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What’s new

Every release of FM Dossier, straight from our release notes. Newest first — and posted the moment it ships into #fm-dossier-changelog on Discord, where you can ask what changed.

v1.13.0LatestDiscuss on Discord ↗Download

FM Dossier v1.13.0

Road to FM27 comes to the app: your personal referral link and your progress, right where you
already look for the community links.

No re-read is forced. Nothing in your database changes in this release.

Road to FM27 — up to 3 copies of FM27

Share FM Dossier with other managers using your personal referral link. Up to three copies of FM27
can be won, and two conditions are both required: finish in the Top 3 of the ranking and
reach at least 15 qualified referrals. A Top 3 place alone does not win, reaching 15 alone does
not guarantee a prize, and there is no random draw. Referrals close on 31 October 2026 at 23:59 UTC,
and winners are announced on 1 November.

  • Community → Road to FM27 opens your referral link, your referral code, your qualified and
    pending referrals, your rank and how far you are from the minimum. Copy the link or the code with
    one click.
  • Settings → Ideas & bugs has the same entry, quietly, for anyone who looks there first.
  • A one-time card introduces the competition once. It is never shown during first activation, never
    as a pop-up, and never again after you have seen it.
  • The app says exactly where you stand: below the minimum, qualified for a prize position, or
    currently in a prize position — which stays provisional until the competition has closed and been
    verified.

Everything about the competition comes from fmdossier.dev. If the competition is not running, or the
site cannot be reached, the app simply shows nothing — FM Dossier itself works exactly as before.
The full rules and the leaderboard are on the campaign page.

Fair play. While the competition runs, the app's regular licence check also sends a random
identifier created just for this campaign. It contains no hardware, email or licence information, is
never shown publicly, and is used only to check that referrals come from genuine new users. The app
stops sending it and deletes it after 11 November 2026.

We're preparing for FM27

FM Dossier for FM26 stays available and supported. New feature development is paused while we get
ready for FM27.

Fixes

  • The sub-lines under Discord and Twitch in the Community menu now use the same quiet style as
    every other menu.
v1.12.0Discuss on Discord ↗

FM Dossier v1.12.0

A new Analysis tab that opens with what needs your attention today, a version stamp so the app
knows exactly which FM build it is reading, and a batch of fixes from reports.

No re-read is forced. Nothing in your database is replaced, and the new columns fill in on your
next full read rather than being wrong until then.

Analysis — a page that tells you where to look

Click Analysis in the header and the page opens with the squad you actually have. Dashboard
is the summary — it carries a teaser from every other tab, so one screen tells you where to look —
and Squad, Staff and Recruitment are the deeper versions of what it shows. Every teaser
is a view of the same figures the deep tab uses, never a second opinion, and every one of them is a
doorway: click a gap and you land in the search already filtered to it.

Choose the formation it analyses. At the top of the page a chip says which shape every finding is
measured against — your club formation by default, or any tactic you have imported. Pick one and the
page recalculates: a position your tactic never fields stops being counted as a gap, and a position
it depends on is judged against the number of players that shape actually needs. If no formation has
been chosen the page says so plainly and does generic squad coverage instead, rather than quietly
implying a tactical answer.

A position has to be materially worse, not merely the worst. Something is always the weakest
thing in a squad, so a page that ranks by relative weakness will always find you a problem. A
position earns a place on the list when it is genuinely short of players, short of players who
actually play there, or when its best man is a whole ability band below the rest of your squad —
the same bands the page colours every rating with, so you can see the difference that triggered it.
When nothing clears that bar the page says so.

And every position says which of those three it is. A position with plenty of players can still
be the one worth strengthening — because the best of them is below your own standard, or because
almost none of them plays there naturally — and a list headed "gaps" showing a healthy body count
reads as a contradiction. Each row now carries its reason, measured on the same three counts the
ranking itself uses, so the reason shown can never be one the ranking did not act on.

A position with nothing wrong with it is no longer listed at all. Ranking positions by need
always produces a first place, but coming first is not the same as having a problem: on a balanced
squad the leader might simply be a few points below the middle of your own side, which is true of
about half of any squad by definition. Listing five of those and captioning each with a fault it does
not have is worse than saying nothing. So a position appears here only when it is genuinely short of
players, a whole ability band below your standard, or thin on players who play there naturally — and
when none of them is, the page says so plainly. Recruitment still has suggestions in that case,
because "what is broken?" and "how could this side be better?" are different questions.

"Will they join you?" now counts wages, and says what else it counts. A club can be a plausible
size for a player and nowhere near what he earns, and until now nothing in the reach test looked at
pay at all. It does now, on a ceiling built from your own squad's top earner — so a wage far beyond
anything your club pays puts a player out of transfer reach, while a wage you could plausibly stretch
to does not. Loans are exempt, because a parent club usually keeps paying part of the wage.

Two things it deliberately does not do. A player whose wage cannot be read is kept, not dropped —
unknown is not evidence against him. And a free agent is judged on wages like anyone else: he costs no
fee, which is exactly why an unaffordable one is worth knowing about.

The same panel now names all four things it weighs, rather than only the first: your club's
reputation against the player's, the standing of his league against yours, the fee his value implies,
and the wage. Two of those have been part of the test for a long time without the explanation
mentioning them, which is its own kind of wrong — a check you cannot see is a check you cannot trust.

And a clean bill of health lists what it looked at. "Nothing needs strengthening" is only worth
anything if you can see which positions it covers, and a page that checked six positions and a page
that checked none would otherwise print the same reassuring sentence. The all-clear now names every
position it examined, so it can be read against the formation shown at the top — and if a squad
somehow yields nothing to measure at all, it says that instead, because that is not the same answer.

Every position now shows how many of it your shape fields, and every depth target says where it
came from.
A target of six at centre-back is 2 × 3 slots; a target of two is either one slot or a
number you set yourself, and those printed identically. The position label now carries a small
×3, so the target is self-evident rather than something to take on trust — and it doubles as a
quick read of which positions your formation actually leans on. Hovering the target says whether it
came from your shape, from your own setting (and what the shape would otherwise have asked for), or
from a positional default because no tactic is selected.

A custom depth target can no longer hide the control that set it. Gaps & targets listed only
positions with something wrong, and the target stepper lives inside those rows — so lowering a
target far enough to fix the gap deleted the row, and with it the only way to change the setting
back. Any position you have set a target on now stays listed, marked as your setting rather than as
a problem, with its reset in place. Targets on positions your current formation does not use are
named too, and there is a Reset targets button for them, since no row can ever show those.

Squad snapshot separates who can cover a position from who actually plays there. Football
Manager counts a player as covering any position his natural ones can fill, which reads far higher
than a manager expects: a flank can show fifteen bodies while one of them is a natural winger. Both
numbers are now shown and each says which it is, with your depth target beside the one being judged.
A position nobody covers says "No cover at all" in words rather than showing an empty bar.

Standouts names your best player, your best young prospect and the contract that needs handling
soonest — with the months remaining. A player who has already agreed to join another club is not
offered as a contract to renew. Top of the squad lists your six best under the Squad tab.
Clicking any name opens that player.

The page opens with your club, not with a list. What is this club? puts your standing, the
money you actually pay, the facilities you inherited and who is on the books in one place — the
briefing you would want on your first day, and the answer to "where do I start?" nine seasons in.

Every rating is now measured against your division. Your facilities, your squad value, your wage
bill and your squad's age each carry their rank among the clubs you play — "3rd best of 18", "1st
youngest of 18" — with the division's median on hover. A rating out of 20 finally means something.

The money is the club's own. Your wage bill, your wage budget and whether you are over it come
straight from the club's finances and match the game's wage screen to the pound; the top earner is
named beside what he earns. Where a figure genuinely cannot be confirmed — Football Manager stores a
club reputation field but never fills it, and the ownership value it does store contradicts the
game's own editor — the page says so in one line rather than spending a row on each.

What do I do first? replaces the five fixed alert cards with a ranked list. Each row scores how
big the problem is, how soon it bites, and how directly the data behind it can be read — so a
contract date, which is exact, outranks an equally bad problem resting on a softer reading. Each row
carries the numbers, the criterion that put it first, and a door into the work.

And it names the right job. Being short of players, being short of players who play the position
naturally, and having enough of them but none good enough are three different situations that call
for three different things — sign someone, add natural depth, or upgrade the man you have — so the
list says which rather than telling you to buy in every case.

Every row also states what it was based on and what is not known. The one that recurs is whether
a player actually wants to move: Football Manager decides that when you approach him, so the page
never implies it has looked. An action that would need something unreadable is not generated at all.

Who is on the books splits your first team from your other sides and the players out on loan,
and every average on the page is the first team's. A mean taken across the senior squad, both
academy sides and the loanees describes an academy rather than a team, and the merged figure is
still shown beneath — labelled as what it is — so two numbers you see elsewhere in the app never
disagree without explanation.

Under Squad, Who is moving reads the development history the app has been recording all
along and shows the biggest risers and fallers, with the period it covers stated on screen rather
than left for you to assume.

Under Staff, Academy & infrastructure puts your training, youth and recruitment facilities
side by side, and Backroom shows where your coaching is thinnest — the best rating on your staff
in each area, and separately for youth development. Am I over- or understaffed? compares your
headcount with the clubs in your division. Football Manager never states how many staff a club
should employ, so what you get is a comparison and the page says so — it is not a target, and one
will not be invented.

Recruitment suggestions offers up to five signings, each in a category that says why it is
there: an Upgrade on your best, an Affordable buy inside your club's own prices, a
Successor for an ageing starter, the best Value per pound, and an Opportunity with no fee
at all.

They span your squad, not one position. A club with no urgent hole would otherwise get five
different answers to the same question — five candidates for whichever position happened to rank
first. The panel now looks at the four positions where this squad has most to gain and names which,
so the five categories describe genuinely different ways to improve rather than five versions of one
signing. There is almost always a better player, a successor for someone ageing, or a piece of value
worth knowing about, even in a squad with nothing wrong with it. Upgrade is judged position by
position for the same reason: a defender is only an upgrade on the defender he would replace.

And the cards themselves now spread out. Widening the search was not enough on its own: if one
position's players happen to be the strongest, the cheapest and the youngest available, that
position wins every category in turn and you get five cards about one slot again. Each card now
prefers a position the others have not already taken, so the board reads across your squad. When a
category has nothing to offer anywhere else — no free agent at any other position, say — it will
still repeat a position rather than leave the card blank, because an empty category would suggest
there is nothing to say. Each card's reason now names the position it applies to, so what it claims
is exactly what was measured.

A card is no longer a single name. A single best answer is often no answer at all — he is
too expensive, his wages are out of range, he is already moving, or he simply is not the profile you
wanted — and a panel that offers one name per category leaves you with nowhere to go when that
happens. Under every suggestion there are now up to three more players, ranked immediately behind
the top pick on that category's own measure, each with his age, position, fee, wage and ability.
They are alternatives to the player above them rather than fresh recommendations, so they can share
his position; a category that genuinely has only one qualifying player shows only that one, rather
than padding the list. Every card gets its second option before any card gets its third, so a thin
market spreads what it has across the whole board instead of stacking it under the first suggestion.

They are priced for your club. A suggestion is now measured against what you already pay and what
you already own — nobody is offered who wants more than your highest earner or costs more than your
most valuable player — and the panel states both ceilings so you can see exactly what was applied.
Players who have already agreed to join somebody else are gone. Each card carries the fee, the wage,
the contract situation and, in words, the rule that picked him: an upgrade names the player he would
replace. If your club genuinely cannot afford anyone, the suggestions still appear, marked as beyond
your scale rather than hidden.

Each card also says what the save knows about approaching him — transfer-listed, asked to leave,
contract running out, unsettled, or settled at his club. These are facts, not predictions. Football
Manager only decides how a player really feels about your club when you actually approach him, so the
panel says so rather than implying a number it cannot know.

Backroom now says why an area is a gap, by naming the strongest area you have to compare it with,
and who on your staff holds the rating. A rating of 13 out of 20 reads very differently once you can
see that your best is 18 and which coach that 13 belongs to.

The priority need says why it is first, not just how bad it is — the weakest best player among
the positions your tactic uses, the furthest below its depth target, both, or the worst combination
of the two. A position with fifteen eligible players can still be your biggest need, and now the card
tells you which of those it is.

A compact club summary shows your wage bill, squad value and the first team's average age —
with how many of them are 21 or under and how many are 30 or over, and separately how many players
are at your other sides or out on loan. The average used to be taken across everyone at the club,
which at a club with an academy describes the youth teams rather than the side you pick.

Everything on the page respects the mode you are in. In Scout and Moneyball, ability reads as a band
rather than a number, exactly as it does everywhere else.

The app now knows which FM build it is reading

FM Dossier reads Football Manager's memory directly, and where things sit in memory changes between
game builds. Until now the app had no way to tell which build it was looking at.

It now reads the version straight from the game and records it with your save. On a build it has not
seen before it says so; on a major version it does not support it refuses to write to your
database at all, rather than filling it with values read from the wrong places.

This is the groundwork for supporting a future FM release without risking the data from this one.

Your saves, listed

Settings → Saves on this PC lists the Football Manager saves it can find, with the manager, club
and in-game date read from each file. It reads the save file itself, so it works whether or not the
game is running.

Community

A Community button in the header now opens both the FM Dossier Discord and the DB Football
Twitch channel, and both are listed in Settings. No pop-ups, and nothing appears at startup.

Easier to read

  • Attribute names are no longer cut off. On the player and staff attribute grids, long names like
    Command of Area and Natural Fitness were truncated at normal interface scale and worse at 110%.
    The grid now sizes its own columns from the space each one needs, and long names wrap instead of
    being clipped. Attributes also take a larger share of the row, so a wide window shows the natural
    three columns — technical, mental and physical side by side — where it used to show two. Rows are
    considerably tighter than the first version of this fix, so more of the grid fits on screen.
  • Player names are no longer squeezed out by their own badges. Two causes, both fixed. The name
    column keeps a readable width when the table is scaled down, and the numeric columns give up the
    pixels instead. More importantly, the shortlist and compare buttons at the end of each row are
    hidden until you hover — but they were still holding their width in every row, taking about 67
    pixels from the name whether or not you could see them. They now take that space only on the row
    you are actually pointing at. If a name and its badges still cannot share one line, the badges
    wrap and the name stays whole.
  • Hovering a row no longer covers the badges at the end of it. The action buttons used to float
    on top of the cell behind a soft fade. A fade suits text — a name losing its last few letters is
    still a name — but a status pill either renders or it does not, so half a badge under a gradient
    was simply the badge gone. The row now makes room for the buttons instead of putting them on top
    of something.
  • Corporate facilities on the club profile now looks like the facility rows around it, with the
    same bar, rating word and number.
  • Player-search badges (status, wonderkid, agreed move) are slightly larger and evenly spaced, so
    a row carrying several of them stays readable.
  • On the Analysis page, small explanatory text is larger and higher-contrast throughout.
  • Full mode is now translated in Danish, German, Greek, Norwegian, Swedish and Turkish, where it
    had been showing the English word.

Fixes

  • "Matches played" and "Minutes played" could not ask for zero. Both were minimum-only, so
    typing 0 asked for at least none and correctly returned everybody — which reads as a filter
    that does nothing. Both now take a range, like age and height always have, so "nobody who has
    played this season" is a query you can actually make.
  • Ordinals read "1th". Ranks such as 1st youngest of 18 were built with a fixed suffix. English
    and French now form them properly; the other languages were already correct.
  • The first team included the academy. The squad split counted every under-21 and under-18 player
    as a first-teamer, because a youth player's club is displayed as his senior parent so the row does
    not read as an unnamed club. That display repair is right and was being read as though it were the
    raw value. Depth, averages and every recommendation now measure the first team.
  • The wage figures on the Analysis page were the wrong ones. They were summed from the squad
    rather than read from the club, which under-reported the bill by a wide margin and named the wrong
    top earner. Both now come from the club's own finances and match the game's wage screen — and they
    are shown to the pound rather than rounded, because the point of that panel is to be checked
    against the game. Squad value stays rounded: it is an estimate, and Football Manager only ever
    shows it rounded too.
  • The 💎 gem badge revealed potential ability, and then it stopped appearing at all. It used to
    show based on a player's potential in every mode, including Scout, where that number is hidden.
    Fixing the rule left it drawn only in Moneyball mode, so in Full mode it never appeared even on an
    obvious gem. Both halves are fixed: the badge follows the same rule as the wonderkid badge, one
    setting controls both, and they are now drawn together so neither can go missing on its own.
  • A player who has never played showed match statistics anyway. A goalkeeper with no appearances
    and no minutes could still show a handful of saves and a save percentage of 100% — figures computed
    from a sample that does not exist. Statistics are now held back until a player actually plays, with
    a line saying so, and the same rule applies wherever those numbers are sorted, filtered or graded.
    Where the save records no appearances at all — rather than recording zero — the panel says that
    instead, so an empty statistics tab always explains itself.
  • A search for goalkeepers could return outfielders. Football Manager records a real goalkeeping
    familiarity for a handful of outfield players — a rating that means "could go in goal in an
    emergency" — and the position filter admitted anyone who can play a position at all. That is the
    right rule for outfield positions, where thousands of players are genuine fill-ins and hiding them
    would make the filter useless; measured across saves, that group is between 4% and 27% of the
    matches for every outfield position, and between 0.00% and 0.14% for goalkeeper. So goalkeeper now
    requires the position to be a real one. Checked across eleven saves by two separate tests, this
    removes only outfielders: not one genuine goalkeeper falls into that group.
  • The "Affordable" suggestion described a rule it had stopped using. It once picked the cheapest
    player who was not a step down on your squad average; it now picks the best player in the
    affordable half of the market, which is a different and more useful answer. The wording was never
    updated, so the card explained itself with a rule it no longer followed.
  • The "Opportunity" suggestion did not say which position it was for. Every other category
    names it; this one described only the rule, so the one card whose whole point is a free signing was
    also the one that made you look up where he would play.
  • The staff list can now show when it is narrowed to your shortlist. That narrowing is shared
    with the player search, so it could be switched on from another screen, and it set no visible mark
    of any kind — leaving a list that looked broken rather than filtered. It now appears as a chip you
    can remove, whether or not anything matched, and "Clear all" lifts it along with everything else.
  • The staff list could go completely empty with no explanation. "No staff match these filters"
    was shown for three quite different situations — nothing matched, the query failed, or the list was
    scoped to your shortlist, which is shared with players and can easily contain none. Each now says
    which, and the shortlist case offers a way out. A failure is also recorded in the diagnostic log,
    so a report about it can be answered.
  • A repair that has never actually run on some saves. Reloading a save re-applies the app's
    database upgrades, and one of those upgrades legitimately reports "this column already exists" —
    which was being treated as "this whole upgrade is done". Anything the upgrade did after adding
    the column was then skipped for good, while the app recorded it as applied. In practice that cost
    the Development board's "since last load" window its one-off backfill on any save that had been
    reloaded. Upgrades are now applied a statement at a time.
  • "Select all" selected only the players already loaded, while the count beside it showed every
    match. The control now says which it means.
  • Quick refresh cannot find players who are new to your save — it refreshes people it already
    knows. The app said "your squad and shortlist only", which reads as though a new youth intake would
    be included. Three places now say it plainly.
  • Empty tabs labelled Club #… appeared beside your squad for clubs with no name and no players.
    Sub-teams that hold players are untouched.
  • Goalkeepers had no Moneyball metrics at all, so they were graded on ability alone. Save
    percentage, share of saves held and pass completion now count.
  • Contract length could not be combined with the gem or wonderkid filters — picking a preset
    cleared it. Contract expiry is now an ordinary filter: expires within N months, alongside any
    other.
  • Best per position was capped at three on the club board while the national board has shown ten
    since v1.9.9. The default is now five, with a Top 3 / 5 / 10 control.
  • The national best-per-position board now shows each player's age and marks a second nationality,
    so a correctly eligible player you do not recognise is easier to place.
  • Diagnostic logs now record the order actions were issued in, not just the order they were written —
    which is what a freeze report needs to be readable — and write one line at startup, so an empty log
    means "nothing happened" rather than "logging might be broken".

Under the hood

  • The in-game date is found once and remembered, instead of being re-scanned on every quick refresh.
  • Every memory offset the reader uses now lives in one place, keyed by game version.
v1.11.0Discuss on Discord ↗

FM Dossier v1.11.0

Home-grown status — which club a player was trained at, and which nation he was developed in — is now
read from your save and available as a filter everywhere.

A full re-read is needed to load it. Everything else in your database is untouched, and nothing
forces the re-read: until you do one, the home-grown panels simply say so rather than pretending a
player has no status.

Trained at club, trained in nation

FM tracks two separate facts about every player: the clubs he was trained at, and the nations he was
developed in. Both now appear on the player dossier, with the age window FM applies — "3 years, ages
15–21" and so on.

The nation side is the interesting one, because it has nothing to do with nationality. A player
can hold one passport and have been developed somewhere else entirely, and that is precisely the
player who is hard to find any other way.

Filtering

Player Search → Filters → Home-grown status offers five settings:

  • Trained at club — anywhere, or narrowed to your own club
  • Trained in nation — anywhere, or narrowed to the nation you manage
  • Either
  • Not home-grown

This is the squad-registration question. If your league requires a minimum number of domestically
developed players, you can now list exactly who counts, of any nationality, instead of checking
players one at a time.

The filter works on the player search, on Suggestions and on the national pool, and it clears from the
chip row or from "Clear all" like every other filter.

For national team managers

The nation pool has a "Trained in ⟨nation⟩" button. It shows every player FM records as developed
in your country — including those who hold another nationality and would never appear in a
nationality-based list.

What is not shown

FM's editor offers nine home-grown categories, and all nine are labelled here — "3 years, ages 15–21",
"4 years, ages 0–19" and the rest. A small number of players carry an internal category FM's own
editor never offers. Those still show the club or nation they were trained at; only the age-window
detail is left off, because an unconfirmed label is worse than no label.


Also in this release, carried over from work that had not yet shipped:

The national-team call-up list

If you manage a nation, the pool tabs could disagree with the list under them. The header said one
number of called-up players and the table showed fewer, which read as players going missing.

They were never missing. Any active filter narrowed the list while the tab kept reporting the
unfiltered total. The active tab now says both — "Called up · 19 of 22" — so you can always see
when a filter is hiding part of the squad.

The same investigation found that Quick presets in the Filters panel were not reaching the list you
were looking at. On the nation pool and the staff search, clicking a preset silently filtered the
Player Search screen instead. Presets now apply to whichever list you opened them from.

Women's and men's national squads no longer overwrite each other

On a save with women's football enabled, a nation's men's and women's squads were treated as one
squad, and the smaller of the two was silently discarded. Both squads are now kept and shown to the
manager they belong to.

Scout mode no longer reveals potential

The "Wonderkids to watch" panel picked its players by their true Potential Ability and printed that
number on the card — including in Scout mode, where CA and PA are hidden everywhere else. In Scout
mode it now selects and ranks by world renown, a signal your scouts can actually see.

Hide the wonderkid tag until you have scouted him

A new Settings option, off by default: in Moneyball mode, only show the WK tag once your own
scouts have fully assessed the player. Full mode is unaffected — it shows everything by design.

Recruit tab

  • CA and PA columns in Full mode, so you can judge a signing without opening each player.
  • Results are kept when you open a player and come back. Previously that re-ran one search per
    formation slot, which on a large save meant a long wait every time.

Position filter: require every position

The position picker now has a "Must cover all picked" switch. With it on, a player has to play
every position you selected, not just one of them — useful when a role needs one position in
possession and another out of possession. It appears once you have picked two or more positions.

Window position

FM Dossier now remembers where you left its window, what size it was, and whether it was maximised.

Smaller fixes

  • The first-run language picker's "selected" outline never actually rendered.
  • A staff willingness note used an undefined colour and inherited the wrong one.
  • Quick presets applied on the Staff search now filter the staff list, not the player search.
v1.10.1Discuss on Discord ↗

FM Dossier v1.10.1

A fix-and-polish release built almost entirely from user reports. Two of the fixes are things
that had been quietly wrong for a while, and one of them could affect anyone managing a club and a
country.

Staff search finally hides the people you can't sign

Chairmen, presidents and club doctors were topping the coaching rankings — they have the authority and
people-management attributes those rankings weight, so they floated to the top of every list. "Hide
unavailable staff" now removes them properly
, including the ones FM never gave a formal job title.

We also confirmed something along the way that we had only guessed at before: FM does record a person's
appetite for a chairman role, and it is unmistakable — every single chairperson and president in the
database carries it.

Filter staff by what job they actually want

New in the staff filter: Prefers this job — pick a role, set a minimum, and only see people who
want that kind of work.

One honest caveat, because we measured it: this is a person's stated preference, not a prediction
that they will negotiate. We approached two staff in game who rated a coaching role 1/20 and both
agreed to talk. So it is a useful way to narrow a list, and it is not a signing forecast. It is off by
default.

The window no longer freezes when you open Settings

Opening Settings could lock the app for many seconds if you keep several saves — it was reading every
one of them on the interface thread. That work has moved off it, along with 22 other operations that
were doing the same thing.

We also rewrote the check that was supposed to catch this class of problem. The old one tested for the
specific mechanism behind a previous freeze rather than for the rule itself, so this one walked
straight past it. It now checks the rule, and a new operation has to be justified rather than assumed
safe.

For anyone managing a club and a country

If you manage both, your second job's data lived in a separate file that no read could ever update —
so the app asked you to reload it every time you switched, and reloading never satisfied the request.

A hand-added second job now shares your main save, so the prompt is gone and both jobs stay current.
Your old file is kept, not deleted — anything you had saved in it is copied across first.

Separately, some saves had ended up with two conflicting identity records after upgrading through
earlier versions, which could make the app read stale details about which club you manage. Those are
repaired automatically on open.

Which formation suits your squad — now where you actually pick it

The shape advisor from v1.10.0 told you your best formations, but finding a particular one meant
scrolling a list of 350.

  • Your formation's fit and rank now sit beside the formation picker itself — switch to 4-4-2 and
    see immediately what it scores and where it ranks.
  • Search the ranking by name. Type 442, 4-4-2 or 4 4 2 — and aliases work too, so searching
    3-5-2 finds the shape listed as 5-3-2, since FM uses both names for the same eleven positions.
  • The "You play" line now tells you where your current shape ranks, not just its percentage.

Player profiles are easier to read

The information under a player's name is now grouped — Player, Club, Money, Right now — instead of
one long unbroken line. On a well-documented player with several bonus clauses, that line had become
difficult to scan.

Youth intake says what it actually knows

The intake panel was labelling the players who were already at your club when the feature first ran
with a year they never earned. It now says so plainly instead of inventing an intake date. Cohorts that
genuinely arrived while you were tracking keep their year.

Also fixed

  • You can delete your last shortlist. The button was disabled with an explanation almost nobody
    saw, so a list you no longer wanted looked permanent.
  • Long lists behave. Expanding the full formation ranking scrolls inside its panel instead of
    stretching the page.
  • Staff filters are visible again once you close the filter window, with a Clear all beside them,
    and the match count updates as you change them.
  • Twelve languages had the staff preference description written in the masculine. FM has female staff;
    the wording no longer assumes otherwise.

Still looking into

Freezing when adding a large batch of players to a shortlist. We could not reproduce it, so rather than
guess we made the diagnostics able to answer the question — the app now records enough to tell us
exactly where it stalls. If it happens to you, please send a report right after; the log will finally
say something useful.


No reload required. Your saves keep working as they are.

v1.10.0Discuss on Discord ↗

FM Dossier v1.10.0

This release needs one full re-read of your save. FM Dossier will prompt you. Several of the fixes
below can only be applied by reading the save again — until you do, the old behaviour continues.


Your squad only contains people who are actually in your save

FM Dossier stored every player it had ever read and never removed anyone who left the game. On a long
save that quietly builds up: retired players, players removed from the game world, people who simply
no longer exist. Most of them sat unnoticed in search results — but any who had been at your club kept
their place in your squad, your depth chart and your best-per-position board, and could even show up
as called up for a national team.

They are now filtered out of the squad, the depth chart, the boards, the national-team pool and the
player search. If one is on a shortlist you built by hand he is still there, tagged Gone with an
explanation, rather than vanishing without a word.

New: which shape suits your squad?

FM Dossier has always answered "I want to play this formation — who fits, and what am I missing?"
The reverse question is new: give it your squad and it tells you which shapes actually suit the
players you have.

  • 350 formations are searched, not a handful — every FM formation plus the legal variants around
    them, in and out of possession.
  • A top three for each phase, with a rating for every shape and an expandable full ranking, so you
    can see the reasoning rather than take the answer on trust.
  • Out-of-possession shapes are judged on the same eleven your in-possession answer picked, because
    that is how a tactic works — you do not substitute between phases.
  • Each recommendation names which positions carry the shape and which are thin.
  • When your squad genuinely has no strong preference, it says so instead of picking one.

It sits on the club overview and on the national-team tactics tab.

There is no "meta" in this. FM Dossier does not know which roles the match engine favours this patch,
so it does not pretend to — the answer is built from your players' positions and role fits.

New: youth intake history

A new panel tracks each year's youth intake and what became of them — still at the club, moved on, or
no longer in the save at all.

It can only track from your first full read onward. Nothing in a save links a player who has
already left back to the club that produced him, so FM Dossier records what it sees from now on rather
than inventing a history it cannot know. The panel says this on screen. If it looks sparse today, that
is the honest answer — it fills as you play.

Best per position now ranks by fit at that position

Previously each player was listed under a single position. That hid whole positions: if nobody's
primary position was left wing-back, the card disappeared entirely — even with eight players who
play there naturally.

Players are now listed at every position they are natural at, ranked by how well they fit that
position. A centre-back who can fill in at left-back appears in the left-back list near the bottom,
where he belongs, with the real left-backs above him.

Staff personality attributes

Staff dossiers previously showed one of Football Manager's eight personality attributes. All eight are
now read and displayed: Adaptability, Ambition, Loyalty, Pressure, Professionalism, Sportsmanship,
Temperament and Controversy.

East Asian names now match Football Manager

Where Football Manager writes a name surname-first, FM Dossier now does too. The convention is learned
from the names Football Manager itself supplies in your save rather than from a fixed list of
countries, so it adapts to the database you are playing — and a player with a Western name who holds
one of those nationalities is left exactly as Football Manager writes him.

Progression graphs show their numbers

The starting and finishing value of each line is now printed on the graph, and hovering any point
shows its date and value. The axis labels show the scale, not where a particular player began and
ended, so reading them was never able to answer that question.

Also fixed

  • Contract and signing dates on long saves. A date range in the reader had a fixed upper year, so
    on a save played far enough forward signing dates were discarded — on a late save this removed them
    from essentially every youth contract. Dates now follow the save's own clock.
  • National teams are pinned at the top of the nation list again, including one you added yourself.
  • The "My formation" filter on the best-per-position board now names the shape it is filtering by,
    and is no longer offered when that shape is a default you never chose.
  • A player who has retired into a coaching role no longer lingers in your squad.

Database: schema 68, data epoch 11. A full re-read is required and FM Dossier will ask for one.

v1.9.11Discuss on Discord ↗

FM Dossier v1.9.11

A community release: five reported bugs fixed, the squad views made a lot more flexible, and FM's
face/appearance data now travels with every AI export.

Fixes from your reports

The "Loan reach" badge appeared on your entire squad. Your club's reputation was read with an
unordered LIMIT 1, so a single stale row — typically a player who retired seasons ago and is still
enrolled — could decide it for everyone. It now takes the value the squad actually agrees on.

A player who retired and became a coach stayed in your squad. Squad membership was keyed purely
off "belongs to this club" with no retirement or staff condition. Someone who holds a staff record
and is not a player-coach is now correctly staff, not a squad member — in the squad list and in the
depth and gaps views that read it.

Role weights would not export. "Export All" wrote {"weights":{}} unless you had already edited
a role, because only overrides were written. Both editors now export the effective weights —
catalog defaults merged with your changes — so the full Export → edit externally → Import round trip
works from a clean install. Positional weights were always fine; role weights are now too.

"Clear All" flooded the player list with staff. Clearing filters dropped the player scope
entirely. There is now a visible Show staff members switch, on by default, so the behaviour is
both correct and yours to change.

Blank circles where a fit percentage should be. They were never blank — the top band's colour
was byte-identical to the background accent, so the best players in your squad were printing green
on green. Every formation token is legible again.

Squad views: any combination of your squads

The Senior only / + Youth squads toggle is now one chip per squad. Turn on any combination —
First Team + Reserves, Reserves + U19 — or switch Senior off entirely for a youth-only view when
you are planning youth recruitment.

The scope drives the squad table, depth chart, gaps and targets, best-per-position, the formation
picker and Auto-XI. Your saved lineup is never affected by changing it: a player you have already
picked keeps his place whatever the chips say.

Transfer plan, Development and the backroom deliberately stay on the squad you have selected — they
are per-squad tools, and a transfer plan that files 16-year-olds under "Sell" would not be doing you
a favour.

Transfer plan: "Incoming" is now "Targets"

The lane never listed pending transfers — it lists your shortlist plus players who fill a gap, i.e.
people you could go for. Both of its labels suggested otherwise, so "Incoming" is now Targets,
the "Transfer OK" chip reads Transfer realistic (it always meant "a permanent move is realistic
for your club", never "agreed"), and the lane says outright that nothing in it is agreed business.

The depth target the Fringe lane quotes — "#3 of want 2" — has always been yours to set, with the
▴ ▾ beside each position on the Squad tab's Gaps panel. The lane now says so, since the number was
being read as a fact rather than as a setting.

Appearance data in AI exports

FM models each person's ethnicity and skin tone, and both are now read directly from the
game and written into every player and club AI export as names — never raw numbers — alongside the
face group used by newgen face packs. Exports also carry each person's player ID, and you can
export the IDs for a whole filtered search or squad at once, which makes bulk face-pack work
practical instead of manual.

Staff carry the same appearance data, measured separately rather than assumed from the player
layout.

Also in this release

  • Squad ID shown beside a player's name in his dossier, selectable for copying.
  • A Player / Staff switcher on anyone who is both. It appears only when we genuinely hold both
    records, which today is a small minority of dual-role people.
  • Youth squads list in age order instead of arbitrary order.
  • The header's Menu no longer disappears when the window is maximised at some widths.
  • Staff suggestions now weigh a candidate's division as well as his club's standing, so the
    "within reach" scope reflects more of what the game actually looks at.
  • Best per position can follow your current formation instead of listing every position.

Notes

This release adds two database columns for the appearance data. They fill on your next full read
of the save — everything else works immediately, and no re-read is required for any other feature.

v1.9.10Discuss on Discord ↗

FM Dossier v1.9.10

A big one: five fixes for things that were quietly not working, and five new pieces built straight
from what you asked for. No reload needed — your save data is untouched.


Backroom suggestions: a better "realistic" line, measured in-game

"Upgrade your backroom" was showing the wrong people — in both directions.

The list is filtered by whether your club is big enough to approach someone. That line has now been
set by actually approaching a dozen staff in Football Manager and recording what the game said,
rather than by estimating: the previous setting was too strict and was hiding staff you could
genuinely sign
, while still letting a few through who would never talk to you.

Clubs up to about a third larger than yours are now treated as realistic, with a hard ceiling so a
mid-table side is never told it can raid the elite. Youth and reserve sides are judged by their
parent club, which is how the game judges them — previously a coach at a big club's academy
looked far more reachable than he was.

FM stores a preference rating for every job type, and Dossier has been reading it and showing it as
Prefers N/20 for a while — it just never used it. The effect was worst exactly where the tool is
most useful: at a small club, the reachability filter narrows you to lower-profile staff, and that
group is overwhelmingly made up of people who do not want a coaching job. On a semi-professional
club, every single name on the list could be at the bottom of the preference scale.

Each role now has a Prefers this role / Any switch, and every candidate shows Prefers N/20 —
FM's own record of how much they want that kind of job.

The switch is off by default, deliberately. Testing it in-game showed that a low preference does
not mean someone will refuse to talk: two staff sitting at 1/20 for coaching both agreed to
negotiate a coaching job. So the number is worth seeing, and worth filtering on when you want people
who actively want the role — but it is not a reliable "will they join" signal, and defaulting it on
would have hidden people you can actually sign.

Scout mode no longer leaks role fits into the AI export

In Scout mode, attributes you have not scouted show as ranges or dashes — but "Export for AI" was
still writing the exact role-fit and style-fit percentages
, which are calculated from those same
hidden attributes. So the export masked an attribute and then handed over a precise score derived
from it.

Scout exports now carry a fit range instead of a single number, and drop the star rating (stars
are derived from the exact figure). Full mode, your own players and fully-scouted players are
completely unchanged. The export's own legend explains the new field, so whatever you paste it into
knows the number is uncertain.

Searching for a name with accents now works without typing the accents

Searching "Lourenco", "Ibanez" or "Kranjcar" found nobody. You had to reproduce the exact
diacritics — ç, á/ñ, č — before the name would come up. Roughly a fifth of the staff in a typical
save have a name like that, and over half of those were effectively unreachable through search.

Both the staff search and the player search now ignore accents and case, so type it however your
keyboard makes it easy. Non-Latin scripts are deliberately left alone — folding those together would
merge genuinely different people.

Filter staff by nationality

The staff search can now be narrowed to a single nationality, in the Standing tab of the staff
filter, with the same accent-insensitive picker the player filter uses.

Region filters (e.g. "East Asia", "Caribbean") are not possible and we would rather say so than
half-do it:
Football Manager does not record which continent a nation belongs to anywhere we can
read. Building our own list would mean guessing, and it would silently miss every custom nation in
your database.

Staff sorting now covers your whole list, not just the part you have scrolled

Clicking a staff column header is supposed to re-sort every matching person, not the rows loaded so
far. That was true of some columns and quietly untrue of others — nationality, job, club, badge,
wage and contract expiry sorted only what was on screen
, and looked exactly like the columns that
did the right thing.

All six now sort the full list. Best role still sorts only the loaded rows — it is worked out on
your machine from all nineteen role ratings, so the database cannot order by it — and its header now
says so instead of pretending otherwise.


New

Find your best players at each position, in your own squad

Sitting directly above the depth chart: Best per position, your strongest three at every position
they can actually play. Depth tells you who covers a position; this tells you who is best at it,
and they now sit together instead of being spread across the app.

Follows the senior / +youth toggle, so a wonderkid shows up the moment you widen the scope.

"Must have these, and any two of these"

Every filter used to be an AND, so each attribute you added narrowed the list until it hit zero — with
nothing to tell you which one did it.

The attribute panel now has a second half: Nice to have — match some of these. Add as many
attributes as you like and set how many of them have to be met. A striker who must have Finishing
and Composure, and any two of First Touch, Work Rate, Balance and Agility, is now one filter.

And when a search does come back empty, it says so in plain terms and points at the fix, instead of
leaving you to guess which of eight filters was the culprit.

Five role presets built on season stats

New one-tap chips beside the existing presets: Ball-playing CB · Ball-winning DM · Creative
midfielder · Pressing forward · Clinical finisher
. Each sets the position, the relevant per-90
metrics and the ranking, so you are not assembling three of sixty-five metrics by hand.

They rank rather than impose a cut-off, deliberately. A hard threshold like "2.1 interceptions per
90" is wrong the moment you change league, season length or era — it would look authoritative and
quietly mislead. The only number involved is a 450-minute sample floor, so a one-game cameo cannot top
the list.

Export every squad in one go

A second export button on your club: Export all squads — senior and youth together, one document,
each squad kept separate. No more exporting them one at a time and stitching the files together
yourself.

Staff at youth and reserve sides are no longer labelled as senior staff

When a coach works for a club's youth or reserve side, Football Manager often gives that side no name
of its own — so Dossier showed the parent club instead. A youth coach at Manchester United's academy
simply read "Manchester United", you went looking for him in the senior staff list, and he was not
there. It affected roughly one in seven employed staff.

Those rows now say "(youth / reserve side)" next to the club, with a note explaining he will not
appear in the senior list in-game.

The national board says where its call-up marks come from

National squads are only re-read during a full save load — a quick refresh does not touch them. So
anyone you called up since your last full read still showed as "not called up", stated as though it
were current. The Best per position board now says so in a line under the heading.

A minimum attribute across every backroom suggestion

If one attribute matters in every hire you make — Working with Youngsters on a youth-only save, say —
set it once at the top of "Upgrade your backroom" and it applies to every role you open.


Under the hood: no database migration, no re-read required. If the app is working for you, this
update changes nothing about your saved data.

v1.9.9Discuss on Discord ↗

FM Dossier v1.9.9

Two improvements that both came from the same conversation with a national-team manager: Best per
position now shows ten players instead of two
, and the staff upgrade suggestions can be narrowed
to coaching staff
, so your eight slots aren't spent on jobs you only have one of.


Best per position now goes ten deep

The national-team Best per position board listed the two strongest players at each position. Two
turned out to be the wrong number for almost everyone.

If you play a back three you are picking six centre-backs, not two. And a squad list is only half the
job — the other half is spotting the players who are nearly there, so you can keep an eye on them
and see whether they kick on. A top-two list can't show you either.

It now shows ten per position. Positions with fewer eligible players simply show fewer, and the
header still reports how many players qualify in total. A versatile player still appears under every
position he plays naturally — so with ten deep, one player holding a high place in three lists no
longer pushes genuine specialists off the board.

Staff suggestions: narrow to coaching staff

The staff upgrade suggestions rank everyone in the save by how well they'd do the coaching duty you
picked. That ranking is honest, but it has an awkward side effect: assistant managers and heads of
youth development are senior, well-rounded staff, so they score highly on coaching duties and take up
places in the list — and you can only employ one of each.

Open any of the nine coaching duties and there's now an All staff / Coaching staff only toggle.
Coaching staff only keeps people already working as coaches, plus anyone currently without a club,
and sets the rest aside. It stays where you put it while you work through the different duties.

Alongside it, a candidate who already holds a job we can score now shows how good they are at that
job
, right next to its name — so an assistant manager who tops your defending list at 90 but reads
21 as an assistant manager is obvious at a glance, rather than something you find out afterwards.

⚠️ Two honest notes. Football Manager never records which coaching duty a coach is employed for, so
this stays a list you scope yourself rather than one we filter on your behalf. And the duties overlap
by design — attacking (tactical) and attacking (technical) are scored on almost the same attributes,
so the same names will legitimately appear in both.


No reload needed. Nothing in this release changes how your save is read, so your existing data
carries straight over.

v1.9.8Discuss on Discord ↗

FM Dossier v1.9.8

FM Dossier has a Discord. Join the DB Football community to ask questions, share ideas and get
release news as it lands — there's now a button in the header, and a link wherever you send feedback.

This release also fixes a staff-recommendation filter that was doing nothing at bigger clubs.


Join the community

FM Dossier now lives in the DB Football Discord, with its own channels for discussion and for release
notes. You'll find a Discord button in the header, plus links on the start screen, in Settings,
and next to the feedback form.

If you have a question, an idea, or you just want to compare notes with other managers, that's the
place — the in-app feedback form is still the best route for a bug report, because it attaches your
diagnostic log automatically.

"Realistic targets" now actually filters

The staff upgrade suggestions have a Realistic targets / Everyone toggle, meant to hide people
whose current club is far bigger than yours. On many saves it was hiding nobody.

The scope compared employers against a ceiling of one-and-a-half times your club's reputation — but
reputation tops out at a fixed maximum, so once your club grew past roughly two-thirds of that
scale, the ceiling sat above every club in the game and the toggle became incapable of excluding
anyone. Long saves were affected worst, because that's where clubs grow.

Realistic targets now means what it says: staff whose current club is at or below your own
standing. Someone a step above is still shown under Everyone, labelled A stretch, so you can
see the borderline cases and decide for yourself. The candidate pool was widened to match, so the
list stays full now that the filter genuinely cuts.

⚠️ Worth saying plainly: this is an estimate built on club reputation. Football Manager works out
whether someone will actually talk to you using information the save doesn't expose, so a shorter,
more realistic list is still a list of likely targets, not a guarantee.

Best per position, for national teams

A new Best per position tab on the nation view ranks every player eligible for your country,
position by position, and marks who you have already called up.

It's built for the "clear the squad, then pick the two strongest at each position" routine. Because
it ranks everyone who qualifies — not just the players the game has already put in front of you — it
surfaces eligible players you may never have been offered.

Smaller things

  • Import all… / Export all… — the weights editors have always saved and loaded every
    customised role or position in one file. The buttons now say so; sitting next to "Reset this role",
    the old labels read as if they only covered the one you had open.
  • A "Squad only" marker appears next to the save date when your last quick refresh updated your
    squad and shortlist but the rest of the data is from an older full read. It's just a note — nothing
    reloads on its own, so you keep choosing when to pay for a full read.
  • Both weights editors now say what they change. Role weights drive role fit and the Top Role
    ranking; position weights drive the position rating. They're separate signals, and neither feeds
    the other.
  • Interface: the Discord button degrades to an icon on narrow windows, so the top bar never wraps.

Under the hood

  • No migration. Save schema stays 63, data epoch stays 10 — no reload needed.
  • All new text ships in all 20 supported languages.
v1.9.7Discuss on Discord ↗

FM Dossier v1.9.7

The app no longer freezes while it works

If you have ever added a batch of players to a shortlist on a big save and watched the window go
completely unresponsive — that is fixed, and it was not really about shortlists.

Saving a shortlist change also updates the list of players FM Dossier tracks for development history.
That update was running on the same thread that draws the window, so it had to wait its turn behind
whatever database work was already in flight. While it waited, nothing could repaint and nothing
responded to a click. On a large save that wait could run to a minute. The work itself always
finished correctly, which is why everything was intact after a restart — the app was never broken,
just unable to say so.

Thirty database calls were in that position. All thirty now run off the drawing thread, so a slow
query can no longer freeze the window. Several things get noticeably better as a side effect:

  • Opening a saved game, listing scout notes, and loading imported tactics were all on the
    drawing thread. On the largest saves those had been freezing the app for seconds at a time — and
    because the diagnostic log is written from that same thread, the freeze could not even be reported.
  • The [perf-slow] numbers in the log for those calls were mostly time spent waiting, not working.

A guard now fails the build if a database call is ever added back onto the drawing thread.

Top 10

  • Position boards now mean what they say. Clicking ST used to include anyone who could fill in up
    front. A board now lists only players rated at least 16/20 in that position, so a genuine
    two-position player still appears on both boards and an emergency stand-in appears on neither.
  • The position picker is a proper control. Thirteen bare three-letter codes in one row have been
    grouped into Goalkeeper / Defence / Midfield / Attack, with buttons that look like buttons and a
    clearly filled state for the one you are on.
  • Opening a player and coming back keeps you on Top 10, on the same position, instead of dropping
    you into the full search list.

Shortlists

  • Clear a list without deleting it — remove every player, keep the list, its name and its place.
  • Manage lists is always available in the player search toolbar. Renaming, moving, copying,
    exporting and deleting have been there since v1.5.2, but the door to them only appeared while the
    shortlist view was switched on.
  • When only one list remains, Delete now explains why it is unavailable instead of quietly doing
    nothing.

Selecting several players at once

This has existed since v1.5.2 and was hard to find, so:

  • Shortlist, Top 10 and Select now stand out from the rest of the toolbar and clearly show
    when they are on.
  • Turning Select on immediately explains what the tick boxes are for, instead of showing a column
    of empty boxes and nothing else.
  • Reminder of what it does: tick any number of players, shift-click to take a whole run of them, then
    add the lot to any shortlist in one go.

Staff suggestions you could actually sign

The staff upgrade suggestions ranked the best people in the game world regardless of whether they
would ever consider your club — which made the feature close to useless for smaller clubs.

  • Suggestions are now scoped to staff your club could plausibly attract, judged by the standing
    of the club they would be leaving. Managers, who top most rankings and are almost never
    signable, are left out.
  • Each suggestion is marked Reachable, A stretch or Out of reach so you can weigh it
    yourself. Where a reputation cannot be read, no claim is made at all.
  • A Realistic targets / Everyone switch widens it again whenever you want the full picture.
  • Candidates who cannot be hired are filtered before the shortlist is drawn up, so the suggestions
    are spent on real options.

Worth a note on why it is the employing club's standing rather than the person's own: a staff
member's personal reputation is a much smaller number than a club's, so a chairman at one of the
biggest clubs in the world reads lower than a solid mid-table side. Judging by the person lets
exactly the people you cannot get straight through the filter.

Scrolling in long lists

Long lists could stop short — a search showing a fraction of the players it had loaded, with dead
space beneath and no way to scroll to the rest. Changing the text size appeared to fix it, which was
the clue: the list was sizing itself from a measurement that only refreshed when the window resized,
and changing the text size resizes the window.

Lists now re-measure themselves as they draw. This affects the player search and every table built
on the same component — the nation pool, the Top 10 boards and the squad views.

National teams: who you are not calling up

A new Not called up tab in the Nation view lists everyone eligible for the nation who is not in
the current squad.

Everyone there was always in the eligibility pool — the problem was that the two dozen players you
already select sit at the top of any ability sort, so a newly eligible player at a big club was
buried behind the squad you know by heart. Subtracting the squad is the whole point.

If the national squad has not been loaded from FM yet, the tab shows the full pool rather than
guessing who is selected.

Also

  • Corrected an internal note that described the role-weight editor as display-only. It is not:
    editing a role's weights changes role fit percentages, the Top Role column and its whole-save sort.
    Position weights really are display-only — they drive the profile's Position rating and nothing
    else.

No database migration. Your save data is unchanged and no reload is required.

v1.9.6Discuss on Discord ↗

FM Dossier v1.9.6

A fix for quick refresh refusing to run, a Top 10 leaderboard in player search, and staff
recommendations for your backroom.

Quick refresh works again on every installation

On some installations, quick refresh never ran. It always stopped with "The in-game date
couldn't be read"
and sent you to a full read instead — the slow read that quick refresh exists to
replace. On a large save that is the difference between a few seconds and several minutes, every
single time.

Nothing was wrong with your save, and nothing you could change made a difference: switching the
app's language or Football Manager's did nothing, because the message was translated correctly and
the failure was underneath it.

The app has two independent ways of reading the current in-game date. A full read tries both, so it
always found one. Quick refresh only ever tried the second — and that one depends on a fixed
landmark inside Football Manager that moves between game builds. Anyone whose build had moved it hit
a wall that could never clear on its own.

Both readings are now behind a single shared step, so no path can end up with only one of them.
Quick refresh still tries the instant method first and pays nothing extra when it works; the other
is there for when it doesn't.

Full reads got slightly faster as part of the same change, since the search for that landmark is now
aimed at the right part of the game rather than the whole of memory. If it ever looks in the wrong
place it simply widens the search again, so the date is never lost to save a moment.

A quick refresh now tells you it worked, with the number of players it updated. Previously it
said nothing at all on success, which made a refresh that had worked perfectly hard to tell apart
from one that had quietly done nothing.

That confirmation also explains something that looks wrong but isn't: the save date at the top does
not move after a quick refresh, and it shouldn't.
A quick refresh updates your squad and shortlist
— not the other hundred thousand players in the save. The date describes when the whole world was
last read, so advancing it would claim a freshness that only a few dozen players actually have.
Run a full read when you want that date to move.

Top 10 — the best players in your search, ranked

Player search has a new Top 10 button. It turns your current search into three leaderboards:

  • Best player — highest current ability
  • Best bargain — best ability for the price
  • Most promising — highest potential, aged 21 and under

Twelve position buttons narrow all three at once, so "the ten best right backs I can actually see"
is two clicks rather than a filter you build by hand each time.

The important part is what it doesn't do: it has no filters of its own. It ranks within the search
you already set
— your country, league, age and budget filters all still apply — so you never have
to keep two sets of criteria in step. Switch it off and your normal results table is exactly as you
left it.

One honest limitation, since it was specifically asked for: there is no "by continent" option.
Football Manager does not record which continent a nation belongs to anywhere the app can read, and
inventing that list ourselves would quietly leave out every custom nation in your database. Country
and league are real and are already yours to filter on.

Staff recommendations for your backroom

The club Staff tab now has Upgrade your backroom underneath your current staff.

It lists every backroom role with your best person's rating for it, weakest first — so the areas
where your club is thin come to the top on their own. Open any role and you get the people in your
save who genuinely beat that rating, each with the rating they'd bring, how much better that is, and
how keen they'd be to take the job.

Some deliberate choices:

  • Only genuine upgrades appear. Someone matching your current staff isn't an upgrade, so the
    list asks for better and nothing else.
  • Nobody you can't sign, and nobody you already employ. Board and medical roles are appointed
    rather than signed, and your own staff are the thing being replaced.
  • Willingness is shown next to ability, never mixed into it. A brilliant coach who doesn't fancy
    the job is still brilliant; you should be able to see both facts separately and decide.
  • It's organised by role, not by person. Football Manager records that someone is a "Coach"
    without recording which area of training they coach, so pairing your staff to a specialty
    automatically would mean guessing. You pick the role, and every number answers that question.

Your own staff's ratings are worked out on the spot from data already loaded, so the list appears
immediately even on a very large save. Only the role you open searches the database.

Also in this release

  • Diagnostic logs now record when a slow operation was simply waiting its turn behind another
    one, rather than being slow itself. The two look identical in a log and need opposite fixes — this
    makes future performance reports far easier to act on.

No re-read of your save is required for this release. If you are coming from a version before v1.9.4
and play a long save, reloading is still worth doing — v1.9.4 repaired missing young players and
wrong contract dates, and those repairs only land on a fresh read.

v1.9.5Discuss on Discord ↗

FM Dossier v1.9.5

A squad-depth improvement, clearer marking for players you have out on loan, and a fix for managers
who hold more than one job.

Check a teenager against your first team without switching tabs

The club view now has a Senior only / + Youth squads toggle beside the squad selector.

Turn it on and every youth side is folded into the main squad view, so the squad table, Squad
depth
and Gaps & targets all read across your whole club at once. You can see straight away
whether a 17-year-old is already your third-best option at right back, instead of holding two
screens in your head and comparing by memory.

A few deliberate choices:

  • The formation board follows it too. With the toggle on, clicking a position offers your youth
    players and you can put one straight into the XI. With it off, the picker is senior-only again —
    but a youth player you already picked stays where you put him. Flicking the toggle never rewrites
    a lineup you have set.
  • Gaps respects it too. A hole in your squad that your own academy already covers is not a hole
    you need to buy for — so the targets panel reads the merged squad as well.
  • Top Role fills in for the youth players too. With the toggle on, the youth rows now carry their
    role ratings straight away rather than only after you had visited each youth squad in turn.
  • Players out on loan stay out of it. They are at other clubs and unavailable to you, and
    counting them as depth would report cover you do not actually have.

The toggle only appears at your own club, on the senior squad, and only when you have youth sides.
It is off by default, so nothing moves until you ask for it.

Players you have out on loan are marked everywhere

Previously, a player you had loaned out was only shown as such inside the Out on loan group. In
player search, on his own profile, in squad depth and in comparisons, his name looked like anyone
else's — so it was easy to plan around a player who was not actually available to you.

He is now marked as on loan on every one of those screens.

The reason it was ever missed is worth explaining, because it also explains who this fixes it for.
A contract describes the deal with the club that owns a player, not the club he is currently
playing for. A young player loaned out on a youth contract therefore reads as "youth", never as
"loan", and the old check looked only at that word. The app now asks the question that actually
matters: do we hold his contract while he plays somewhere else?

That question is answered from data already on screen, so there is nothing to re-read and no setting
to change. It applies to players you own — if you are managing a national side rather than a
club, the app leaves the marking alone rather than guessing about players at clubs it knows nothing
about.

Managers with a club and a country

If you manage a club and a national team at the same time, the switcher could offer you a country
you have never actually managed — and switching to it produced a squad that made no sense.

The cause: a manager can be linked to several international sides across a long career, and the app
picked between them in an order that had nothing to do with which job was real — a single manager
can end up with three countries attached, only one of them ever actually held.

Football Manager does not record, anywhere the app can read, which of those is the live appointment.
So rather than guess and be confidently wrong, the app now shows a second job only when there is
exactly one possibility. If it cannot tell, it shows nothing instead of showing the wrong country.

Managers with one club and one country — the ordinary case — are completely unaffected, and a
contract renewed with the same country still counts as one job rather than two.

And you can now tell it the job it can't work out

Abstaining is the honest answer, but it left anyone genuinely managing a club and a country with
one of them simply missing. So there's now a small button beside your team in the header: pick the
national team you manage and it's added to your job list.

It only ever offers the one you're missing — a club if it found your country, a country if it found
your club — because you can only hold one of each. Your choice is remembered when you reload your
save, and if Football Manager ever reports the job itself, that always wins.

Also in this release

  • The reasoning behind the youth toggle and the multi-job fix is pinned by tests, so neither can be
    quietly undone by a later change.

No re-read of your save is required for this release. If you are coming from a version before
v1.9.4 and play a long save, reloading is still worth doing — v1.9.4 repaired missing young players
and wrong contract dates, and those repairs only land on a fresh read.

v1.9.4Discuss on Discord ↗

FM Dossier v1.9.4

Two save-reading fixes that matter most to long-running saves, a new Out on loan squad view, and several smaller corrections.

This release asks you to reload your save from Football Manager. Both fixes below change what the app reads, and the data they replace isn't merely missing — it's wrong in ways nothing on screen would reveal. A reload is what repairs it, so the app will prompt you.

Young players were missing from long-running saves

If your save has run many seasons into the future, some of your youngest players were not being read at all. They did not appear in your squad, in search, in the youth teams, or anywhere else — as though they did not exist.

The cause was a hard-coded date limit deep in the save reader. It was written as a fixed calendar year rather than being worked out from the save itself, so it behaved correctly for years and then quietly began discarding real players once a save aged past it. Every further season made it worse, because one more age group fell behind the limit each year.

The effect was heaviest exactly where it was hardest to notice: a first team of adults looked completely normal while the youth squads underneath it were being emptied out. Youth-only and long-term saves were hit hardest of all.

The limit is now derived from your save's own in-game date — a player simply cannot have been born after today — so it cannot expire again. No action is needed beyond reloading your save; the recovered players appear on the next read.

If a youth or reserve side has looked strangely small or empty, this is why.

Contract dates, loan end dates and agreed transfers in long saves

The same kind of fixed-date limit was also being applied to contract expiry dates, contract lengths,
loan end dates, agreed future transfers and staff contracts
— with a ceiling a few years further out.

On a save that had run past that ceiling the effect was severe and easy to misread as missing data:
contract lengths were blank for everyone, agreed future transfers never appeared at all, loan end dates
were empty, and the expiry dates that did show were the wrong ones — the app was picking the largest
date it was willing to accept, which on such a save is a date already in your past.

Every one of these windows is now anchored to your save's own year instead of a fixed one.

Like the fix above, this needs a reload from FM to take effect.

Managing a club and a country at the same time

If you hold both a club job and a national-team job, the app now opens on the job the game itself lists as your current appointment — in practice, your club.

Previously it picked whichever of the two had the lower internal ID number. Club and country IDs are unrelated numbering systems, so which one won was effectively arbitrary, and some managers were dropped straight into their national team on every fresh start, with the wrong squad marked as theirs. Switching managers by hand always worked and still does; this only changes where you land when there is no previous choice to restore.

Players you own but have loaned out are yours again

A player your club owns but has loaned out now counts as one of your players. He was previously treated as belonging to the club he is playing for, so he dropped out of your squad, your development tracking, and every "your players" view — which also made it impossible to keep an eye on how a loan was going.

Players you have loaned in are unaffected: they were already treated as part of your squad, and still are.

New: an "Out on loan" view

Your club page now has an Out on loan group alongside the senior and youth squads, listing every player you own who is currently playing elsewhere — with the club he's at, and the appearances, minutes, goals and average rating he's putting up there.

It only appears when you actually have players out on loan, so it won't clutter clubs you're browsing.

This is the other half of the fix above: those players had to count as yours before there was anything to list. Their development is tracked on the Development board like the rest of your squad.

Youth and reserve team names

For clubs whose youth and reserve sides the game does not give us a name for, the app labels them from the squad's age profile. Two changes:

  • The label is now based on the squad's oldest player rather than its average age. An age-limited team is defined by its ceiling, and an average is easily skewed — badly so in a small squad.
  • Two sides at the same club can no longer be given the same label. This became visible once the fix above restored the missing young players, since several youth sides suddenly held players of very similar ages.

Teams the game does name are untouched and always keep their real name.

Switching manager

Changing manager now takes you to the Player tab rather than the search screen.


No database migration, but the app will ask you to reload your save from Football Manager once, and it's worth doing even if everything looks fine.

Both fixes above are read-time: the app can only repair a save by reading it again. On an affected save the stored data isn't blank — it's plausible and wrong, which means nothing on screen would ever look broken enough to prompt you. Missing players simply aren't there to be noticed, and a contract expiry showing the wrong date looks exactly like one showing the right date. A single reload replaces the lot.

v1.9.3Discuss on Discord ↗

FM Dossier v1.9.3

A national-team patch. Everything here came from the field, and the headline fix turned out to reach
further than the report that found it.

Role fit was scored at the wrong position

When you inspected a slot on the tactic board, any player who cannot play that position was
silently scored at his own position instead — and the number shown next to him was that other
position's fit, at full strength.

So a natural defensive midfielder inspected at an attacking-midfield slot could read 85%, while a
genuine attacking midfielder standing next to him read 55% — and the defender sorted above him.
The list looked as though it grouped players by their natural position rather than sorting them by
fit, because in effect it did: everyone who could not play the slot was quietly measured somewhere
else.

A player who cannot play the inspected position now shows no fit rather than a borrowed one, and the
candidate list sorts in strict descending order of the fit you can actually see.

This affects the club tactic board as well as the national one — the pitch tokens, the inspect
panel, the XI roles list and the Try-in-XI comparison all read from the same place.

Candidates sort purely by fit

The national-team slot picker used to place everyone in your current call-up above everyone else,
before fit was considered at all — a called-up player at 20% ranked above an uncalled player at 90%.
Fit now comes first and call-up status only breaks a tie. The ● marker still shows who is in the
squad.

Squad depth over your call-ups

The national tactic board's depth panel measured your whole eligible pool, with no way to read it over
the players you have actually called up. A Pool / Call-ups switch now sits in the panel header.

The gaps panel below it deliberately keeps working from the full pool — its job is to tell you who is
missing, not who is already there.

National-team managers: the dossier's squad-fit verdict

"Fills your biggest gap" needed a managed club, so it never appeared for anyone managing a country. It
now measures a player against your current senior call-ups. If FM had no squad loaded, the verdict is
omitted rather than computed against nobody.


No database migration, no forced re-read. Your existing save data is used as-is.

v1.9.2Discuss on Discord ↗

FM Dossier v1.9.2

A field-report patch. The headline is a fix for national-team saves, which have not worked properly
since v1.7.2 — eight releases. Thank you to everyone who files reports with logs attached; two of the
five fixes below came from logs where the reporter was writing in about something else entirely.


Fixed: national-team saves never detected your manager

If you manage a national team, FM Dossier could not work out who you were. There was no manager in
the header, no "yours" squad, no manager switcher — and because auto-detection had failed, the manual
Set your club picker offered only clubs, so there was no way to reach your national side at all. The
app quietly fell back to a generic save profile and carried on.

What went wrong. When the app finds the human managers in a save, it locates each one through their
employment record and then asks that manager for their current appointment to learn which team they
run. Football Manager leaves that current-appointment field empty for a national-team job. The app
treated an empty field as "this person manages nothing" and discarded them — even though the employment
record it had just used to find them names the national team directly.

It now falls back to that record. Club saves are entirely unaffected: the original route is still tried
first and resolves exactly as before.

Also improved: when a manager genuinely cannot be resolved, the log now records which step failed
rather than only a count. Detection has more than one way to come up empty, and until now they were
indistinguishable in a report.

Fixed: the "Wonderkids ≤20" filter preset hid most of its results

The quick preset that finds young prospects also applies a minimum-potential requirement. That is
intentional — it is what makes them wonderkids rather than simply young — but raw ability filters are
a Full-mode feature, and the preset was applying it in Moneyball and Scout modes too, where the app
otherwise never filters on those values.

On a large database the potential floor removes nearly everyone, so the preset could come back with a
handful of players or none, reading as though under-20 players were missing from search entirely.

Outside Full mode the preset now does exactly what its label says: filter by age. In Full mode it is
unchanged. Saved filter presets get the same treatment, since a preset saved in one mode can be loaded
in another. An active ability filter is also now always shown as a removable chip rather than being
hidden in some modes while still narrowing your results.

Fixed: club badges could overflow their card when no logo pack image was found

Where a club or competition has no image in your logo pack, FM Dossier shows a neutral two-letter badge
instead. On the Set your club list and the Find a club competition grid that placeholder ignored the
size it was asked for and stretched to the full width of its card, pushing the name and the line beneath
it down and out through the bottom of the button.

The placeholder now honours its intended size everywhere. Crests that were already displaying correctly
are pixel-identical to before.

If you are seeing two-letter badges where you expect real crests, it is usually the graphics-pack path:
point it at the folder that directly contains the image files, not at the pack's top-level folder.

New: text size

Settings → Appearance → Text size scales the whole interface between 90% and 150%. It scales layout
as well as type, so tables, panels and controls grow together rather than text overflowing its
surroundings — at larger sizes the interface reflows exactly as it does in a smaller window. The choice
persists across restarts, and it is independent of the existing Density setting: density changes
spacing, this changes size.

Ctrl + 0 resets it at any time, and Ctrl + - / Ctrl + + step it — so a scale you don't like is
never something you have to hunt through Settings to undo.

Fixed: reopening FM Dossier could return you to the wrong save

If you had several careers on disk, closing and reopening the app could land you in a different one
than the save you were last using — most likely when you had just started a new career.

The app chose which save to reopen by looking at which file on disk had been touched most recently.
That sounds reasonable and isn't: the app opens every save briefly to build the "Saves on disk" list,
which updates those same timestamps, so the ordering it relied on was being scrambled by its own
bookkeeping. It now simply remembers which save you had open and reopens that one.

Fixed: managing a club and a country at the same time

If you hold a club job and an international job, only the club appeared. FM records each manager's
"current appointment" as a single value, and that was the only place we looked — so the second job was
never seen at all. Both now appear in the manager switcher and can be switched between, each with its
own squad and scope.

Only a job of a different type is added this way: a second club contract is ignored on purpose,
because a club you used to manage is indistinguishable from one you manage now, and inventing a
current job out of an old one would be worse than missing one.

Fixed: national teams showed as a blank row in the manager switcher

Club names were resolved when the switcher list was built; nation names never were, so any
national-team entry rendered with no text beside a correctly-named club. Names are now filled in from
the save itself, which also repairs lists that were already stored blank — no re-read needed.

Fixed: the Tactics page now works for national-team managers

A consequence of the fix above. Because national-team saves were never detected, parts of the app that
assume you manage a club had never been reached by a national manager — and the Tactics page assumed
it twice.

Squad fit told you "we don't know which club you manage" on a page that has nothing to do with
clubs. It now scores your call-ups against the tactic, exactly as it does a club squad. If no
call-ups have been recorded yet it says so and points you at Load from FM on the Nation view, rather
than showing an empty table that looks like nobody fits.

Recruit claimed your "transfer reach" was unknown, which reads like something failed to load. It
isn't a loading problem: you don't sign players for a national team, you select from those eligible.
The tab now says that and points you at the Nation view.

Club saves are unaffected.

Fixed: accented names were hard to find by typing

Searching the nation, competition and league pickers matched accents literally, so Türkiye could
only be reached by producing a "ü" — typing "Turkiye" found nothing at all, with no hint that the
keyboard rather than the data was the problem. The same applied to every accented name: Köln, Málaga,
Beşiktaş, Łódź, Ørn.

Those pickers now ignore accents, in both directions: "Turkiye" and "Türkiye" each find Türkiye. This
covers the nation, competition and reference-league pickers and the ⌘K palette. Player name search
is unchanged for now — it runs in the database layer and needs a different fix.

Improved: the Rec column shows its underlying score on hover

The Rec column has always sorted the whole save by the recommendation score — the column header
says so — but it displays a letter grade, while a player's dossier shows the same quantity as a bar.
The two didn't obviously refer to the same number.

Hovering a grade now shows the score behind it (e.g. "Score 78/100"), so the letter, the dossier and
the sort are visibly one thing. Nothing else changed: the grade, its colour and the sort order are
exactly as before.

Improved: Tactics → Squad fit lists positions in order

The Squad-fit table showed the eleven roles in the order they happened to appear inside the imported
tactic file, which is arbitrary. Rows now read goalkeeper first and then back to front, matching how
Football Manager itself lists positions.

Under the hood

  • A new test fails the build if a translated string in any of the 19 non-English packs is left as an
    untranslated English placeholder. Key coverage was already enforced; this closes the gap where a key
    could be present but never actually translated, which is how four messages shipped in English to every
    non-English user in v1.8.1.
  • The national-team fix is covered by tests that build a synthetic memory image, so it is verified on
    every commit rather than only when a national-team save happens to be open.

As always: FM Dossier reads your save; it never writes to it. No player data leaves your PC.

v1.9.1Discuss on Discord ↗

FM Dossier v1.9.1

A focused patch built from field reports. The headline is a fix for a feature that has quietly been
broken since v1.8.3 — thank you to everyone who reported it rather than assuming it was working as
intended.


Fixed: "Since last load" always said nothing had changed

The Team → Development board has a Since last load view, added in v1.8.3, that should show what
your squad's attributes did between your previous read and this one.

It never worked. Not "sometimes", not "on large saves" — it returned an empty result on every save, for
every user, from v1.8.3 onwards. If you had been told "Nothing changed for this squad since your last
load" for entire seasons, that message was wrong, and your development data was there the whole time.

What went wrong. The board asks the database for changes recorded after a given date. It was
handing over a real-world clock timestamp while every recorded change is stamped with the in-game
date. Those two numbers are thousands of times apart, so the comparison could never match anything.
Nothing crashed and nothing warned — the board just returned an empty list, which looks exactly like a
squad that genuinely hasn't developed.

What's fixed. The window now uses the in-game date of your previous read, which is the same clock
the change history is recorded on. Your existing history is backfilled on upgrade, so the window works
from your very next read rather than needing two.

Nothing in your save is re-read and nothing is re-collected — all of this data was already stored
correctly. Only the question being asked of it was wrong.

New: budget filters on the Tactics → Recruit list

The Recruit tab now has Max age and Max value filters, shared across all eleven slots.

Recruit suggestions are ranked by how well a player fits the role and gated by whether your club is
realistically in range for him — but "in range" is a reputation judgement, not a budget one, so a
modest club could still be shown targets far beyond what it can actually spend. These filters answer
the other half of that question directly: set a ceiling and the list only offers players under it.

The bounds are applied when the candidates are chosen, not afterwards, so each position still returns a
full set of suggestions rather than a short list with most of it filtered away. Clearing either field
returns to the unfiltered view.

Fixed: a quick refresh could discard your squad's development

Related, and found while checking the above.

A quick refresh reads your tracked players' current values and records what changed. If it could not
read the in-game date, it still wrote the new values but recorded no history — and that loss was
permanent, because the next full read then compared against values that already matched and found
nothing to report. In practice: a month of development could vanish between two loads, with nothing to
indicate it.

A quick refresh that cannot determine the in-game date now declines and asks you to run a full read,
rather than proceeding and losing the history. A quick refresh that works normally records your squad's
development exactly as a full read does — that has always been its job, and now it reliably does it.

Improved: the long "attaching to Football Manager" stage now shows progress

On a large save, the first stage of a load — locating your manager and club in Football Manager's
memory — can take several minutes. It was reported as a single static line with no progress at all, so
it was impossible to tell a working load from a frozen one.

That stage now reports real progress and the amount scanned, and it occupies a share of the progress bar
that reflects how long it genuinely takes (previously it was allotted two percent of the bar while doing
roughly half the work).

This does not make loading faster. The stage still costs what it costs; it simply no longer looks
like the app has stopped responding. Reducing that time is a larger piece of work and is next on the
list.

Under the hood

  • The vtable scan used to detect your managed club now has a single shared definition rather than a
    dozen near-copies, and a test that prevents the retired hardcoded address range from returning. This
    is the same class of problem behind the "no human manager" club-detection bug fixed in v1.9.0.
  • New regression tests cover the composed paths that the old tests missed — in particular, tests that
    check a value's units, not just that it was passed along. The previous tests asserted the
    Development board forwarded its date correctly, and it did; the date itself was the wrong kind.

As always: FM Dossier reads your save; it never writes to it. No player data leaves your PC.

v1.9.0Discuss on Discord ↗

FM Dossier v1.9.0

Loading your save is substantially faster, staff you could see are now staff you can search, morale is
back as a readable word, and the Scout radar no longer quietly shows you the answer.

This update re-reads your save once. That is deliberate — it is what fills in morale and the new club
finance figures. Let it run; afterwards everything is as quick as before, quicker in fact.


Fixed: "couldn't detect my club"

On some machines FM Dossier would load your save but fail to work out which club you manage — no squad, no
"yours" markers, and a prompt to pick a club manually.

The cause was an assumption about where Windows places one of Football Manager's internal components in
memory. Windows is free to place it anywhere, and when it chose a different spot the app looked in the wrong
range and concluded there was no manager at all. It now works this out from the running game rather than
assuming.

If you have ever seen this, it should simply stop happening. It was never anything to do with your save.

Loading is faster — one pass instead of two

Every load used to scan your save twice: once for players, then again from scratch for staff. The
second pass re-read the whole thing to find people the first pass had already walked past.

Now it is one pass. Players and staff are picked up together.

Measured on a real save (19,373 players, 8,016 staff), the read went from 13.05s to 8.16s — 37% off.
The saving grows with the size of your save, because what disappeared is an entire second sweep of it.

There is a second, subtler improvement. The old staff pass reported no progress at all, so the loading
bar reached 100% and then the app sat there for several seconds looking stuck. That dead time is gone,
and the bar now covers the actual work.

Long saves were the single most common piece of feedback we had. This is the fix.

Morale

Your players' morale is now on the player page, in FM's own words — Good, Quite Good, Poor, Abysmal and
the rest of the ladder.

If a reading is not one we can vouch for, the line is left out rather than showing you something invented.

Staff you can see, you can now search

Three jobs were readable in the app but missing from the staff search, so you could look at a Loan
Manager
and then find no way to search for one. Fixed:

  • Loan Manager
  • Performance Analyst
  • Recruitment Analyst

Each is scored on the attributes Football Manager itself lists as important for that job, not on
something we invented. "Head of" variants share their base job's requirements, so a Head Physio is found
by a Physio search.

One correction while we were here: the app used to offer a role called "Data Analyst". Football Manager
has no such job — it has Recruitment Analyst and Performance Analyst. That name is gone.

Club finances

The club page gains six figures it already knew but never showed:

  • Wage bill — what you are actually paying now, shown in red when it is over your budget
  • Maximum wage — the most you can offer a single player
  • Transfer revenue available — the share of incoming transfer income the board lets you spend
  • Corporate facilities — in FM's own words, from None through to Excellent
  • Youth importance and club morale

Incoming transfer offers

Each player's page now shows how your club is set to handle offers that come in for him — respond
yourself, accept everything, accept only above the asking price, reject everything, and the loan
equivalents. It is FM's own setting, read straight from your save.

Role suitability on the pitch

The formation view has a new Fit button next to CA / Face / Pos / Role. Turn it on and every player
on the pitch shows how well he suits the role he is standing in — the same percentage the side panel
already gives you, without having to click each player.

In Scout mode this shows a range rather than an exact figure, matching everything else in Scout mode: you
see what your scouting actually supports, not the answer.

Release clause shows up when you filter on it

Filtering by release clause now brings the clause column onto the table automatically, so you can see the
figure you are filtering on — and sort by it, since sorting is a click on the column header.

The column appears only while that filter is on and disappears when you clear it; it does not change your
saved column choices.

Sorting the recruitment suggestions

The Recruit list under the Tactics tab now has sortable columns — player, club, age, value, and both fit
percentages. Click a header to sort, click it again to reverse. Age and value start with the smallest first,
the fit columns with the best first, which is the way round you usually want them.

The sort applies to every position at once, so "show me the youngest option for each role" is one click
rather than eleven.

Multi-select in the player list

Shift+Click selects a whole range of players at once, so building a shortlist no longer means ticking
rows one at a time. Ranges add to your selection rather than replacing it, and the selection survives
sorting and paging.

Scout mode no longer leaks the answer

The eight-axis radar on a scouted player's page was drawn from the midpoint of each scouted range. Because
those ranges sit symmetrically around the true value, the midpoint reproduced the exact shape you would
see in Full mode — the radar was quietly showing you the attributes it was supposed to be hiding.

It is now drawn as a band: the floor and ceiling of what your scouting actually supports. A
fully-scouted player's band collapses to a single line, exactly as before. Unscouted attributes widen it
honestly instead of dragging the shape down.

Ranking and sorting are unchanged — only what is displayed.

Smaller things

  • File-picker dialogs no longer get reported as slow app operations in diagnostics; the app was timing how
    long you spent choosing a file.
  • Fixed a case where a player search could show an out-of-date column set.

Reading your save is entirely read-only, as always. FM Dossier never writes to your game.

v1.8.3Discuss on Discord ↗

FM Dossier v1.8.3

Search by any statistic, a Development board that finally answers "what changed since my last load",
and a quick-refresh fix that was quietly undoing real data.


Filter by any statistic

v1.8.2 put around 55 season metrics on every player's page. You could read them — you could not
search on them.

Now you can. The filter panel has a new Statistics section where you add as many conditions as you
like:

  • Any metric, not a curated shortlist — xG, npxG, xA, shots on target, chances created, key passes,
    progressive passes, cross %, tackles won, tackle %, interceptions, aerials won, pressures, save %,
    clean sheets, distance covered, and the rest of the set.
  • Minimum, maximum, or both. "xG at least 8" and "under 21 goals conceded" are both one row.
  • Per 90 on any counting stat, so a rotation player is judged on rate rather than volume. Per-90
    conditions only count players with at least 450 minutes played, so one cameo can't fake a rate.
  • Each condition gets its own chip in the toolbar and clears on its own.

Metric names are the same ones the player page uses, in all 20 languages.

Two details worth knowing, because they change which players come back:

  • For counting stats (goals, shots, tackles), a player with no reading counts as zero — the same
    rule the existing goals and assists filters have always used.
  • For percentages and averages (pass %, save %, average rating), no reading means no sample, not
    zero. Those players are excluded rather than reported as 0%. An outfielder who never faced a shot
    will not appear in a save-percentage search.

Development board: since your last load

The Development board showed everything ever recorded for your squad. The request behind it was
narrower — what changed since the last load — and that is now a switch at the top of the board:

  • Since last load shows only what moved since the previous time you read the save. This is the
    default.
  • All recorded keeps the full history.

On a save you've only read once there is nothing earlier to compare against, so the board says so and
shows the full history instead of an empty list.

Fixed: quick refresh was undoing data

"Refresh my squad" re-reads only your own squad and shortlist, which makes it fast — but it can only
see part of each player's record. Anything outside that part was being written back as though it had
been re-read and found empty.

For every refreshed player, a quick refresh was:

  • clearing their traits / preferred moves
  • clearing injury type and severity
  • clearing their agreed playing time and contract signing date
  • clearing the transfer-listed by request, set for release and unavailable for loan flags
  • replacing their wage with a different, incorrect figure — and with zero for players edited in
    the in-game editor

Agreed playing time also feeds the "within reach" calculation, so this could quietly change which
players were judged realistic signings — for your own squad and shortlist specifically.

A quick refresh now writes only what it actually read; everything else is left alone.

If you have used "refresh my squad" before this release, do one full read of your save. A full read
has always had the correct values, so it restores everything a refresh had overwritten. Nothing else is
required, and this release does not force a re-read on its own.

This is the fourth defect of its kind since quick refresh shipped. There is now an automated guard over
the whole write path, so a future addition cannot reintroduce it silently.

Also in this release

  • Tactics — Squad fit rows open the player. Every row that names a player now opens that player's
    page, by mouse or keyboard. Rows with no player assigned no longer look clickable.
  • The Development board's empty state now tells you whether nothing changed, or whether nothing has
    been recorded yet — those meant the same thing before, and they are not the same thing.

Updating: the app updates itself. This release does not force a re-read — but if you have used
quick refresh before now, one full read will restore the data described above.

v1.8.2Discuss on Discord ↗

Every stat we have

The dossier has been reading far more than it showed you. This release surfaces it.

A full stats view for every player

A new Stats tab on the player dossier, with around 55 metrics grouped the way the game groups
them — Attacking, Passing, Defending, Goalkeeping and General. Groups open based on where the player
plays, but nothing is hidden: a defender's attacking numbers are one click away, not missing.

That fixes a real gap. Assists, penalties, expected assists, key passes, pressures, distance covered and
much more were already being read from your save and simply never displayed — and some of them, assists
included, were previously only visible for attacking players.

A genuine zero now reads as 0, while a stat we have no reading for reads as —. Those are
different things and they no longer look the same.

Career, properly

The career line becomes a career block with three strands:

  • Club — appearances and goals
  • International — caps and goals (new)
  • Youth — appearances and goals (new)

International and youth records were being read on every load and thrown away. They are now kept.

Club appearances were also reading the wrong figure and could be one or two too high. This is fixed
and now matches the game's own career screen exactly.

A strand with no data is left out entirely rather than shown as zero.

Six new search columns

xG, xA, key passes, tackles won, interceptions and save % can be switched on from the column picker
and sort across your whole save.

Fixes

  • Quick refresh could corrupt your squad data. Refreshed players could end up with an age of 0 and
    be relabelled as free agents, with their transfer-listed status cleared. Both causes are fixed. This
    release re-reads your save once on first launch, which also repairs any save already affected.
  • Role-fit percentages went blank after a quick refresh until you left the screen and came back.
    Fixed everywhere it could happen — squad view, national pool and the tactic recruitment view.
  • All new terminology is available in every supported language.

Note

This release re-reads your save once when you first open it, so the new career data can be filled in.
Larger saves will take a few minutes. It only happens once, and it is also what repairs the quick-refresh
issue described above.

v1.8.1Discuss on Discord ↗

FM Dossier v1.8.1

Faster refreshes

Re-reading your save no longer means re-reading everything.

Dossier now remembers where each of your tracked players lives in Football Manager's memory, so a
refresh can go straight to them instead of walking the entire database again. For the players you
actually follow — your own squad, plus anyone on a shortlist or watchlist — a refresh that used to take
minutes now finishes in well under a second.

How it works

  • Fast refresh updates your squad and your shortlisted/watchlisted players.
  • Full read still does everything, and is still what you want after a transfer window, a big
    scouting push, or any time you want the whole database current.

Two timestamps, both shown. The header now displays when you last did a full read and when
you last did a fast refresh
, so it is always clear how current each part of your data is. A fast
refresh never overwrites the full-read timestamp — it cannot make your data look more complete than it
is.

It knows when it can't be trusted. The shortcut is only valid while Football Manager stays open.
Restart the game and Dossier detects it immediately and falls back to a full read rather than showing
you stale information. Every refreshed player is verified on arrival, and if too many look wrong the
whole fast refresh is abandoned in favour of a full read. The safe path is always the fallback.

Attribute changes, progression and role-fit scores are all recalculated for the refreshed players, so a
fast refresh leaves them just as complete as a full read would.

Fixes

  • Scout mode: exact role-fit percentages could leak in "Try in XI". When trying a player in your
    XI while in Scout mode, the role-fit figures for players you don't manage were shown exactly instead
    of as a fogged range — including in the hover tooltip. Scout mode is meant to show you only what your
    scouting has actually established, and this was showing more. Both the on-screen figure and the
    tooltip now respect the same fog rules used everywhere else, and players you manage, fully-scouted
    players and explicitly revealed players are unaffected.

Under the hood

No change to how your save is read, so this update does not force a re-read — your existing data
carries straight over.

v1.8.0Discuss on Discord ↗

FM Dossier v1.8.0

Import your Football Manager tactics straight into FM Dossier and get recommendations built around the roles you actually play. No re-read of your save is required.

New — import a tactic, get players who fit it

  • Import an FM tactic file (.fmf). From the Formation section of your club overview, choose Import tactic… — the file picker opens straight in your Football Manager tactics folder. FM Dossier reads the tactic and sets your formation and every position's roles for you.
  • Both phases, properly. FM 2026 gives each position an in-possession role and an out-of-possession role, and many tactics change shape between the two — a player who attacks at defensive midfield may defend at right-back. FM Dossier reads all of that: both roles for all 11 positions, and each position's out-of-possession slot where it differs. Roles that were set with extra player instructions are read correctly too.
  • Imported tactics are saved. Each import is stored under the tactic's own name, so you can switch back to it later. Importing over an existing name asks first.
  • A Tactics section for every imported tactic, with three views:
    • Formation — the shape on a pitch, with each position's in- and out-of-possession role, and the position change where the shape shifts between phases.
    • Squad fit — your best XI for that tactic's specific roles, scored per position for both phases separately, with the positions where you're weak or short on depth.
    • Recruit — for each position, the best realistic signings for that role, limited to players within your club's reach and excluding players you already have.

New — a clearer "will they join you?" filter

  • The player-search filter that estimates whether a target is realistically gettable now uses the same wording as the player profile: Will they join you? with Realistic target and Realistic loan target. It's the same assessment as before — your club's standing versus the player's, covering transfers and loans — just easier to connect to what you see on a player's page.

Fixes

  • Scout mode no longer reveals exact role-fit percentages for players you don't own. In three places — the search's role-filter column and both role-fit columns in the compact player tables, including the national-team pool — a scouted player's role fit could be shown as an exact figure instead of a range. Both the visible figure and the hover tooltip are now correctly limited to what your scouting actually justifies. Your own players, Full mode, and fully-scouted targets are unaffected and still show exact values.
  • Realism Mod errors now show the actual reason. If the Realism Mod fails to start, the message reported the real cause instead of a placeholder. If it can't reach our server to download, that will now say so — usually a firewall, antivirus or DNS issue on the machine.
  • Clicking your club in the header opens your club again when a save has more than one human manager. Switching between managers has moved to its own selector next to the Mode control, showing the current manager's name.

As always: player and staff data never leaves your PC.

v1.7.2Discuss on Discord ↗

FM Dossier v1.7.2

A staff-tool follow-up plus a big one for anyone running more than one team in a single save. No re-read of your save is required.

New — manage multiple teams in one save

  • Switch between your managers. If a single save has two human managers — for example you're managing a men's side and someone (or you) is managing a women's side — FM Dossier now detects both and lets you switch between them from the header. Each manager keeps its own squad view, scouting scope, within-reach baseline, gender, shortlists and watchlist — switching swaps the whole context, and the app remembers which team you were last on across reloads. Single-manager saves are unaffected.

Fixes

  • Staff who coach a national team are no longer shown as "Free Agent." A coach whose only job is with a national side now shows that nation as their employer, both in the staff list and on their dossier. "Free agent" is now reserved for staff with no club and no national appointment.
  • Staff dossier labels tidied. The "Club" and "Nation" headings on a staff member's record are now capitalized correctly in every language.

Additions

  • Role willingness on staff role cards. Each role on a staff member's dossier now shows how much they prefer that role (their preference out of 20), alongside how suited they are to it. Roles they're lukewarm about are flagged as harder to sign — a strong coach who doesn't fancy the job is a tougher hire than the fit number alone suggests. The suitability score itself is unchanged; this is a separate signal.

As always: player and staff data never leaves your PC.

v1.7.1Discuss on Discord ↗

FM Dossier v1.7.1

A small follow-up to the v1.7.0 staff update — two fixes from the field and a couple of requested columns. No re-read of your save is required.

Fixes

  • Scout Mode role ranges now cover the Top Role too. In Scout Mode the per-role fit already showed a range instead of an exact number; the Top Role summary on a player's dossier and the Top Role column in the search list were still showing the precise figure. They now show the same fogged range, so a scouted player never leaks an exact role fit.
  • Staff attribute highlighting now matches the game. When you pick a staff role, the highlighted attributes now line up with the game's own key-attribute lists — for example Set Pieces now includes Tactical Knowledge. Staff role-fit scoring was realigned to the same lists so the highlight and the fit number always agree.

Additions

  • Contract column in the Club Squad view — see each player's contract expiry at a glance (enable it from the column picker).
  • Wage and Contract columns in the Staff view — a staff member's wage and contract expiry, from their current club role (enable them from the column picker).

As always: player and staff data never leaves your PC.

v1.7.0Discuss on Discord ↗

FM Dossier v1.7.0

The biggest release yet: a full staff tool that reads your backroom the way Dossier already reads
players, a correctness fix that makes wages match the figure Football Manager actually shows, and a
batch of dossier and search improvements.

New — a proper staff tool

FM26 replaced staff attribute numbers with words. Dossier gives you the numbers back — the same 1–20
scale you already read for players — and wraps them in the tools you already know.

  • Every coach, scout, physio, analyst and director, in full. The complete attribute set — coaching,
    mental, knowledge, medical and data — plus reputation and coaching badge. No hidden guesswork: an
    attribute is shown as its exact 1–20 value or not at all.
  • A dedicated Staff screen that works like Player Search. Search the whole world of staff with a live
    "X of Y" count, scroll to load more, and click any column header to sort the entire set — not just the
    page on screen. Pick which columns you see with the column picker on the right. Staff photos sit beside
    every name.
  • Filter staff like you filter players. A filter panel in the same design as the player one: rank by a
    coaching or backroom role, set a minimum role-fit, require a minimum coaching badge or league
    reputation, and set a floor on any individual attribute. A role quick-pick fills in a role's key
    attributes at a value you choose, in one click.
  • Show only who you can actually get. Hide unavailable drops auto-assigned board and directors you
    can't recruit, Hide managers drops the rival managers who top every ranking but almost never move, and
    Within reach keeps the list to staff a club of your standing could realistically sign.
  • Role fit for staff. See how well someone fits a coaching assignment or a backroom role, scored the
    same transparent way as player role fit — so you find the right specialist, not just the biggest name.
  • A staff dossier that reads like a player dossier. A full-size record with the photo, the key facts
    (age, nationality, club, wage, contract expiry and coaching badge), the complete attribute grid, best
    role and every role fit. Click any role in the list and the attributes that matter to that role light up
    in the grid — it opens on the staff member's best role by default. Preferred jobs are shown as bars
    underneath.
  • Compare and shortlist. Put staff side by side with a best-role headline for each, add the ones
    you're tracking to a shortlist (with the same highlight and export you use for players), and browse a
    Backroom and a Board & Medical tab on every club — your own and anyone else's.

Fixed — wages now match what the game shows

Player wages now read the real weekly wage Football Manager displays. Previously the figure came from an
internal total that could read high (it folded in appearance and bonus money) and read zero for edited
or newly created players
. Dossier now reads the same base weekly wage the game shows, everywhere it
appears — the dossier, Moneyball value and efficiency, the wage filter and the AI export. Staff wages read
the same way; where a role genuinely has no disclosed wage (some board and director posts), the line is
simply left off rather than shown as £0.

New — Scout mode shows role fit as a range

Under the fog of war, a player's role-fit percentage is no longer a single exact number quietly computed
from attributes you haven't scouted yet. It's now a range that reflects only what your scouting
actually knows, and it narrows to the exact figure as you scout the player fully. Full mode is unchanged.

New — more on the player dossier

  • Five more hidden attributes. Dirtiness, Consistency, Important Matches, Injury Proneness and
    Versatility now show on the dossier.
  • Contract bonuses. Appearance fee, goal bonus, assist bonus, clean-sheet bonus and unused-substitute
    fee now appear on a player's contract when present.
  • Stadium capacity. A club's ground capacity now shows on its profile.

New — Player Search columns

  • Contract expiry. An optional column showing each player's contract end date, so expiring deals and
    free-agents-to-be stand out at a glance. Turn it on in the column picker.
  • Morale. An optional column for each player's mood, drawn from the same reading that powers the
    "unsettled" filter.

Polish and fixes

  • Readable club finances. Large club balances are now abbreviated like every other money figure
    (for example −£240.3M instead of a raw nine-digit number), negatives included.
  • Staff always show their real club. Staff employed by a reserve or affiliate side now show the named
    senior club and its crest, instead of an internal placeholder.
  • Unified club staff view. A club's staff tab now uses the same card and table styling as its squad,
    photos included.

A note on the first read

This update reads new information from your save, so the first time you open Dossier after updating it
does one fresh read of your save. After that it's back to normal.

All new text is fully localized across all 20 supported languages.

v1.6.5Discuss on Discord ↗

FM Dossier v1.6.5

Fixed

  • Search filters now respect your currency. If your display currency was set to anything other than
    pounds, the value, wage, fee and release-clause filters silently read your number as
    pounds — so a €1M cap actually returned players worth up to €1.15M, and the mismatch grew with the
    exchange rate. Those filters now interpret what you type in the currency you're looking at, everywhere
    they appear: Player Search, Suggestions and Gaps & Targets. Saved filters round-trip to the same number
    you typed. If you use pounds, nothing changes.
  • The value-over-time chart no longer clips its axis labels. The space reserved for the left-hand
    labels was a fixed width that fitted pound amounts and little else, so most currencies had their
    figures cut off at the edge. The chart now measures its labels and sizes the gutter to fit — and the
    axis lays out correctly in right-to-left languages, which had the same problem from the opposite side.

New — squad view

  • Rank your squad by in-possession, out-of-possession or potential. The Role column already showed
    both phases; now it carries the same IP / OOP / POT controls as Player Search, so you can sort your
    squad by the phase you actually care about instead of a blend of both.
  • Attributes as squad columns. The column picker now offers the full attribute list, sharing exactly
    the same cells and scouting rules as Player Search. They're off by default — turn on the ones you want.
  • A Development board. A new tab on your club shows how your players have moved: which attributes
    changed and from what to what, alongside ability and value movement, sorted so the biggest movers come
    first. It's available for your youth and reserve sides too, not just the senior squad. Nothing new is
    read from your save — this history has been recorded on every load for some time and simply had nowhere
    to be seen.

Polish

  • Cleaner diagnostics. The log attached to bug reports was being flooded by a repeated internal
    warning and by performance breadcrumbs, which crowded out the information that actually helps diagnose
    a problem. Both are now proportionate, so a report you send is far more useful.
  • Accessibility. Every dialog now describes itself properly to screen readers.

All new text is localized across all supported languages.

v1.6.4Discuss on Discord ↗

FM Dossier v1.6.4

Fixed

  • Very large saves no longer crash. On databases with hundreds of thousands of players, one step
    of the Moneyball analysis used to load the entire player set into the display at once, which could
    overflow the display engine's memory and crash the page ("STATUS_BREAKPOINT"). Those cohort
    comparisons are now computed in the backend and delivered in a compact form, so the data stays
    bounded no matter how large the save is.

New — player status intelligence

  • Happiness & unsettled players. Each player's happiness now shows on their dossier, and a new
    Unsettled search filter surfaces players who are unhappy or agitating to leave — handy for
    spotting gettable targets.
  • Agreed future transfers. When a player has already agreed a move to another club, their dossier
    shows "Joining {club} on {date}", and a search badge flags players with an agreed move.
  • Complete squad-status labels. Every Agreed Playing Time status now shows a proper label (no more
    blank statuses), along with a player's previous status and any promised future playing time.
  • Sell-on & loan obligations. A player's sell-on clause percentage and any agreed loan buy-fee are
    now surfaced, and the sell-on is factored into the Moneyball resale view.

New — squad view

  • Column picker + wage column on your squad table — choose which columns to show, including wages.
  • Depth-priority reorder. Drag or use the menu to set your preferred order within each depth-chart
    position; your choices drive the depth chart, transfer-plan seeding, sell suggestions, Auto-XI
    tie-breaks, and the AI export.

Polish

  • Dossier de-clutter, a clearer scouting reveal control, and internal cleanups.

All new text is localized across all supported languages.

v1.6.3Discuss on Discord ↗

FM Dossier v1.6.3

Fully-scouted players now show their real attributes

When you scout a player to completion, FM Dossier now shows their exact attribute values in
Scout mode — matching what the game itself shows — instead of leaving them as estimated ranges.
This fixes two separate causes: the app now reads and uses FM's per-player scouting percentage
(previously it only tracked the coarse knowledge tier), and it now reads a player's complete
scouting knowledge even when the game stores it across more than one place (some fully-scouted
players were being treated as unscouted).

There's also a new "Reveal attributes" button on a scouted player's page (Scout mode). If you
consider a player fully scouted but the app still shows ranges, one click — behind a quick
confirmation — reveals their true values on that player's page. Revealed players carry that state
into the AI export too, clearly marked so the export stays honest about what you chose to reveal.
(The reveal applies to the player's own page; search and squad lists still show the scouted range.)

Your bug reports and ideas now include a diagnostic log

When you send feedback or a bug report from inside the app, it now automatically includes the
app's diagnostic log. That means issues can be understood and fixed far faster — no more
back-and-forth asking for logs. The log contains only app diagnostics (and things like file paths
and save names); it never contains player or squad data, and the report form tells you the log is
attached.

Second-team (reserve/B team) players now visible

If you manage a club whose reserve or B team plays in the league pyramid — common in Germany and
elsewhere — that team's players now show their full attributes, the same as in the game. Before,
because a second team is technically a separate club, the app treated its players as outsiders and
hid their details.

Under the hood

  • Database schema update (scouting percentage).
  • Reliability and diagnostics improvements.
v1.6.2Discuss on Discord ↗

FM Dossier v1.6.2

Realistic handling of players out on loan

  • Reach is now judged by the club that owns them. A player parked on loan at a smaller club is
    no longer treated as if that loan club sets his level — the "will they join you?" verdict, the
    within-reach search gate, and the dossier all judge him against his parent club and its league.
  • No more impossible loan targets. Players who are already out on loan can't be loaned again,
    so they no longer appear as loan-reachable anywhere: the dossier now says "Already out on
    loan"
    (in all 20 languages), the loan-reach badge stays off, and the "Approachable: on loan"
    filter excludes them.

Fixes

  • Transfer-listed filter: players who are transfer-listed by request now show up in the
    Transfer-listed filter, the "Lst" row chip, and the dossier's Transfer Listed tag — previously
    only club-listed players matched. "Consider selling" is consistent with this too: players
    already listed by request are no longer suggested (they're already on the market).

Faster on very large saves

  • Reopening a save is much lighter. The save-wide Recommendation letters are only recomputed
    when something actually changed (a fresh read from FM, a reference-league change, or a role-weight
    edit) — reopening the app no longer redoes the whole pass.
  • Smoother browsing while background work runs. The heavy whole-save reads that power the
    Moneyball and Recommendation engines now run on a separate read-only connection, so opening
    dossiers and switching screens stays responsive right after a load.
  • Fewer repeated counts. Search result totals are remembered per save and filter until the data
    changes.

FM Dossier is an independent fan-made tool and is not affiliated with Sports Interactive or SEGA.

v1.6.1Discuss on Discord ↗

FM Dossier v1.6.1

Your watchlist now follows your career, not just the save file

Football Manager sometimes carries a career forward into a new save file — a new season rolling
over, a cloud sync, a restored backup, or simply "Save As". Previously, FM Dossier tracked your
shortlists, scout notes, transfer plans and progression history against the exact save file it was
opened from, so a new file for the same career could look empty even though your history was still
sitting in the old one.

FM Dossier now recognises when a save is a continuation of a career it already knows, and carries
your watchlist, notes, call-up plans and tracked-player history over automatically. When it's not
completely sure two saves belong to the same career, it asks you first instead of guessing — a
one-time prompt lets you confirm the match (or say no and keep both separate).

After a recovery, the superseded save data is kept as a safety copy. You can see and delete these
copies any time under Settings → Save & data → Adoption backups to free disk space.

More realistic reach for big, high-reputation clubs

The "within reach" gate that flags realistic transfer and loan targets has been recalibrated for
clubs near the top of the reputation scale. The previous check compared a player's own reputation
to the managed club's using a flat ratio, which stopped meaningfully filtering once a club's
reputation got high enough — so some names who would never realistically join, loan or otherwise,
could still show up as "in reach". The gate now measures headroom against the top of the scale
instead of a flat ratio, so it keeps working correctly all the way up, without narrowing reach for
smaller and mid-table clubs.

Faster to open

Opening a save — including on app startup, when it has to pick the most recently used one — no
longer touches every save database on disk. It now opens exactly the one it needs, which
noticeably speeds up load times if you keep a lot of saves around.

Reliability

  • Fixed a rare crash that could occur while the app was shutting down.
  • Added more detailed diagnostic logging around club/nation detection, to make future reports
    easier to track down.

FM Dossier is an independent fan-made tool and is not affiliated with Sports Interactive or SEGA.

v1.6.0Discuss on Discord ↗

FM Dossier v1.6.0

New: the Realism Mod

A brand-new optional companion that makes each match play out more realistically for your club.

Open the new Realism Mod tab, pick a strength — Slight, Moderate, Harsh or Extreme — press
Start, and play. Your side competes at the level you chose, automatically, with nothing to press
during matches.

  • Offline single-player only.
  • Your save is never modified. Everything is applied to live memory while you play, and reverts the
    moment you stop.
  • Completely optional. Download and enable it from inside FM Dossier whenever you want it — and just
    ignore it if you don't.

Because it works alongside a running game, some antivirus tools may flag it. This is expected for this
kind of tool, and you're always in control of when it runs.

Improvements

  • The Realism Mod is fully translated into all 20 supported languages.
  • General reliability and polish.

FM Dossier is an independent fan-made tool and is not affiliated with Sports Interactive or SEGA.