfer their senior season.
- Fixed an issue in the Transfer Portal where you could already be committed to the team you verbally committed to coming out of HS.
- Fixed an issue where scholarship bonuses would not be applied if you stayed on your current team after the first season.
- Added a notification letting you know when your scholarship bonus has been applied and what you received.
- Added new recruiting scenarios with coaches when you enter the transfer portal.
- General
- Fixed an issue where you could receive a positive bonus from being offsides in practice.
- Fixed an issue as a CB where you would not have control of your player during a position battle in the Slot WR drill.
- Fixed an issue where your per play grading could go down for a penalty committed by the defense.
- Fixed an issue where you would not receive the pass deflection per play grading event after swatting the ball on a failed interception event.
- Added current Leadership and Fitness XP Modifier values to XP Progression Week Summary screen.
- Updated Cap Breakers progression by removing certain single-game achievement triggers that were awarding Cap Breakers more frequently than intended. Cap Breakers will continue to be earned through season and career milestones, awards, and sustained performance.
- Dev Note: This update is in response to a small segment of players exploiting single game achievements.
- Fixed an issue where you could receive a GPA scenario after the National Championship
- Multiple HS Objective fixes.
- Fixed an issue where During quizzes, you would not see what the correct answer was after selecting an answer.
- Ultimate Team
- EVOs
- Introducing EVOs, a new progression system that gives you more control over how your roster develops throughout the year. Whether you're investing in a player you've believed in since day one or finding new ways to strengthen your lineup, EVOs let you shape your team your way.
- These non-player items will give you more flexibility in how you upgrade your lineup, add new paths to improve your favorite players, and create more reasons to keep building around the players you want on the field. You will not be able to swap out player items after you select who to give an EVO to, so choose wisely.
- EVOs will live in their own dedicated menu tile, including free EVOs, EVOs earned through objectives, and purchasable EVOs. These will cycle in and out as we drop more programs. Check back often to see what is available and what upgrades can help take your team to the next level!
- At any given time, all players will have access to at least one free EVO: the Program Pillar EVO.
- Program Pillar EVO
- Starting on August 8th, you can find the Program Pillar EVO on the first page of the EVO Store.
- The Program Pillar EVO can be applied to any Core player item, regardless of position or archetype, and adds a dynamic upgrade path that lets you increase that player’s OVR over time. The OVR cap for your Program Pillar will continue to increase throughout the year, giving you a long-term upgrade path as new content rolls out.
- Once a player is placed into the Program Pillar EVO, you’ll unlock objectives that can be completed by playing with that player item in your lineup. Completing those objectives earns SP, which is used to increase that player’s OVR.
- Additional limited-time free EVOs will also arrive with select programs throughout the year.
- Supercharged EVOs
- Supercharge your biggest playmakers.
- Launching alongside the SUPERCHARGED program on August 7th, these program specific EVOs are designed to take your Super Charged player items even further. Increase OVR upgrade caps, unlock powerful new abilities, and open exclusive upgrade paths tied directly to the program.
- Some Supercharged EVOs can even be applied to Core player items, giving you even more flexibility to build creative lineups and bring your favorite players into your long-term plans.
- Core EVOs
- We believe that no two EVOs should look the same! Arriving on August 7th, Core EVOs provide even more ways to personalize your roster and will refresh regularly in the EVO Store throughout the year.and will continue to refresh frequently in the EVO Store throughout the year.
- These EVOs are not tied to the Supercharged program and are designed to offer more ways to customize and upgrade your team. Here are a few examples of Core EVOs you may see:
- Max OVR EVOs: Raise the max OVR on an upgradable player.
- Archetype EVOs: Add or change position archetype upgrade paths.
- Chemistry EVOs: Add or change team or scheme chemistries.
- Ability EVOs: Add or change abilities on your player item.
- We will continue releasing new EVOs and updating existing EVOs throughout the year, giving you more ways to shape your lineup, boost your player items, and build your team your way.
- Sights & Sounds
- General
- Lambeau Field is now available exclusively for any Wisconsin vs Notre Dame game in Dynasty & RTG.
- Opponent Crowd Themes are now selectable in Dynasty/RTG.
- Dev Note: When you play as the road team, crowd themes are now selectable for the opposing home team similar to selecting an opponent’s uniform. You can now customize your experience even further!
- New Crowd Themes
- Air Force - White Out, Black Out, Blue Out
- App State - Gold Out
- Arizona - Fans Wear Blue, Fans Wear White, Stripe Out
- Arizona State - Maroon Monsoon, Blackout
- Ball State - White Out, Black Out, Red Out
- Clemson - Helmet Stripe
- Coastal - Teal Out, Black Out
- Colorado - Buffs Wear White, Stripe Out (Black & Gold)
- East Carolina - Stripe The Stadium
- Eastern Michigan - Black Out
- FIU - Fan Color: Pink, Fan Color: White
- Illinois - Blue Out
- Marshall - White Out
- Mississippi State - Black Out
- MTSU - White Out
- Ole Miss - Wear White, Stripe Out (Red/Navy)
- Sam Houston - Orange Out
- San Jose State - Black Out
- SMU - Stripe Out
- Southern Miss - Blackout
- TCU - Black Out
- Tennessee - Dark Mode
- USF -Black Out
- Utah - Fans Wear White, Stripe The Stadium (Red/Black)
- Utah State - Wear Black
- UTEP - Black Out, Navy Out, Orange Out
- UTSA - Navy Out, Lights Out
- Washington State - Crimson Out The Stadium
- West Virginia - Coal Rush
- Wyoming - Coal Blackout
- Arkansas State - Black Out
- Florida State - Turquoise Out
- New Mexico State - Crimson Out, Black Out, White Out
- North Texas - Stripeout, Blackout
- Vanderbilt - Gold Out
- Wisconsin - Red Out
- Miami OH - Black Out
- New Mascots
- Dev Note: These Mascots will also be available for you to unlock in Mascot Mashup.
- Cocky – Jax State
- Flash – Kent State
- Gus – Georgia Southern
- Sammy – Sam Houston State
- T-Roy – Troy
- New Traditions
- Hawaii – turnover celebration
- LSU – basketball dunk celebration
- Troy – turnover helmet
- Vanderbilt – cowboy hat added to guitar celebration
- New Uniforms
- The following schools received brand new full uniform sets:
- Northwestern - New Black Gothic Alternate
- Notre Dame - New Kelly Green Alternate
- Notre Dame - New Shamrock Series
- Tennessee - New Dark Mode
- Wisconsin - New Shamrock Series
- The following schools received new uniform pieces:
- Air Force - Fade Alternate helmet
- Delaware - State Flag helmet decal and bumper updates
- Fresno State - Fixed issue with left side helmet decal on Red Throwback helmet
- Georgia Southern - updated to new number font
- Iowa State - Punching Cy helmet
- Virginia - Script Virginia helmet
- Western Kentucky - Script Hilltoppers helmet
- Dev Note: We’re continuing to add practice uniforms throughout the year. Schools part of the Big 12 will receive their practice uniforms in this update, and ACC schools practice uniforms are currently planned for a future title update.
- Rivalry Trophies
- The following trophies are now available as part of post game celebrations for these exclusive matchups:
- Ball State vs Miami [OH] – Red Bird Trophy
- Bowling Green vs Toledo – Battle of the I-75
- Clemson vs NC State – Textile Bowl
- Colorado vs Colorado State – Centennial Cup
- Fresno State vs San Diego State – Oil Can
- Illinois vs Purdue – Purdue Cannon
- Southern Miss vs Tulane – The Bell
- TCU vs Texas Tech – Saddle Trophy
- Minnesota vs Penn State – Governor’s Victory Bell
- New Mexico State vs UTEP – Silver Spade
- Audio/Commentary
- Crowd Reactions and “HFA†improvements
- Crowd Chant Volume increased.
- New Commentary additions from Holly Rowe, Joel Klatt, Rece Davis, David Pollack and Jesse Palmer.
- 2500 New lines including new Rivalry Content and Player and Coach Callouts.
- RTCFP
- Fixed an issue with rewards being triggered in the wrong division
- Added “Clear All Tracked Objectives†option for easier management.
- Updated the default defensive playbooks used in-game for multiple teams.
- Dev Note: Existing team rewards will remain tied to their original playbooks, and the updated defensive playbooks will be available through a new objective section planned for a future title update.
- Update v1.0.138.14866:
- Dynasty Updates
- Coach XP Speed Settings
- While that long term arc remains important to the design of Dynasty, we want to reiterate the immediate changes coming to Dynasty.
- In the next Title Update, we are updating our Coach XP Speed Settings based on feedback. Going forward we will replace the current sliders with 3 new setting options.
- The three new Coach XP Speed Settings are:
- Career: Authentic long term coach progression at 1.0x XP. This is equivalent to the previous College Football 27 default setting and is best for players who want the full Dynasty Blueprint experience, where every Coach Point and coaching decision carries more weight across the life of a Dynasty.
- The Career setting is the new default Coach XP Speed setting and the intended Dynasty Blueprint experience. This is our design vision and truly captures how difficult it can be to build and sustain a successful program. The feedback we have heard is that it should be more challenging to rebuild smaller schools and now it is.
- Simulation: Balanced coach progression at 1.25x XP. This is best for players who want a realistic pace while still progressing their coach at a faster rate.
- Casual: Fastest coach progression at 1.5x XP. This is equivalent to the Faster setting from College Football 26 and is best for players who want to unlock abilities quickly and accelerate coach growth.
- Note: These new settings will take effect in existing Dynasties. Coach XP Speed Settings will be available in both Online and Offline Dynasty. In Online Dynasty, league commissioners will control the Coach XP Speed Setting for the entire league.
- As we looked at player feedback, our goal was to provide more flexibility in coach progression without compromising the long-term progression that Dynasty Blueprint is designed to deliver.
- Coach XP Speed Settings apply to every coach in Dynasty, including CPU coaches. When progression moves too quickly, too many coaches reach high-end abilities too early, elite programs separate even faster, and the systems that define Dynasty Blueprint start to matter less: coach archetypes, staff building, recruiting, AD expectations, school resources, Coach Points, and long-term program goals.
- That is why “Fastest†is not returning. The new Coach XP Speed Settings are designed to give players more control over progression pace while preserving the long term balance of Dynasty Blueprint.
- Dynasty Recruiting Updates:
- We are making several tuning adjustments and fixes to improve recruiting balance across Dynasty in our Title Update this week:
- Adjusted recruiting tuning to improve how CPU controlled teams compete for highly rated recruits.
- Improved how CPU teams prioritize and retain recruits after extending offers.
- We have tuned late cycle recruiting scenarios that could leave some recruits without viable offers.
- Dev Note: We wanted to dive deeper into this change, this will be 2 part fix with the first part going in tomorrow, and the second in a future title update. You may still see some recruits not have offers but you should see a significant reduction in how many are available.
- Dev Insight: Changes should be seen immediately when you log back into your Dynasty. However, full changes from this update will be more evident in your next season or a new Dynasty.
- Adjusted recruiting balance to better reflect expected recruiting distributions.
- Adjusted offseason player progression to increase across the board
- Dev Note: This will result in more players being 90 OVR or higher as you get deeper into your Dynasties.
- Dev Insight: We will have a second update that will come in a future title update that further adjusts this to further improve recruiting generation and Player Progression.
- We also wanted to give you a quick preview of what is coming in a future major title update that we wanted to get your eyes on!
- Fixed an issue where recruits being pursued by Hawaii could incorrectly receive an F grade for Proximity to Home.
- Fixed an issue where a player’s Risk of Transfer bar could display incorrectly after making a valid NIL offer when the player’s current NIL valuation was more than double their expectation.
- Recruiting budget tuning for schools.
- Road to Glory Progression and XP Sliders
- Standalone XP sliders are not returning to Road to Glory because progression in College Football 27 is now built around the full structure of the mode: difficulty, weekly decisions, Fitness, NIL deals, Wear and Tear, Legacy Score, scholarship bonuses, and on-field performance.
- The Weekly Agenda is tuned around the full player management loop in College Football 27. Fitness and Leadership both impact how quickly you earn progression XP, giving players more control over growth across the season. Keeping those meters high can accelerate progression, while letting them drop can slow it down. Road to Glory also places more weight on difficulty, rewarding players who take on the greater challenge. Wear and Tear is another core part of that balance. When Wear and Tear is turned off, one of the mode’s progression challenges is removed, so the XP modifier adjusts with it.
- Difficulty is also a progression lever. Throwing for 500 yards on Freshman and throwing for 500 yards on Heisman are different accomplishments, and College Football 27 rewards those accomplishments differently. Higher difficulty creates higher progression opportunities because the challenge is greater, but players can still reach max rating on Freshman over the course of their career.
- We’ve also seen feedback that Road to Glory players can start at a lower OVR than they did in College Football 26. That is intentional and tied to how progression is now paced across the full career. College Football 27 adds annual scholarship bonuses to create more offseason progression, with bonuses paying out each year instead of progression being concentrated only at the start of your career or week to week. Playing through High School also matters, because skipping High School means skipping that first year progression modifier. Your starting point may look different, but this does not lower what your player can ultimately become.
- Road to Glory also uses OVR ceilings tied to Legacy Score. Increasing your Legacy Score by proving yourself on the field is part of raising your player’s long term ceiling.
- We will continue to evaluate Road to Glory progression over time and make tuning adjustments where needed. The core structure, however, is intentional and is the foundation of Road to Glory moving forward.
- The following was addressed in this Title Update for Road to Glory:
- EDGE Position Battle Progression
- Addressed an issue where EDGE players in Road to Glory could fail to trigger position battles required to advance on the depth chart.
- Dev Note: We have an additional fix planned for next week's update that should fully resolve this issue.
- Dev Insight: We recommend if you are encountering this issue to transfer to another school until next week's update is available.
- Dev Note: Thank you to everyone who continued sending reports and feedback on this issue. Those details helped the team track down the specific cases where position battles were not triggering properly. The team will continue to monitor feedback around this situation to make sure that this is working as we intended.
- We are also tracking an issue where some players are unable to apply Cap Breakers in Road to Glory. We plan to have a fix for this in an upcoming title update so stay tuned.
- Gameplay
- This Title Update includes gameplay stability fixes as we continue to gather and evaluate player feedback.
- We also addressed in this Title Update an issue where setting Coach Adjustments in Game Settings were not carried into Dynasty Mode.
- We are also targeting another gameplay focused update for next week, which includes fixes for the following:
- Defensive Package Reset During Hurry Up Offense:
- Fixed an issue where a custom defensive package selected by the defensive user would not persist if the offense immediately ran hurry up or no huddle offense.
- Defensive packages should now remain consistent instead of resetting back to the default package in these situations.
- Switch Stick Input Delay:
- Fixed an issue where Switch Stick could sometimes feel delayed when quickly swapping to different players.