Update 2/25/2026
Hello Holotable Heroes, Today's update is primarily for backend data, new player experience first time playing fixes and adjustments and fixing the IPD issue mentioned previously. ______ Here is our Trello Board Bug Tracker: https://trello.com/b/vgQhKHMf/swgoh-developer-tracker11KViews2likes22CommentsI’m just passionate
So I’m hoping the appropriate people reads this. I put a lot of thought into this. Now just like last year and NCAA’s of the past,this is pretty much all I play. I prefer this over Madden because I enjoy the sport of college football over the sport of the NFL. With that said I feel like I have enough playtime on last year and this year’s iteration of the game to formulate a real opinion on it. With having played 168+ days of straight play time on CFB 25 and over 90 days of playtime on CFB 26 currently, I feel like I know the ins and outs of this game. I can overlook a lot of things and I don’t expect this game or any game to be perfect. But some things just cannot be overlooked. I love college football and I consider myself a loyal fan of EA’s version of college football, but if things continue to progress in a direction in which they have so far from CFB 25 through CFB 27, I will no longer be able to play the game, unfortunately 😔. Issues I have with this game that I would love to see fixed, on next years game are as follows. Blocking and run fits: I can give credit where credit is due by saying, the blocking has been much improved from the beginning of CFB 26 release. But there are still many occasions where I find myself getting frustrated with a potential big play that is cut short because one of my AI blockers decided to run right past an obvious block, and instead block someone else, or worse turn around to run back towards me. For example,I’ll look at my run fits before I even snap the ball. In a 5 man box,the edge defender will not be recognized and instead,my tackle and guard will target the corner or a safety that completely out of the play. And no matter how I set up my blocking,who I ID,who I untarget,who I double team,or where I slide my line. Nothing changes. There are also many situations where running the ball against a defense like the 3-3-5 stack,the 3-2-6 defensive formations, or other defensive formations that only require three down lineman, to be a hassle to run against, because of a linebacker that is unblocked after the ball is snapped. I see this happen so often that it sometimes makes the game unplayable. I understand that the 3-3-5 is designed to keep six defenders in the box at all times, but when I come out in an offensive set that has 6+ offensive players in the box to block the other 6 on defense, and a defensive player still comes in free, to me that is a problem. Before I even snapped the ball, I always check my run fits to make sure everyone is accounted for, and a lot of the times against some of these defensive formations that I have mentioned above, someone is un targeted. Even when I ID the un targeted player or even shift someone to the other side of the field, or shift my entire defensive line to try and pick up that player, that player is still on targeted and is just a free rusher. There are also many times against the 2–4 load nickel formation that can be a hassle to run against because the edge defender on the loaded side of the defensive line typically goes unblocked against a spread shotgun look. No matter if I put a double team tag over that player or do any of the adjustments I’ve mentioned above, that player goes unblocked. Passing the ball: I know there was an update earlier in the year about drop passes made by receivers. Well, a lot of those drop passes still happen and I feel like it happens more often than it should. Even happening to good players. Now I understand that if a good player is going up against another good player that has the appropriate abilities to cause those knockouts, drops are going to happen. But when my 93+ WR is lined up against a much slower and less talented. 77 OVR DB with lesser to no abilities,you would think that the better player would win that match up. No matter the abilities that those respective players acquire. I also see this happen a lot when playing in Dynasty and you have recruits on a visit. There are also many situations where I would throw to a wide receiver, and that receiver just drops the ball for no reason and doesn’t even attempt to catch it. There are also times where a receiver or running back might run a route and my quarterback throws the ball to that target just for them to turn around and get hit in the head with the ball, and that ball fall to the ground as an incomplete pass. I also see many situations where instant sheds still happen, and defenders run right past my offensive line. This will occur, even if a stunt isn’t called. I didn’t see situations where one of my offensive lineman is not engaged in any block at all, and a defender runs right past him to tackle my quarterback. I also don’t like the fact that my scrambling quarterback, whether he is a pee runner or a door threat, with 94+ speed is being chased down by a defensive event that is much slower. Maybe it’s a speed balancing issue, I don’t know but it does get annoying. I also feel that if I throw a perfect pass, that pass should be in catching range of the receiver, not overthrown. And in the same token, I feel like the game doesn’t call enough defensive pass interference, because there is quite a bit of pass interference done by either the user or the CPU and it goes uncalled. There are also times where a defensive lineman will jump up and swap down a pass before I’ve even decided where I’m going to pass it. Almost as if it knows what I’m about to do before I do it, which kind of seems a little unfair. This also happens when a defensive lineman is being double teamed, and somehow that defensive lineman will split the double team and still swipe down a pass, which sometimes leads to a pick. Pass Defense: I understand that players in real life make big play sometimes. And in this game, I understand that abilities and overalls are what drive big plays. But to me, I feel like there is no place for anyone to be able to throw into double and triple coverage consistently and still make passes consistently. There are also many different routes and route combos that can be seen all over YouTube that can and will exploit different defensive pass coverages. For example, I played someone with a lesser team than I had in a Dynasty. This person ran the same couple plays all game. One of which was a five verticals play. One of his slot receivers was set to run either a slant or deep cross, and I was in man coverage shaded to the inside. The ball is snapped, and that slot receiver runs his inside route and my slot corner (which by the way was a field corner and a better one) backs off of the route entirely and step to the opposite side of where I shaded him, causing him to be 4 to 5 steps behind that route, and obviously it turns into a big play. I also have a few clips where I send an all out, blitz against the CPU quarterback, or even a user, and the blitz gets home, but instead of the free rusher getting to the quarterback, he shifts his route to avoid the quarterback purposely. Thus allowing the quarterback to complete a pass. There have also been situations where a pass is thrown, or a run is ran, and I as the user attempt to make a conservative tackle on that ball carrier, and my arms run across the ball carrier, as if the game didn’t recognize my user trying to make a tackle. I also see quite often running zone, where a zone defender will be playing his own, but will not play the receiver/pass catcher entering that zone. Then it turns into a big play or a touchdown. Specifically in the redzone. I know, awareness and pass coverage ability plays a big role in how the defensive player plays the pass, but some of this stuff is blatantly bad. Something else I noticed is it’s really difficult to press my analog stick in while trying to cover a receiver, in hopes of telling my underneath defenders to crash in on a scrambling quarterback, without accidentally switch sticking. I also see a lot of illegal man downfield on certain trick place that involve the running back, passing into a receiver, or just on some RPO‘s. Now I know that stuff is going to happen because it happens in your real life, and I’m OK with that. But for it to happen consistently makes it really frustrating. One of these places that I am referring to is in the Tennessee Venice shoot playbook. And it involves a running back, throwing a trick play pass to a wide receiver. Every time that play is ran, it is a penalty. And speaking of that playbook, The Jets sweep out of the iPhone formation, never works. Nor does the other jet sweep that that playbook has out of the tight set. Anytime these players are ran, a defender crashes in and blows it up every time. TD celebration: This is somewhat of a short one, and doesn’t really break the game for me, but it is still annoying. There are situations where I will score a touchdown, and attempt to do a specific celebration, but that celebration does not trigger consistently. For example, I was playing with LSU, and scored a touchdown. I tried to do the low grab celebration, and it worked. The very next game, at the same stadium, which was in Death Valley. I scored a touchdown and tried to do that celebration again, and the player instead does the gritty. I have also only seen the Trump dance done once in my entire time playing the game, and I have no idea how to make it happen again. I have played the game on freshman and tried to score as many points as possible, and no matter what, I cannot make that animation happen after a touchdown. Run Defense: there are many situations where I may encounter someone running out of the full house offensive set, the Maryland offensive set, the I-Form off offensive set, or maybe even the pistol. Upon shifting by defense to the side, I know the run is coming to, often times it still turns into a big play from the offensive standpoint against some of those formations. I find myself having to get more creative against these formations than I feel is necessary to have good run defense in this game. These formations clearly do not follow the same rules as other formations that implement run plays. What would help out here is balancing how these run plays happen. So if these offensive senses are going to block the way they do against defense, then I feel every formation should be able to do that in the game. It makes gameplay more consistent across the board. And on the other side of that, if I know which way the ball is going to be ran, and I stacked my defense to that side, and my opponent runs to that side anyways, I feel like I should be able to stop that play, especially if I matched my defensive formation with the offensive formation they were coming out with. Dynasty: For the most part, I do enjoy Dynasty, but would help make it a lot better is for one, allowing me to bring recruits on a visit without worrying about my team playing dramatically worse than they would against a lesser team. There are so many situations where I see my players running slower than they should against another team, but then that other team having the advantage because I have recruit on a visit. An example of this is when I played against a user who had a lesser team, and he had this 84 speed wide receiver, and there were so many situations where he would throw the ball deep, and beat my 99 speed corner, and this player had no ability to do such a thing, but it’s almost as if it didn’t matter. In another game against the CPU, the CPU team was again, a lesser team than the team I was using. Therefore should have been an easy win, but instead my team is slowed down and played dramatically worse than they normally were on a regular game day. This running back that the CPU had was maybe a 90 speed 91 acceleration running back, and when he broke loose, he out ran all of my safeties and corners who were dramatically faster than this player. This happens consistently in game. And it’s more evident when I am playing against someone or the CPU while having a recruiters on a visit. There are also many occasions where your team is held back against another team that’s your rival. Overall, I just dislike the inconsistencies of gameplay overall. It also sucks to have a recruit interested in you from the transfer portal because you have at least a B grade for his deal breaker,just to get to week 3 and 4 and see you have a F now. Therefore you get locked out… Something else that can help out dynasty is when I am in a recruiting battle with another school, I feel like there should be things I can do to interact with that recruiting battle. It would made for a much better experience if there were something to do as opposed to just watching the screen after every advance, seeing the recruiting battle and not being able to affect that recruiting battle at all. Instead of just waiting out your time and hoping for the best. Another thing that would help out with Dynasty is having more immersion. I know during my play test of CFB 26, I mentioned something about seeing an AI cut scene of other games during the halftime show. Well that happened to pop up in Madden. So therefore I’m hoping to see that come over to college football 27 as well. But in potentially adding that, what would provide a much better experience for immersion would be the EA Studios creating their own branding. So obviously there is no ESPN license with this game. But an ESPN license is not needed when you can just make a generic brand/studio. Adding things like, Kirk’s pick to win the game, or even some type of AI cut scene that explained who they felt would win the game would be a nice addition. Now things I feel could really help the game and would be cool to see is being able to see what type of weather the game is going to have before I load into that game to play. So if it’s going to snow I can see the forecast,and can then redress my coach and my players to match that environment, or even have a feature that allows the game to automatically dress all of my players in warmer gear. Things like that would help out a lot with immersion. Stadium is being emptied during a big-time blowout. So if a team is being blown out at home, and we get into the fourth quarter, I feel like fans should empty the stadiums,at least a little bit. The user experience overall is OK, but there situations in game where neither player can pick a play. The only way to pick a play is to go to the pause menu and come back. This happens more often than I feel it should. Something else that would help out with quality of life is for the people that are in multiple online dynasties. If I have multiple off-line dynasties, then I can click on the dynasty menu and load up all of those dynasties and be able to see their respective logo for each team. I control in those off-line dynasties. But when I play online Dynasty, and those online dynasties have custom conferences, the team logo disappears, making it a little difficult to figure out which Dynasty is which. Allowing those team logos to remain on their respective dynasty slots would make for a much better experience when searching for a dynasty to load up, no matter what conference alignment is set in place. This does not happen when the dynasty has the regular conferences that the game shipped with. This only happens when a custom conference is made, and said Dynasty. The coaching carousel could use a big time overhaul as well. No reason why I become a successful coach at a program, that is winning national titles, or having one or two lost seasons every year, and I can’t get any good school offers. As I mentioned earlier in the year, it would be really cool to be able to do a small interview for schools that are not considering you, with a chance to land that school. But also having many other schools have interest in you being their next head coach/coordinator. Some things I would like to see different with practice mode, is being able to play practice mode, but also have sustain drive mode too. So I can play against my Dynasty difference and work my way down the field, or defend against my Dynasty offense and practice mode. And another feature that would be nice to see and dynasty, practice mode, or any practice mode for that matter, is being able to see the last play that the CPU called. If you call a timeout, instead of trying to find the formation that was ran against you when practicing against random CPU picked plays. Auto recruiting didn’t work at all. It would be nice if I could turn on auto recruiting and the CPU recruit players that I would recruit, or at least recruit the players that I put on the board, instead of replacing those players with little star players. And even when recruiting players, auto recruiting still doesn’t do a very good job at signing players. I know, customization took a step back, but allowing us to customize the faces of generic players would help out a lot in immersion. Something that would be cool to see is players having different personalities and different reasons for why they want to play football. So for example, a player could be really good out of high school, but always gets in trouble. And when he gets in trouble, the game will let you know that that player got in trouble, what he did, and therefore cannot play in (x) amount of games. Sort of like team management. Adding an element of team morale to it. Then on the other hand, you have that lower overall 3 star player that was under recruited, but comes in and has a chance to be a good player, and really helps your team play better together. Being able to upgrade my coordinators with what I want them to be good in would really help out with dynasty as well. If I want all my recruiters to be really good at player development, then I should be able to spend their points on their development, or at least have a setting that allows me to let them know what I want them to focus on while they’re at my program. Road to Glory Dynasty would be nice to see aswell. So a road to glory that you and your friends can participate in, and compete against one another. So if someone is a half back and the other user is a linebacker, then they play Dynasty the same way you would if it was a solo Dynasty, and if and when those teams play each other, it could be a linebacker versus running back in that game.Additional add-ons for college ‘27
A few other options that need to be added or adjusted: QB’s being able to run has to be improved. Users should be able to press R2 and run or release R2 and then go back to trying to throw the ball. This needs to have better response time online and offline. The juke, spin and stiff arm need the AI to be adjusted so players spin to open field instead of to one side all the time. (You shouldn’t have to attend a Master Class to learn to do it correctly). Lastly the juke and spin should not automatically plus a user in if that player is being controlled and isn’t out of control. In dynasty when you are recruiting and setup a visit with a player, if they commit before your visit you should get that visit slot back for another player. There should be an added filter feature for potential Gems for players. Even if it only applies to 2 & 3 star players. You should be able to add medical Red-Shirts to players that get injured for 6 or more weeks. In dynasty change player positions should be available before and after offseason training. Tackle assist needs to be added and improved. (To many times users tackle are useless or dive completely pass the target while the A.I. players are always on target and can tackle you from a 1 or 2 yards away)College Football 27 Wishlist/Must Happen!
Now that the 2025 season is over and EA is likely to start working on College Football 27 in the next few months, here are the things I feel '26 dropped the ball on that need to be fixed to make the game actually fun and user-friendly again, because too many things frustrated me with this version. Team Builder teams should continue to be allowed in exhibition games, and we need more custom stadium options for crowd sizes in the 50-100k range. Plus, custom stadium entrances for the Team Builder team so they feel authentic. Honestly would be cool if you could do stadium builder. Create your own conference feature. I would love to be able to create a conference for my Team Builder teams. Like taking FCS teams/conferences and putting them in FBS. Allow Team Builder teams to be used in offline Dynasty mode and Road to Glory. This is a must, I can't tell you how annoying it was to make several online dynasties to play every team builder team I made in a college season. You should also be able to add Team Builder teams to dynasty mode without taking away other teams. Just allow us to add them to conferences. Bring back the old format for dynasty mode from NCAA football 09-14 for online and offline play. Allow users to control up to 5-10 teams in a dynasty mode as different coaches and be able to leave a team every offseason or when your contract expires for a new team. Also, add real-life coaches to the game on the sideline, coaching the teams. Have real career milestones and achievements in player profiles. Similar to NBA 2k, where they show if the player led the conference in something, the awards they've won (Heisman, bowl game MVPs, etc.), or if they won a championship (conference, national, or bowl game). Remove NIL in exhibition play so we can edit the players on our favorite teams. If I want to edit my roster, it shouldn't matter that the player has an NIL deal; the fans don't care about that. Just give them their money, but leave us out of it! Add historical championship teams or all-time great teams as options to play like this year's Indiana team or the all-time great USC teams. How cool would it be to play with Reggie Bush, Matt Ingram, Joe Burrow, or Vince Young in their college uniforms?! All in all, just make the game user-friendly again! Thus far, that's all I think, but please add on!What we need in CF27
College Football 26 was another huge success compared to CF25. But there are many changes we would all like to see for CF27. First things first, transfer non-NIL players aka computer generated players to Madden. THIS IS HUGE and should be a MAJOR PRIORITY. In dynasty we work so hard to build up our players with amazing stats and awards and at the end of their college career they just disappear and are forgotten about. I understand with NIL you guys can’t do that, which we understand, In dynasty year 2031 or 2032 all the NIL players should be graduated and off the game. This simple fix will GREATLY increase the value of not only College Football 27 but Madden 27 as well. There is nothing like rivalry games in college football. Trophies are on the line, bragging rights are on the line, rivalry games are what makes college football special. This should be reflected in the game, more intensity is needed, harder hits, dramatic broken tackles etc. We would also like to see a longer sustain in the “stadium pulse,” once you get a three score lead, the crowd virtually disappears and you lose your home advantage. In College Football 25 during dynasty, we were given a chance to increase or decrease our home stadium ranking depending on home winning streak or home losing streak. In College Football 26 nothing changes, i could be on a 45 home game winning streak or a 33 home game losing streak and the ranking would still stay the same. For example I’m currently using Michigan State in my dynasty and I’m on a 30 home game winning streak but I’m still ranked at 24. This should be another easy fix because the stadium ranking would change in college football 25. Just like in real life if an in unranked team beats a highly ranked the crowd storms the field aka “Pitch Invasion.” Whether if it’s a major upset, monumental rivalries, or historic wins adding “Pitch Invasion” at the end of the game would be a huge new feature. In College Football 25 on offense if I motion a player (RB, TE or WR) I could hike the ball whenever I was ready, but in CF26 on most plays I have to wait until the player is set before i could even hike the ball. This is very annoying because with motions we create mismatches and delaying the snap of ball takes away our advantage on offense. Again this wasn’t an issue in CF25 so please fix this. I believe first down celebrations wasn’t a thing in CF25 but was added in CF26. The animation is pretty cool but if I’m in a 2-minutes offense or just playing fast, this animation slows me down every time. This feature should be optional whether we want to turn first down celebrations off or on. Defensive players should be eligible for the Heismen Trophy. Again in CF25 there was a possibility I could win the Heismen Trophy as a defensive players whether if it’s 30 plus sacks or 20 interceptions I would be concerted as a finalists. In CF26 i could have 40 plus sacks and not be concerted as a finalist at all. This should be a simple fix as well. I noticed in the off season during the coaching carousel we get very limited head coaching positions offers, but if you look at “all head coaching openings” there are plenty of school looking for a head coach but we don’t get those offers. This should be another easy fix. Also if we do accepted head coaching job at another school we should be given the option to bring our coaching staff with us as well. If I take a 1 or 2 star school and turn them into a 5 star powerhouse over time, we should be given the option to improve the staduim or customize it. And lastly, custom playbook has limited options for formation substitutions. I understand we have to based our custom playbook off an actual playbook. For instance let’s say I used the Michigan University’s playbook and I want to add different formations for example I want to add the “wishbone” formation to my custom playbook. In the “formation substitutions” section I can’t do that because the “wishbone” formation is not part of Michigan’s playbook.Update 2/18/2026
Hello Holotable Heroes, Here are the updates for today: News Era Battle: Dark Decimation Stormtrooper Luke, Yoda & Chewie, IG-90, Asajj Ventress (Dark Disciple), Inquisitor Barriss, and Darth Vader (Duel's End) are now available in Chromium Packs and Shipments. Stormtrooper Luke is now farmable on Dark Side Battles (Hard) 9-A Wrecker (Mercenary) is accelerated Bugs and Adjustments Corrected Fox's clone trooper number in the Order 66 raid Fixed an issue with KX Security Droid - Unique 1 where Foresight and Blind are applied without the unit having the required amount of Overcharge stacks Fixing an issue where IG-88's affix for the Datacron set 26 would cause an infinite loop under certain circumstances. Pardon our DISTRACTION, but we found and fixed an issue where Distracted enemies weren't able to gain buffs Added Buff Disruption and Distracted to the list of immunities raid bosses are immune to and updated their respected description to state as so! Fixed an issue with Darth Vader (Duel's End) using the incorrect icon for Demoralized.13KViews2likes28CommentsCollege Football 26 - Title Update October 2nd
Hey there College Football Fans, welcome back to the Campus Huddle! Your source for updates straight from the development team! In this Title Update, we are excited to introduce a new feature coming to Ultimate Team, new Gameplay changes, new uniforms and more! Let’s connect with Eric Rayweather once again to give you a rundown of what is coming in tomorrow's Title Update! College Ultimate Team - NEW Head to Head Ranked We’ve heard you. Many of you have been saying that Ultimate Team was missing that sense of competition that felt rewarding. Because of your feedback we’re excited to bring you Head to Head Ranked. This is a mode built around competition and growth, where each game pushes you closer to your next milestone. Win or lose, every match matters, and every step forward feels earned. Let’s get started on how you can begin your journey and take on the competition! How It Works There will be 7 Ranks which you can place depending on how you perform. Each Rank is divided into 3 Tiers. Every player will start out as unranked and after 5 placement games, you will receive your starting rank which could be one of the following: Bronze Silver Gold Elite Hero Champ Top 100 Rank up by earning enough points in the mode to progress to the next tier. How many points you earn will depend on your win/loss rating and the rank of your opponent Players can also be demoted if their point total falls below the range of your current tier. Ranked Seasons will reset on the first of every month Now that you know how to participate and where you could be placed in the rankings, let’s talk about what you will earn for your victories! Rewards Players will earn rewards in multiple ways; by winning games, ranking up, and your placement rewards at the end of the ranked season. Let’s give you the full breakdown of what you can receive! End of game rewards: 5,000 coins for every win. Rewards for advancing through Tiers: Bronze Tier 1: 5,000 Coins Tier 2: 6,000 Coins Tier 3: 7,000 Coins Silver Tier 1: 8,000 Coins Tier 2: 10,000 Coins Tier 3: 12,000 Coins Gold Tier 1: 15,000 Coins Tier 2: 18,000 Coins Tier 3: 20,000 Coins Elite Tier 1: 25,000 Coins Tier 2: 30,000 Coins Tier 3: 35,000 Coins Hero Tier 1: 40,000 Coins TIer 2: 50,000 Coins Tier 3: 60,000 Coins Champion TIer 1: 70,000 Coins TIer 2: 80,000 Coins Tier 3: 90,000 Coins Top 100 100,000 Coins On the first of the month, if you participated in Head to Head Ranked, you will earn a specific tier of a unique player item depending on what rank you have achieved. For the first reward this year, players will receive the following player item. More details can be found below. Kendal Daniels 6’5 239lbs SS Box Specialist If you place in the Top 100, you will receive a 92 OVR version. The lower you place, the lower his OVR will be as a reward. Starting at Hero Division Ranking or Higher, you will be able to change his scheme chemistry for free!! All versions of Kendal Daniels will be able to swap out his Team Chemistry for free! You will be able to apply him to any team you wish without having to pay for the change regardless of where you place! Here is a full breakdown of your end of season rewards: Bronze 83 OVR BND Kendal Daniels Silver 85 OVR BND Kendal Daniels 3,000 Coins Gold 87 OVR BND Kendal Daniels 10,000 Coins Elite 89 OVR BND Kendal Daniels 35,000 Coins Hero 90 OVR BND Kendal Daniels 60,000 Coins Champion 91 OVR BND Kendal Daniels 100,000 Coins Top 100 92 OVR Kendal Daniels Abilities Buckets (x3) Gold (-2 discounted AP) + Silver (discounted -3AP) Gold (-2 discounted AP) + Silver (discounted -3AP) Gold + Silver (discounted -2 AP) 250,000 Coins We hope you enjoy battling it out in the new Ranked mode. Let us know what you think on @EASPORTS_CUT, we’re always on the lookout for your feedback! Gameplay Updates Passing Game Route Stem Logic Change - Updated route stems to a 3 yard minimum. DEV NOTE: This change enables defensive backs to read and react more realistically, creating a better balance between offense and defense. By preserving the original route design's integrity, it enhances the authenticity of the gameplay experience and promotes a balanced dynamic between offense and defense. Expanded Pass Protection Options - All pass protection types are now available in Coach Adjustments (previously limited to Base). DEV NOTE: Players can now choose from Base, Empty, Half Left, Full Left, Half Right, Full Right or Default. All pre-snap functionality remains unchanged; however, you now have access to the full range of protection options. Fixed an issue where an unintentional bad snap would fly past the QB, resulting in a fumble when running Pistol - Spread: Jet Touch Pass. Fixed an issue where sometimes throwing the bubble route on Singleback Bunch TE: Alert Bubble play would result in a fumble because the receiver could not make the catch on a backwards pass. Blocking Running Back Blocking Improvements - Running backs now handle TEX stunts more effectively when using Half Slide protection. Fixed an issue where Pass Rushers were unable to consistently trigger Pass Rush Moves and would just remain in a blocking loop. Tuning to allow defenders to attempt pass rush moves more frequently on each play. Tuning to increase defender super-win chance for pass rushers with equal or slightly lower ratings than the blocker. DEV NOTE: Previously, pass rushers would only get super win outcomes when rated higher than their blocker; now, we've increased the range to allow for more super-win outcomes even when rated slightly worse than their blocker to increase the pass rush effectiveness globally. Tuning to increase bull-rush/push of the blocker towards the center of the pocket to increase natural pocket degradation. Fixed an issue where Offensive blockers were going too far downfield setting blocks on the Gun Bunch Str Nasty – Mtn Double Pass play resulting in Offensive Pass Interference being called. Addressed an issue where the offensive line was failing to pick up 3-4 Tite Saw Blitz 0 allowing the Blitzing MLB to come through A-Gap untouched. QB Contain QB Contain vs PA - On Play Action plays, Contain Defenders will no longer use the surf technique which limited their ability to set the edge effectively. Contain Logic Improvement - On normal pass plays, Contain Defenders will no longer abort their contain assignment prematurely while the QB is still a scramble threat. DEV NOTE: This enhancement to QB Contain allows defenders to disengage from blocks more responsively and at more appropriate times, enabling them to take smarter pursuit angles. As a result, they’re better equipped to maintain outside leverage and effectively contain mobile quarterbacks, reducing the likelihood of extended scrambles. Fixed an issue when Defenders in QB Contain were not appropriately steering themselves into the appropriate position to be able to effectively set the edge. Running Game Addressed an issue where the RB’s initial move was not appropriately sending him up the field at the snap on Gun Tight Slot Open: HB Direct Snap. Fixed an issue where users were unable to hand the ball off when running inside veer plays to the left. Coverage Coach Adjustment RPO Defense - When users set their RPO Pass Key Coach Adjustment to Conservative, defenders will now cover the Seams and the Flats instead of playing their Run Fit assignments. Zone defenders now react more reliably to RPO passes when Coach Adjustments are applied Post Play Fixed an issue where the ball would teleport and float during the bowling celebration after scoring a TD. Presentation New Uniforms Available Arizona State Black Uniform Florida Atlantic University New Home, Away, and Alternate Uniforms James Madison University New Gold Helmet and Pants Ole Miss New Realtree Helmet Texas Tech Mahomes White Uniform Texas Tech Throwback Uniform Tulane Alternate Uniform University of Alabama at Birmingham Updated Black Uniform University of Louisiana at Lafayette Updated Black Uniform University of Virginia 2025 Throwback Uniform Wisconsin Throwback Uniform ..And More! Check out all of the new uniform pieces in the game! New Equipment Pieces Nike Vapor Pro 1’s Nike Vapor Speed 3’s Nike Lebron IV Menace’s Thank you all so much for your sharing incredible moments, feedback, and expressing your passion for College Football 26. — The Entire College Football 26 Development Team [Source]287Views0likes3CommentsAdjustments to Family Tree and a Freeze Fix
Update 2/19/2026 PC: 1.121.372.1020 / Mac: 1.121.372.1220 Console: Version 2.30 Sul Sul, Simmers! Here is a small update to address some important fixes related to Royalty & Legacy. Thank you so much for your continued reports via the EA Forums! -The Sims 4 Team Bug Fixes Base Game / Multipack Live Mode [EA Forums] Resolved an issue found in some save files where the game would freeze when Sims are getting married. Family Tree portraits will no longer overlap after a Spouse’s death when there’s a Secret Child. [EA Forums] Resolved an issue in some saves where missing connections were appearing in the Family Tree and Sims portraits were not highlighted when selected. [EA Forums] Resolved an issue where the game would stop responding when clicking on a Sim from the Family Tree in some save files.621Views3likes0Commentsskate. - Community-Raised Issues [Last Update: February 19th]
What's this post all about? This post will be used to inform you on issues that the skate team are actively investigating or working on that have been raised by members of the skate community. By keeping an eye on this thread, you'll be able to see some of what the team is working on before a patch/update is made available to download. You may see a ❗Workaround or ❗Note from Dev below certain issues that give additional context to those listed. Wherever relevant, pages that add more context to a particular issue will be linked. How do I report a bug or issue? Here's a how-to guide on how to effectively report a bug on the EA Forums: skate. | How to report a bug Even if you're familiar with bug reporting, please consider checking the linked post. For account-related issues, please reach out to us via EA Help 🚧 INVESTIGATING 🚧 A significant number of people have reported this issue. The development team is currently investigating how it can be resolved. Please, provide as much information as possible. Players stuck | Multiple reports on players getting stuck/softlocked | Softlock Megathread 🆕 Update: The old thread has more than 9005 comments, and sometimes it is difficult for the team to organise and spot new issues within all the reports. That's why we have decided to open a new megathread to work on the most recent softlock issues. Last week, more than 38,000 players were unlocked. Replay Editor | Can't export videos in MP4 | Can’t export MP4 videos from replay editor. (PC) | EA Forums - 12986132 Settings | Screen resolution set to low when launching the game | Graphics Settings Fail to Save (NOT Duplicate) | EA Forums - 13027437 ❗ Workaround: Press Windows + R on your keyboard > Type: %localappdata% > Press Enter > Find the skate folder %localappdata%\skate\ > Delete or rename the folder. (Rename the folder if you have saved replays or screenshots) Social | Random players can join when the party is set to Nobody Can Join | Party set to invite only, randoms are still joining | EA Forums - 13025193 Social | Random players joining co-op challenges | Forcing people into my games? | EA Forums - 13061128 🆕Tasks | Players are having various issues related to tasks | problems with tasks ❗Workaround (for Community Park tasks only): Use any Fast Travel point, then return to the Community Park. 🆕Visual | Friends list does not load completely on accounts with large amounts of friends | Fix the friend’s list, please | EA Forums - 13077613 🆕Visual | HUD can disappear after starting a challenge | Gaming hud disappearing after starting mission | EA Forums - 12742772 Visual | UI Overlap & Texture Issues on ADM GPUs | UI Overlap & Texture Issues on AMD GPUs | EA Forums - 13123864 ❗Workaround: Go to AMD's driver site and find your graphics card from the "Search or Browse Drivers" section > Click on "Previous Versions" and download the one labeled "Adrenalin 25.12.1" > Download and Run the AMD Cleanup Utility > Reboot, and then run the Adrenalin 25.12.1 installer > Reboot again and launch the game 🆕UI/Text | Footplant tricks are incorrectly named on goofy stance | Boneless foot plant labeled wrong on Regular side skating | EA Forums - 12587183 ⏳ AWAITING UPDATE ⏳ A fix/adjustment has been made and will be issued in a future patch/update. Items marked as 🆕 in here may have previously been in the Investigating section. 🆕Visual | Stickers are invisible when placed on the board | Stickers now invisible | EA Forums - 1298379 ✅ RESOLVED ✅ This issue has been resolved in the game version listed beside the issue. Please ensure you have updated your game to the latest version. Patch v0.29.7 🆕Players stuck | Players are getting stuck in replay after mission is completed | Stuck in replay after mission completed | EA Forums - 12981412 Patch v0.29.6 Players stuck | Players are stuck when completing tutorial missions | Map tutorial / Voice over loop [Workaround] | EA Forums - 12988822 Patch v0.29.5 Challenges | Elements disappear when starting a challenge, and the user is unable to enter any menus | Starting Challenge Nothing Happens In-Game | Grind assist reset to 100 when launching the game | Grind Assist setting broken after S2 update | EA Forums - 12982138 Players stuck | Stuck on the initial loading screen | Stuck on black screen with game mouse pointer | EA Forums - 12982688 Visual | Character skin tone changed | Character skin tones messed up since update | EA Forums - 12981571 Visual | Settings socks to none/off and restarting the game will revert to the previous settings | Someone keeps putting socks on my character! | EA Forums - 12986018 Visual | Pants clipping on the front leg | Punk Pants - consistent clipping on the front leg | EA Forums - 12985930 Patch v0.29.1 In-Game | Friend's skater appeared invisible after joining a friend's party. | Invisible Friends in Online Co-op Level Up | Market mile fails to level up after achieving the required neighborhood rep | Market Mile not leveling up Players Stuck | Stuck in a canal if they fall in after collecting the final bearing in the Salmon Run line challenge. | Stuck in canal, can’t respawn, can’t play game now SVB Charge | Getting charged SVB for Rip Chip or Tix Items | MEGA THREAD - Getting Charged SVB for Rip Chip or Tix Items ❗ Update: If you experienced the issue, please post your details on the linked thread. Visual | Rip score award screen shows twice | Repeated rip score award screen Visual | Claim button appearing when there is no completion award | Can’t claim season 1 challenges after completion. Visual | Stunt target showing up/staying on when not in a Stunt Challenge. | Stunt target showing up/staying on when not in a Stunt Challenge. | EA Forums - 12634173 🔧 PATCH NOTES 🔧 The following information includes details of the patches that have been released for skate. For itemised patch information, please check the attached link. Jan 20, 2026: Patch v0.29.6 Dec 15, 2025: Patch v0.29.5 Dec 2, 2025: Patch v0.29.1 Oct 7, 2025: Patch v0.28.0 Sept 16, 2025: Patch v0.27.7 Please consider the following: This is not an exhaustive list of everything the development team are working on. Just because an issue is not listed above does not necessarily mean it's been ignored. If an issue is added to ⏳ AWAITING UPDATE⏳, this does not mean it will be addressed in the next patch/update, but it will be included in an upcoming patch/update. Items marked 🆕 have been recently updated/moved when this post was last edited. See you in San Vansterdam!11KViews16likes0Comments- 81Views1like0Comments