In this update5
Full notes
Full DeckLand update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello, this is the DeckLand development team.
What changed
- Performance
- Gameplay
- UI and audio
- Maps
- Balance
- Fixes
DeckLand changes
First, we’re truly sorry this update took so long. DeckLand is being developed by a small team, and resolving the issues that appeared after our move to Unity 6—along with the necessary performance optimization—took much longer than we expected. We have also been working through the controller bugs and other issues you reported one by one. We will keep doing our best to make the game more stable and enjoyable. Thank you sincerely for your patience and for taking the time to send us detailed feedback.
This post brings together the changes made since our 99.R7 ver announcement on June 18.
Rather than adding a large batch of new content, this update focuses on the parts of the game you interact with every run: controller navigation, combat flow, loading, and UI reliability. It also addresses several visual and performance issues found during the move to Unity 6.
Performance and settings
Added an FPS limit setting with 30 / 60 / 120 / 144 / MAX FPS. Changes take effect immediately and are saved with your existing settings.
Removed a large amount of UI data that had been unnecessarily serialized into the main game scene, significantly improving the load into gameplay.
Moved the Preview Trail setting to User Convenience so it is easier to find.
A small device icon now appears when switching between keyboard/mouse and controller.
Controller, battle hand, and map
Improved focus movement and recovery across the title screen, character select, deck editor, options, shops, rewards, combat, and story screens on Steam Deck, ROG Ally, and standard controllers.
The deck editor now remembers your last position and moves more reliably between the deck, available cards, and Done. X opens card details; B closes the active detail window before leaving the editor.
Press Down in the battle hand to lower the selected card and close its preview and tooltip. Press Up to restore the same card. Moving left from the first card now wraps to the last card.
Press Up from the hand to inspect enemy intent. Left/Right changes the target, A opens details, and Down or B returns to your hand.
The End Turn button now shows the correct Y prompt on Xbox and Triangle prompt on PlayStation.
The map control is now a compact command strip above End Turn. It shows a map icon on PC, View on Xbox, and Share on PlayStation.
Fixed cases where the map node highlighted on screen was not the node entered when pressing A.
Horizontal navigation can now reach every connected route, including paths that cross different map rows.
While an event screen is open, the map shortcut is blocked and stale map tooltips and selection markers are cleared.
The dialogue log can now be scrolled with the D-pad or left stick.
Fixed controller focus escaping to the Discord button in the Supporter dodge minigame, and moved the B/Back prompt into the visible area.
Cards, combination, and combat presentation
Improved movement, attacks, projectiles, hit effects, and damage feedback in the card-combination preview so it better reflects actual combat.
Matching materials and combination damage bonuses are now easier to read, and controller movement between material slots and the card list is more reliable.
Opening the Deck/Materials list with RB now uses a proper modal flow, preventing its preview and HUD from overlapping other windows.
Card 266, Throw, now returns to your hand when its hit defeats an enemy.
Card 444 now has a dedicated orange HDR lightning cut-in spanning the center, upper, and lower surfaces.
RT now opens and closes the passive row, while B exits passive selection. Rapid toggling no longer leaves an icon at the wrong size or shows two selection hands.
Fixed an old passive tooltip remaining visible when a reward-card window opens.
Standardized the Take Nothing action and prompt on the equipment replacement screen to B.
Fixed the first hand card failing to regain focus after Plum's opening dialogue, and removed a duplicated landing line.
Story, tutorial, and UI
Story controls are now X for Log, RB for Auto, Y to hide/show the dialogue window, A to advance, and B to cancel or skip.
Fixed story input or button prompts becoming unavailable after closing a choice or options window.
Fixed dimmed portraits and speech bubbles remaining on screen after skipping dialogue.
Restored the tutorial quest 3/3 counter to its intended upper-left position after dialogue.
A localized completion message is now shown after resetting data.
Major labels and prompts refresh immediately when the language is changed in Settings.
Selection hands, focus frames, and button prompts now follow the actual focus more consistently in card selection, combination, deck editing, and passive screens.
Reduced cases where input leaked into UI behind options, shops, events, or equipment replacement windows.
Stability improvements
Upgraded the project to Unity 6000.3.0f1 and URP 17.
Fixed Unity 6 rendering issues that could place hand cards in front of modal windows or wash additive effects out to white.
Repaired damaged Behaviour Tree references and serialization data used by combat and progression.
Fixed LT/RT holds being treated as a new press on every frame.
Older saves without a valid current character now return safely to character selection instead of entering the game in an invalid state.
Added protection against overwriting a valid save when transient runtime state is empty.
Removed an unused Ads package that could show a dependency prompt on startup.
If you run into an issue after updating, please include the input device you were using and the steps that led to it. We would especially appreciate feedback on the FPS setting, the load into gameplay, controller focus, card-combination previews, and map navigation.
Thank you for playing DeckLand.
Copyright(C) 2024.JellySnow x UljiSoft. All rights reserved. Ver 0.9.9.99_R14
Source
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