QoL improvements feedback

QoL improvements feedback

Comment what things you would want to be fixed/improved, and I will add them to the post.

Controls

  • Add a controller remap option to configure the enemy vault movement with R1 + Square (or any other input)
  • Be able to "un-equip" the lantern from the hand while maintaining it turned on in the waist, so we can have it turned on but when we hold L1 the lantern stays in the waist => Select the lantern in the radial equip menu press X to enter in the menu and select "equip/un-equip" in the bottom option, to chose whether you want it attached to the hand or not while the lantern is turned on. Example

https://preview.redd.it/dsl0gtoxhijh1.png?width=2560&format=png&auto=webp&s=510ef45b391f0ac453d7eeeba4392680f002c642

  • Improve first person camera so we can use FP view while holding the lamp or other tools (right now you can hold L1 in first person while you are not using the lamp, the FP view will get disabled if you hold L1 while having the lamp turned on)
  • Add a generic "cancel action" button to be able to cancel any ongoing action consistently, so it doesn't matter the context, canceling current action pressing the same button will always cancel the ongoing action (for example while using the Axiom link. It can be left D-pad as is already used to cancel and hide weapons/tools)
  • Have an option to swap the default bow shot mode, from auto aim, to free aim from the settings or make the game remember the last mode we used
  • Function to quick swap between heals and tonics in mid-fight (double press D-pad right to rotate between the 3 type of consumables or press D-pad right to rotate between the 3 type of consumables and double press D-pad right to use the active consumable)
  • Clarify which equipment wheel slots items have special actions while letting the cursor over it and releasing the left d-pad button or while pressing X over an item. Oongka jetpack can be minimized, the lantern can be turned on/off, double swords can be swapped, you can open a special visione menu that is not available from the pause menu, you can activate the special effect of earrings/pendants, you can put on or take off the hood of your cloak, etc.

Combat/Movement

  • Add a 1 handed sword combat, so we can unequipped the shield and any other weapon if we want and to be used while we throw our secondary weapon in 2 handed combat. It's practically already in the game just need additional animation for blocking.
  • Being able to jump while you hold the run button
  • Improve swimming speed, right now trying to swim faster doesn't make your character go faster, just consume energy while moving at the same speed with fast swim animation
  • Improve slow down horse movement and feet movement.
    • Right now if you are sprinting at feet and release a bit the stick, Kliff will stop sprinting and go to normal run, but this doesn't work to go from normal run > walk, and neither works to reduce the speed while on the horse (here you have to completely release the stick. This, "stick release" command to reduce the character/horse speed could be implemented more consistently on all the mounts and while moving on foot)
  • Be able to maintain a high speed in the horse (while it consumes stamina) by maintaining the X button after having spammed the button to sprint.
  • Improve how you get on the horse when you are running and call it, so the process is fluid and continuous (like in Breath of the Wild)
  • Improve Damiane's pistol/rifle usage, after shooting Damiane is forced to reload it at the moment, which makes it very rough to use. Instead of forcing the reload immediately after firing, allow canceling it, and reload the weapon the next time you are going to use it (also being able to cancel the shoot)

General QoL

  • Add a tutorial at the beginning of the game that explains that the yellow bar at left of the mini map is the "experience bar" (confirm if this was added)
  • Improve the presentation of how you get the elemental powers to make it more epic and remarkable so it doesn't look like you just got a simple Abbys artifact
  • Option in the map settings to disable the function of the city bells that dissipates all the war fog, so we can have an option to have the map revealed only when we walk visit the respective zones
  • Reduce the delay between NPC phrases
  • When you tackle an enemy to the ground, let us cut their dialog by punching them while they are speaking
  • Allow us to exit the Grey Mane wagon menu without having to mount in the wagon
  • Add an accessibility setting to disable puzzles help (to have it as it was on release)
  • Option to enable hard mode type of healing in other difficulty modes
  • Fix stealth system bug, so the enemies don't automatically detect you when you press/hold L1 while being crouched behind them
  • When you are attached to a tree with the Axiom force to use the tree to get propelled, make the Axiom force link change colour from red to blue when you are ready to press the button to be launched into the air
  • Swap the position of the attack/defense stats of the gloves and boots, as right now they show you first the attack starts, but it's confusing, overall as a new player who see the first number and automatically think about the defense of the item
  • Improve Damiane and Oongka utilization by adding to the skill tree, 3 skill slots so we have 3 slots to distribute the skill points in 3 different ways, being able to use 1 slot for each character

https://preview.redd.it/znzp6zvjkijh1.png?width=1672&format=png&auto=webp&s=01f4e98797f8925cf2334610be8e39eab1013542

  • Fix researches so they show the progress % of the research again (bugged since 1.07 where they increased the text box size)
  • Give Damiane the sitting animation she uses in the game loading screen
  • When a mission gives you a note/book that you have to read to continue with the mission, to clarify the next step to new players that see this type of missions for first time, add quick access to the book/note in the select menu (like when you complete an Abbys artifact challenges)
  • Improve the readability of the map territories by adding a subtle line that defines where the territories end (like what we can see in the map when we have a fine)

https://preview.redd.it/qn75ufahkijh1.png?width=2560&format=png&auto=webp&s=f8cd532e0f788384f065d308be2a11f9c091ce4d

Additional from the comments:

  • Be able to carry a camping gear on the horse to install it in any place and be able to cook meat/vegetables/cereals and make the time pass
  • Improve Photo mode (frame advance, custom light sources, time of day)
  • Equipment refinements option to be able to directly select how much you want to upgrade a weapon (to be able to upgrade to highest available tier based on available resources / copies if you want to)
  • Inventory management: Add a “mark to sell” option for quick vendor runs
  • Allow placing map markers while holding the lantern, so you can easily mark glowing points of interest
  • Custom light source in the dye room to have better control on how we see the dyes and how different lighting will affect the new colour
  • Improve wyvern and Blackstar control (or add alternative control scheme), so their movement are not attached to camera angle and purely by controlling
  • Add an option to swap Blackstar fire breathing and fireball input (add mounts control customization?)
  • Improve wagon health and torques based on the wagon quality
  • Add a dynamic UI option so we can have the UI disabled by default, but it activates based on the context, like activating the HP and stamina while fighting
  • Make locked items safe from being donated in the camp
  • Solve the inconvenience of having purple items always in our inventory and in our quick wheel equipment, it bloats our equipment with things we don't want to carry.
  • Improve dyes unlock clarity, currently, even if you unlock a dye normally, via crafting it and then consuming it from the inventory, it won't be available to you until you talk to the corresponding dyer of its region. Remove that limitation or add an indication in the map or via mission that you have to go to the dyer merchant to fully unlock it
  • When sleeping, add the option to choose the moment we want to wake up (morning, noon, evening midnight) instead of having to choose the duration. Press left and right to change from by duration or by moment of the day
  • Improve knowledge helm usage to be quicker and easier to use
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u/MuglokDecrepitusFx — 5 days ago

Unifideck 0.7.3 feedback

The update 0.7.3 has been been an amazing update, I love how good the new simple view works, its practically perfect and work as it was native Steam.

I have been looking for issues and things that could be improved and this is what I found:

Camera focus Management

  • The camera focus while looking at the game details doesn't move correctly, the camera doesn't move enough to focus the selected item correctly. This happens in both, with the clean view CSS theme and with the normal view, when you pres on synopsis and try to move to the bottom part
    • I think a possible solution could be the one vanilla Steam uses, were if you press down the camera focus moves down to a fixed position where it shows all the bottom content and when you press up the camera focus move back to the original position, would be the perfect solution for the clean view. But I think that just with moving the camera a lot more when you move to the bottom buttons would be enough fix
  • Integration with other plugins to prevent focus from start working weird, non-Steam badges, ProtonDB badges. At the end of the video below I show how when you press up in a game page (which normally moves the cursor to the ProtonDB badges buttons), in Unifideck games move the cursor to the search bar, and the way to reach those buttons is to go all down. I don't know if this is something that could be fixed, but if its possible it would be really nice

The video recorded really bad, mute the audio and look it like it was a power-point XD

What vanilla Steam does is move the whole camera below and hide a part of the buttons with a black bar

https://preview.redd.it/6onvkvqrd7jh1.jpg?width=1280&format=pjpg&auto=webp&s=d9d43e21cfea086d18ad347e469dfdead063f6bf

As can be seen here, so in case of vanilla Steam it just has 2 default fixed position and move between them when you press up and down

https://preview.redd.it/lqlurofud7jh1.jpg?width=1280&format=pjpg&auto=webp&s=3d644d019f64ecc45abfbb64a9678e6903cab98e

Cloud Save

  • The differentiation between when a game is charging the cloud saves and when finally charged and didn't find the cloud save functionality for that game its practically unnoticeable, which if you don't pay attention makes hard to notice if a game it's still charging the cloud save or if it doesn't have the cloud save feature, which makes you stay a little longer time looking to confirm that game doesn't have cloud saves, which is a bit annoying
    • I think that would be a great QoL improvement to add a small crossed line to the cloud icon when the game doesn't have cloud saves, so it is instantly clear to the user (I think that Steam UI had an icon for this?). An alternative solution would be added a small loading wheel icon when the cloud save is being loaded, this way the user know that when the wheel is moving its loading, and when the wheel disappear, but the icon is still disabled that means that there are no cloud saves for that game
  • When browsing the file navigation window in Cloud Save and you want to go a folder back, if you press B it will close the current window completely instead of moving a folder position back.
    • It would be nice to have a button to jump back through folders (Y?) maybe press B to move a folder back and hold B to close the window, or a button to go back and forward (L1-R1) so you can use L1 to go back. I'm not sure what the best solution would be here, closing the window completely with B isn't bad, since having to scroll down to press the close button would be inconvenient, but having to scroll up to press the previous folder button is equally inconvenient.
  • When you search for a game save path, the files are not displayed, only the folders. So you need to know the exact location of the save path of that specific game beforehand as you can't navigate and find it.
    • It would be helpful to have a toggle to show or hide the files, so when you have an approximate knowledge of where the file path is stored you can look at it and confirm it within the file search window
  • Additionally to the previous point, I think that in the cases where a game doesn't have an exclusive "save data folder", when the save data file it's in the root of the main game folder for example, the cloud saves only can take the whole folder, and usually in those cases it takes the whole game as "cloud saves". I think that aside of having an option to enable see files in the cloud save file manager, we should also be able to pick one file as save file.

Here 2 pictures that show the 2 last points.

This is Unifideck Cloud file manager, which show this folder with only the "data" folder, as you can't see the files its impossible to confirm that here is where the save file is located if you didn't know beforehand

This is Unifideck Cloud file manager, which show this folder with only the \"data\" folder

This is Decky Manager plugin, here we can see the save file called Profile.dat, which is the save file of the game

https://preview.redd.it/yq8fz8jk77jh1.jpg?width=1280&format=pjpg&auto=webp&s=503134860bb08ea897599e2feb2ef78a96b8ea1b

It would be cool to have a dropdown menu like the one above, so we can choose between "All", "Folders", "Files", which would allow us to select just the file with the save data cases like this where we can only choose the whole folder that contains the whole game, as we can see below.

https://preview.redd.it/k4v6ojy2a7jh1.png?width=1280&format=png&auto=webp&s=3638f0d74b12e11918143ba512cf3cca5be542b4

UI Functionality

  • When you are in the uninstall window, you have to press up and down to move between close and Uninstall buttons, instead of pressing left and right. You can also press down once more when you are on the uninstall button which moves you away from the current window

Collection management

  • When you install a Unifideck game, it's not automatically added to the "[Unifideck] Installed" collection. It is added later when you restart your console or when you select "Synchronize Libraries". When you uninstall a game it's correctly automatically removed from the collection. So not sure if it's a bug or a limitation.

Capsule art import fix

  • I noticed that the vertical capsule art for many games looking wrong, having a weird jagged edge effect on them. After looking it for I while I noticed that the cause of this is due to some SteamGridDB capsule art being GoG art with a resolution of 660x930 (which is for GoG Galaxy 2.0), usually uploaded by Luckspeare. These additional 60x30 pixels makes the images looking wrong with jagged edges. If possible I would avoid using these images that use the 660x930 dimension as they look wrong in Steam UI and I would prioritize the default 600x900 resolution for vertical capsules, as only use the 660x930 if there isn't any other option available.

Compare both "DNF Duel" images

Normal 600x900

https://preview.redd.it/91kqcxjx07jh1.jpg?width=1280&format=pjpg&auto=webp&s=1f2302bd94398d16d7c23ab4e295655582d7761b

Weird jagged edge 630x930

https://preview.redd.it/k4ch38ew07jh1.jpg?width=1280&format=pjpg&auto=webp&s=6938bc1bfb7e5ae4d83cced7cec32669990f56ef

  • There are many game covers that are "zoomed in" and doesn't look like they should, in the image below it can be seen that all the tiles are basically touching the border of the capsule without any margin. This possibly is due to the 630x930 format having to zoom in the images to fit the 600x900 capsule

https://preview.redd.it/lz3tv2t227jh1.jpg?width=1280&format=pjpg&auto=webp&s=2fbbdc13104f741fc71eac60e1a343829141720a

This is how it should look (I changed the Killing floor of the left)

https://preview.redd.it/jjxzevj537jh1.jpg?width=1280&format=pjpg&auto=webp&s=35ee70689ab8546a99c3b94b8beaaf47d5499754

Feature Proposal

  • It would be interesting to have an option in Unifideck settings that allowed us to not import games that we already have in our Steam Library. This would be beneficial because the 99% of the times, when we have a game on Steam and in an external store, the version we are going to play is the Steam version

Minor details

  • It would be interesting to have a way to delete cache from a specific store, instead of only a button that delete all
  • It would be cool if Unifideck games buttons would get affected by custom CCS Loader themes, so for example in the image from above the buttons would look the same
reddit.com
u/MuglokDecrepitusFx — 7 days ago

Practice mode improvements

Reset crest selection

In the base add a capsule so we can hit it and change our crest selection to a different one, which also allow us to reset the evolved crest to the initial crest stage

https://preview.redd.it/vqhxxj0i04jh1.png?width=2560&format=png&auto=webp&s=fd607daaff65e33a3bee0cda4c8d649c76aac3ec

Capsule to reset the hero to level 1

In the base add a capsule so we can hit it and reset our hero level to level 1

https://preview.redd.it/ex9t2s7m24jh1.png?width=2560&format=png&auto=webp&s=088a1e373452c184375b7315892547026f48e460

Add a way to instantly go to evolved hunt without having to farm it

Make that the 3rd time you hit the swap role item capsule, it passes from base hunt to upgrade hunt, so hitting that capsule would pass for this stages

  • Potion > Base Hunt > Evolved Hunt > Potion > ......

(Instead of just rotating between Potion > Base Hunt)

Take into account energy (Scarlet)

  • When you activate Haste capsule make energy to be unlimited (as happens with mana)
  • When you press on Reset Heal/Mana capsule make it to refill your energy

Crest Cooldown

Make Haste capsule to also affect crest cooldown, making it reset cooldown on hit, and to give no CD when activated

https://preview.redd.it/2hs6dr3954jh1.jpg?width=2560&format=pjpg&auto=webp&s=eeceee8fd4b2c57fbe3b048aa4e0d61cab934214



New big features for the future:

Add a way to change the hero you are playing within the practice map

Add a way to change the hero you are using in the practice mode without having to exit from the match, starting a new game, going through hero selection and waiting for the game to charge. A fast way to swap heroes inside practice mode match

Full improve the current capsule system into a menu based system

Add the function to do all the things that we do currently with the capsules, but from a menu.

This would allow doing all the things we currently do in practice mode, in a more comfortable way, and also expand the option to many other things that due to the current limitations of the capsule menu are not possible to be added

https://preview.redd.it/6hxo5rmi64jh1.png?width=300&format=png&auto=webp&s=288308da0ee8f73abff36595ee1b32392155d56c

  1. Spawn enemy and ally heroes and modify them
    • Change the enemy and ally hero in the map and be able to select their lvl and item/armor HP values
  2. Control minions4
  3. Deactivate towers
  4. Make towers invincible
  5. Lock out current XP level
  6. Change hero level up and down
  7. Reset the game
  8. etc.

Add coop to the practice mode

Add coop to the practice mode so you can test things with other players which would allow you to test the game better as a community

reddit.com
u/MuglokDecrepitusFx — 7 days ago

Fan-Made Patch Notes for Sparking Zero

Now that we are getting close to the NEW DLC update, here is a fan-made Patch Notes that I made and refined through the time, trying to address all the problematic elements that I, and many people among the community, found with the objetive of imagining how could be a patch that highly improved the gameplay of Sparking Zero.

🚨Disclaimer🚨

Some things to note:

  • This is NOT a definitive patch, there are still other things to fix/balance, things that could be fixed in an alternative way, etc. I tried to focus on the things that cause more problems to the game or that would be a nice addition/fix
  • Take into account that there are 2 different game modes, Singles and DP mode, so when looking at the changes take into account both game modes, not only the one you play
  • The character balance changes has been made taking into account that characters of the same DP tier should have approximately the same strength, things like having Gohan SH for 4 DP, costing the same as Glorio is not right, even if base Gohan SH is not meta right now
  • I tried to follow the original structure and way in which the patches are written, if there is something that it's not clear don't hesitate in asking in the comments
  • The proposals that are crossed are alternative changes, alternative ways to solve the same issue, or changes that may or may not be necessary

🚨Disclaimer🚨

_________________________________________________________________________________________________

Game Mode Adjustments

DP Battles
• Readjusted DP battles in all modes to make the difference in strength due to DP disparity between characters less pronounced, a middle point between current state and original release state.

This change aims to allow lower DP characters / characters with no transformations to also be an option in DP mode battles to increase character diversity

Functionality Adjustments

Control Scheme
• You can now choose to use standard control grab method (⭕ + ❌) on classic controls
• You can now choose to use standard control vertical dash (L2 + R1/R2) on classic controls
• While playing a giant character using classic controls the action "attack downwards" previously performed by pressing the stick backward + square button has been swapped to press forward + square button

Online games
• Fixed an exploit for which players could crash the game to end a ranked match without getting the match count as a loose nor getting penalised. Now players will correctly loose ranked points and get penalised
• Games can no longer be dodged if a player close the game in the initial characters presentation animation
• Added Forfeit option for the online matches. Forfeiting the match will count as a loose. Example mod

Options
• You can now choose to close the game directly from the pause menu

Battle System Adjustments

Evasive recovery (New Action)
• The new recovery actions, "Evasive recovery" and "Dragon Dash recovery", where you can safely recover when you have been thrown away, has been added. Perform it by pressing the vanish button at the end of the midair recovery animation to perform the "Evasive recovery" or by pressing the dragon dash + holding any direction to perform the "Evasive recovery" a short and fast dragon dash to the direction you selected.

Fast recovery (New Action)
• The new recovery action, "Fast recovery", increase the recovery speed by repeatedly pressing the dash button has been added. Now the recovery time after being thrown aways will be dependent on the health of the character and how fast press the ❌ button, the less health your character have the slower will be to recover from being thrown away.

Ground recovery
• Ground recovery has been improved so while lying in the ground and trying to recover to any direction, the character will recover facing the enemy, instead of recovering while turning your back on the opponent

Smash Attack
• You will now no longer be able to cut light smash starting attack animation while buffering a smash attack, now the starting charging animation will need to be totally played before being able to release the smash attack
You will now no longer be able to buffer the Light charged smash attack during game cutscenes or end lag state. The input to perform the light charges smash attack has to be started on gameplay real time
• Light charged Smash attacks no longer completely turn the character towards the opponent, it will target the opponent only when is in front of the player, charging more the attack will improve the tracking
• Perfect smash attack tracking has been highly improved

Smash Ki Blast
• Smash ki blasts can no longer stagger the opponent if hit while they are in a thrown state
• Fixed issue where consecutive Ki blasts didn’t knock down the opponent

Steps
• You will now no longer be able to perform a step-in immediately after doing other actions that should have your character under end lag or stun lock state, as a failing a smash attack due to the enemy side stepping it, vanishing it, or being in stun lock state from enemy attacks

High Speed Dragon dash
• The speed of the High speed dragon dash has been increase and its Ki consumption has been slightly reduced

Super Counter
• Super Counters will not reset the vanish follow-ups

Revenge Counter Perception (functionality rework)

TLDR: Revenge counter perception has been reworked so catching a revenge counter is harder, need a more precise input and can't be performed while doing other acctions

• The window of action to use Perception against Revenge Counter has been reduced to match the revenge counter animation
• If your character is already in the middle of other animation you won't be able to activate perception, except for basic rush attacks which can be cut into perception
• The "RC perception" can be failed if the wrong inputs are pressed or spammed
• If in the window to perform the "RC perception" you press another button that is not perception, you will fail the "RC perception"
• If in the window to perform the "RC perception" you smash the perception button you will fail the "RC perception", you have to press perception one single time and hold it until you receive the revenge counter. If you press perception and release the button you will fail the action

Grabs
• The window to be able to cancel the opponent grab has been highly shortened

Flying kick
• Guarding the flying kick will no longer give the frame advantage to the player that used the flying kicks, instead will give a little frame advantage to the player that blocked them
• Flying kick tracking range has been lowered so it doesn't excesively chase the enemy. Example

Jump Rush Blast
• Jump Rush Blast can now be performed while flying by pressing fly upwards + hold triangle

Jump Smash attack
• Jump smash attack can now be performed while flying by pressing fly upwards + hold square

Others
• Combo counter will now work correctly, not needing to hold block button to prevent the combo counter from resetting on unintended situations

Skill Adjustments

Skills that cause instant Sparking! Mode
• The consumption of skill points occurs immediately upon activating the skill, if hit while channeling instant sparking you will lose the skill points

Skills that heals the character
• The consumption of skill points occurs immediately upon activating the skill, if hit while channeling a healing skill you will lose the skill points

Skills that automatically evade enemy attacks (e.g., Wild Sense, Afterimage)
• No longer can be activated while in the middle of an enemy combo

Blast Adjustments

Continuous Fire
• Getting hit by one projectile of the barrage will put your character on stager state making it unable to vanish the subsequent projectiles

Rapid Fire
• Getting hit by one projectile of the barrage will put your character on stager state making it unable to vanish the subsequent projectiles

Special Beam Cannon
• After charging the Special Beam Cannon blast more than a 40% the Blast will pierce the enemy block, doing the full damage

Mow down and explode
• Mow down and explode effect position will be determined by the last position where the opponent was before the blast does its effect, instead of where the enemy was when the blast was activated
• Explosion activation time has been speed up to allow the attack to connect more reliably

Attack opponent's location
• Attack opponent's location effect position will be determined by the last position where the opponent was before the blast does its effect, instead of where the enemy was when the blast was activated
• Attack opponent's location made unblockable

Real time beam attacks
• Release speed has been partially standardized across all characters to reduce the time it takes to release the beam attack

No step-back super attacks
• Can no longer be used while being hit by the opponent
No step-back super attacks consume all the Ki of the super when activated

Character Adjustments

(Remember that it's for both singles and DP mode)

Android 13
• Starting Skill points have been reduced from 2 to 0

Gogeta/Vegito
• DP cost has been changed from 7 to 8
• SSJ1 DP cost has been changed from 8 to 9
• SSJB transformation has been increased from 2 SP to 3 SP

Kefla
• DP cost has been changed from 6 to 8
• SSJ1 and SJJ2 DP cost has been changed from 7 to 9
• No step-back rush attack, end lag after missing the attack or getting blocked increased
• Rush attack distance has been shortened so it can be easier punished if missed
• Rush attack no longer put the opponent in a long end lag state that can't be renvenge countered after being hit by it
Rush attack ki cost has been increased from 3 to 4 ki bars

Master Roshi Full Power
• DP cost has been changed from 2 to 3
• Starting Skill points have been reduced from 2 to 0
• Defense slightly reduced
• Attack moderately reduced
• Fixed a bug for which Master Roshi Full power could immediately turn without respecting end lag

Goku UI/Wish
• Auto dodge wont be activated when being attacked from behind

Spopovich
• Defense slightly reduced
• Attack moderately reduced

Broly Z/Broly Super
• SSJ1 transformation cost has been increased from 1 SP to 3 SP
• Legendary SSJ transformation cost has been increased from 3 SP to 5 SP
• Transformation from SSJ1 to Legendary SSJ cost has been increased from 2 SP to 3 SP

Kale Berserker
• No step-back rush attack, end lag after missing the rush attack or getting blocked have been increased
• Rush attack distance has been shortened so it can be easier punished if missed
Rush attack ki cost has been increased from 3 to 4 ki bars

Androids
• Starting Ki has been changed from 3 ki bar to 1 ki bar
Ki recovered upon hitting an oponent with mele attack slighly reduced

Giant Characters
• Giant characters now have additional super armor while using the grab action so they can perform this attack without being cut by an enemy light smash attack. Giant grabs will have to be dodged or contested with another grab (the purpose is to allow giants to use their grab moves without being cut by a light smash attack)
• Fixed a bug for which Giant characters couldn't dragon dash/Z burst dash if a normal size opponent was placed at the very top part of the map
• Fixed a bug for which some specific Giant characters rush chains would miss when performed
• Fixed a bug for which Giant characters vanish follow-ups would miss
• Fixed a bug for which giant characters were not able to recover to neutral, leading to infinite combo loops
• Fixed a bug for which after certain actions, Giant characters would receive a hard knock down, not able to recover until touching the ground
Revert previous change: Increased the time it takes to charge a Smash Attack and reduced its power.
Reverted previous change: When a rush type blast from a normal-sized character hits a giant character, it will now blow away the large character and deal damage.

Non-Flying characters
• Fall speed has been reverted to how it was originally

Mr. Satan
• Can now stagger other Mr. Satan characters

________________________________________

*The application of this update is required for online play.
*An internet connection is necessary to apply the update.

We hope you enjoy DRAGON BALL: Sparking! ZERO
Thank you for your support.

u/MuglokDecrepitusFx — 24 days ago

Unifideck 0.7.0 feedback

Again as usual the new version 0.7.0 have been an amazing update, I love how good the new simple view works, its practically perfect and work as it was native Steam.

I have been looking for issues and things that could be improved and this is what I found:

Main issues

  • Amazon Games Synchronization failing due to "get_url_failed" error. I ended up solving it by clicking on deleting all the cache from Unifideck and login again, but that means that I had to login again in every single store one by one and re-synchronize all the games again
    • It would be interesting to have a way to delete cache from a specific store, instead of just a button that delete all

https://preview.redd.it/iut20pdxf0ch1.jpg?width=1280&format=pjpg&auto=webp&s=dbce86039c2c0083f7d51c673eef89f32194137a

Cloud Save

  • Improve the cloud save button so when a game doesn't have cloud save feature the button it's marked in red and disabled. Right now the cloud save buttons shows normally, allowing you to click the button and showing that you have local saves but no cloud ones. When you try to upload it, it simply does nothing, which is confusing.
  • Improve the cloud save button so when a game cloud saves are synchronized (the same data locally and in the cloud) the button shows the cloud icon with as little check.
  • When you are in the cloud save screen, you can't close the window by pressing the B button.
  • When you are in the cloud save screen, you have to press up and down to move between Upload and Download, instead of pressing left and right.
  • There are games that automatically select the save path but do it wrong, like the screenshot below that selected the whole game folder, when this happens there isn't an option to fix the wrong save path

This game doesn't even have cloud saves, but it looks like if it has

Download tab

  • A game only appears in the download tab if it has been downloaded at that moment, if you already had games downloaded, they won't appear in the Download list, and you will have to uninstall and reinstall the game again if you want it to appear in the Download list. It would be great if, when syncing the library, it detected installed games and added them to the download tab.
  • Uninstalled games don't disappear from the download list and are shown as "completed". I think that it would be good if they could be placed at the bottom of the list with a red label that says "uninstalled" instead of "completed."

It would be more comfortable if all those uninstalled games appeared at the bottom with a red \"Uninstalled\" tag

  • The Settings and Downloads buttons are kinda confusing doesn't clearly show where you are, or that are not a menu button but tab based menus. I think that this 2 buttons clarity could be improved a lot by adding some small UI indicator to show that they are tabs, instead of a new menu that you access by pressing a button. Something like this.

https://preview.redd.it/eczelulqd0ch1.png?width=994&format=png&auto=webp&s=41c83055d45f0fb80085f25e511609479686fea3

UI Functionality

  • There are many instances where buttons that are on the same level sometimes require you to press up and down instead of left and right to move through them.
    • I don't know if this is like this by default or some of my other plugins cause it.
  • There are some instances where the focus of the screen doesn't move properly while moving down, for example when using detailed view, and you try to move down.
    • This happens in both, detailed and simple view, I think that is possible the solution that vanilla Steam uses, were if you press down the camera focus moves completely down to the bottom section and if you press up the camera focus move back to the original position, would be the perfect solution
  • Improve the small buttons that are at the right of the "install"/"Play" button. Those buttons would look way better if the small icons that are inside were bigger and had a stronger white colour (like vanilla ones). It's a super minor detail but would make Unifideck games to looks even closer to vanilla Steam UI

A small edit I did, the middle row is how the menu would look with bigger icons

Collection management

  • Make that the Unifideck games that you install are automatically added to the "[Unifideck] Installed" collection at the moment of installing the game. And when you uninstall a game, to have them automatically removed from the collection (this is something that already happens but only if you sync your library, or restart your Steam Deck). This would allow having the TabMaster tabs to be dynamically updated and feel like vanilla Steam.
  • When you shut down the Steam Deck or go to desktop mode and then back to gaming mode, any change that you have made in the Unifideck collection will be erased. I don't know if this is intentional.

Minor details

  • A minor issue with the language in some games, when multiple languages ​​are available for a game, it always starts in English instead of the default language of the Steam Deck or the language you have selected on Unifideck (I don't know if this can be fixed).
  • Since this update, games added by Unifideck appear in the Recent Games section of the Steam Deck, which can be a bit annoying, as it floods your Steam Deck Home screen, but it just a 1 time thing so it's not a big deal
  • It would be cool if Unifideck games buttons would get affected by custom CCS Loader themes, so for example in the image from above the buttons would look the same
reddit.com
u/MuglokDecrepitusFx — 1 month ago

QoL improvement: Allow us to look and choose the Augment/Eternal selection menu before having selected our hero - updated with new hero selection menu

Right now we can't look at the hero augments and eternals until you have selected your hero, which is a problem as the latest you select your hero, the least time you have to look at augments and eternals, and if you have the bad luck to be the last player on selecting hero you will only have 30 seconds to select them.

So a possible solution for this problem would be to allow us to open the Augment/Eternal selection menu while we are still waiting to select a hero in the hero selection process, putting a small Augment/Eternal menu at the bottom of the screen.

Augment/Eternal selection menu in the bottom left of the screen

The system would work in the following way:

  • The menu is minimized and put at the bottom part of the screen as there are certain roles have more heroes that occupy the whole screen
  • When you click in the bottom left menu, the normal size menu would appear in the middle of the screen
  • The Augment/Eternal selection menu needs to automatically close when your turn to select hero starts, this is so people don't miss that it's their turn to select the hero
  • You can look the augments/eternals of any hero you want, this allows you to learn about the augments of different heroes, and to look the recommended eternal each hero have, so you can make an idea what eternal enemies could use, in case they use the default eternals
reddit.com
u/MuglokDecrepitusFx — 2 months ago

QoL Improvement: Add a little mark for the items that have a special function that can be activated from the Equipment wheel (look first comment for an edited example)

There are several equipments that have special functions, some of them being useful (usually the ones that can be activated with L2 + R2) others being just cosmetic like hods and helmets that can change their appearance, while others have an in-game unique function like the visione which can deploy a menu with the memories that you have unlocked.

I think that would be really useful to have a little mark in the equipment wheel slots items that have special actions while letting the cursor over it and releasing the left d-pad button or while pressing X over an item (like happens with double swords), to name a few: Oongka jetpack can be minimized, the lantern can be turned on/off, double swords can be swapped, you can open a special visione menu that is not available from the pause menu, you can activate the special effect of earrings/pendants, you can put on or take off the hood of your cloak, etc.

Look first comment here, for an edited example.

u/MuglokDecrepitusFx — 2 months ago

Small PC controls QoL improvement for new main menu hero menu - Allow to pre-select the hero with left click to display the hero model

The new main menu have the character model next to the character portraits, which is a really cool and beautiful thing, but sadly while using a Keyboard & Mouse you can't change the displayed hero model with the mouse, which is the natural way of move through the menus, and the left click button directly enter in the hero menu. (you can move through heroes using the keyboard arrows, but that is unnatural on PC).

It would be really cool if the right click button pre-selected the hero and changed the displayed hero model.

It's a super small detail that doesn't change anything, but it's one of those things that make the main menus of a game feel more tactile and satisfactory to use.

u/MuglokDecrepitusFx — 2 months ago

Most voted posts in "Update v1.11: Health & Stability have your say" discord forum - RECAP

This post is a recap of this other post I made 7 months ago.

  • I crossed the proposals that have already been implemented, including the ones that will come the patch 1.15, if you see that I missed some proposal already implemented tell me in the comments.

===============================================================

For those who weren’t aware, Omeda announced that update 1.11 will focus on health and stability improvements. They also created a dedicated Discord forum where players could submit issues that negatively impacted their experience. Here the Omeda post talking about that

I’ve compiled the most upvoted posts and classified them by category, so we can get an idea of what might be addressed in the v1.11 patch. The numbers next to the posts represent the number of votes

🚨Disclaimer🚨

The links no longer work because the forum has been closed and hidden by Omeda to prevent further voting, making the posts currently inaccessible, so you will have to get an idea of what the post was about just by the title. I let the links just in case the forum gets unlocked in the future (and because I already did the work of compiling the links xd)

So here are the most voted post classified per category:

Draft UI

In game HUD

In game Communication

Scoreboard - Mini Map

Post Match

Gameplay

Controls

Map

Main Menu

Settings

Progression systems

Items - Item shop

Matchmaking - Ranked

Visuals

Practice and replay modes

Honorable mentions

u/MuglokDecrepitusFx — 2 months ago

Damiane needs a unique movement ability as Kliff and Oongka, this is my proposal

Both Kliff and Oongka have unique and really useful movement abilities while Damiane has less options and the only one she has is worse, and less useful.

Kliff has

  • Triple vertical force palm jump
  • Axion force swing (super useful and unique for Kliff)
  • Aerial dodge move

Oongka has

  • Triple horizontal cannon shoot jump
  • Vertical Jetpack fly (super useful and unique for Oongka)

Daimine has

  • Vertical air platform (really bad, slow and it doesn't do anything that Kliff or Oongka's triple jump moves don't already do, but better)

​

My proposal for Daimine is giving her a movement like Noctis from Final Fantasy 15, a sword throw followed by an immediate teleport to the sword (with a limited range), it could be assigned to jump + R3, which right now does nothing special on Damiane.

I think this move fits perfectly well with Damiane as a character, and it would give her that unique and special move that makes you want to play specifically with her.

Kliff would have the triple force palm move and the axiom force swing to move around the world, Oongka would have his incredibly useful vertical jetpack which allow him to navigate in a incredibly good way, while Damiane would have her sword throw teleport and the air platform to play and have a unique and fun movement gameplay, different from the other 2 characters

u/MuglokDecrepitusFx — 2 months ago

Damiane needs a unique movement ability as Kliff and Oongka, this is my proposal

Both Kliff and Oongka have unique and really useful movement abilities while Damiane has less options and the only one she has is worse, and less useful.

Kliff has

  • Triple vertical force palm jump
  • Axion force swing (super useful and unique for Kliff)
  • Aerial dodge move ​

Oongka has

  • Triple horizontal cannon shoot jump
  • Vertical Jetpack fly (super useful and unique for Oongka) ​

Daimine has

  • Vertical air platform (really bad, slow and it doesn't do anything that Kliff or Oongka's triple jump moves don't already do, but better)

​

My proposal for Daimine is giving her a movement like Noctis from Final Fantasy 15, a sword throw followed by an immediate teleport to the sword (with a limited range), it could be assigned to jump + R3, which right now does nothing special on Damiane. ​

I think this move fits perfectly well with Damiane as a character, and it would give her that unique and special move that makes you want to play specifically with her ​

Kliff would have the triple force palm move and the axiom force swing to move around the world, Oongka would have his incredibly useful vertical jetpack which allow him to navigate in a incredibly good way, while Damiane would have her sword throw teleport and the air platform to play and have a unique and fun movement gameplay, different from the other 2 characters

u/MuglokDecrepitusFx — 2 months ago

The buff over a buff over a buff over a buff.....

At this point I just ask one single thing

​

Arrowhead please make a separated hardcore/classic game mode, where you offer a balance of the game as it was originally intended to be. There we could skip all the unnecessary buffs and enemy needs and have a minimal maintenance of the balance just nerfing the things that are outstanding too much and only buffing if something it's completely unplayable

​

It doesn't have to count for the galactic war, it could be a separated menu in a corner of the ship with it's own 1 to 10 different difficulties where we could access this "classic game mode" with its separated matchmaking system and balance directiom

reddit.com
u/MuglokDecrepitusFx — 2 months ago

Suggestion, add folders to Decky Loader plugins tab to organize our plugins better

Decky Loader would benefit a lot from allowing us to create folders in the Decky Plugin tab, so we could separate the plugins based on functionality or user preference so it's easier to find the plugin we want to use, and also to move away the "passive" plug-ins that you just install configure and never have to access from the Decky Loader plugin tab ever again.

To put a practical example, right now I have the following Plugins:

  • PlayCount
  • Decky-Clipper
  • Download All
  • Quick Launch
  • Autoflatpaks
  • Deck Progress Tracker
  • Deck Selves
  • PlayTime
  • SteamGridDB
  • TabMaster
  • CSS Loader
  • Animation Changer
  • Audio Loader
  • Web Browser
  • ProtonDB Badges
  • Unifideck
  • Non-Steam Badges
  • DeckDeals

Which is a long list which sometimes makes it "hard" to follow and find the specific plugin you want to find.

If we could create folder to separate them in the following way:

Tools: (where I would put the plugins that offer me a functionality that I use by acceding the plugins from the plugin tab)

  • Quick Launch
  • PlayTime
  • Decky-Clipper
  • Autoflatpaks
  • Download All
  • Deck Progress Tracker

Customization: (where I would put the plugins to customize the Steam Deck and I only access when I want to change something)

  • TabMaster
  • CSS Loader
  • Animation Changer
  • Audio Loader
  • Deck Selves

Unifideck: (to manage my non-steam games)

  • Unifideck

Passive: (and here would go all the plugins that do their function passively for which one time configured I don't have to enter in the plugin again)

  • SteamGridDB
  • ProtonDB Badges
  • DeckDeals
  • Web Browser
  • PlayCount
  • Non-Steam Badges

By separating the plugins in a customized way it's easier to see and remember which plugins you have installed and go thought them in a more comfortable way

What do you think, this would be useful for someone else?

reddit.com
u/MuglokDecrepitusFx — 2 months ago

QoL improvements I hope we get some patch v3

After having many things from my last feedback post being addressed in the last patches, (QoL improvements I hope we get some patch v2), here is the version 3 of my QoL improvement post.

Comment what things you would want to be fixed/improved, and I will add them to the post.

Controls

  • Add a controller remap option to configure the enemy vault movement with R1 + Square (or any other input)
  • Be able to "un-equip" the lantern from the hand while maintaining it turned on in the waist, so we can have it turned on but when we hold L1 the lantern stays in the waist => Select the lantern in the radial equip menu press X to enter in the menu and select "equip/un-equip" in the bottom option, to chose whether you want it attached to the hand or not while the lantern is turned on. Example
  • Improve first person camera so we can use FP view while holding the lamp or other tools (right now you can hold L1 in first person while you are not using the lamp, the FP view will get disabled if you hold L1 while having the lamp turned on)
  • Add a generic "cancel action" button to be able to cancel any ongoing action consistently, so it doesn't matter the context, canceling current action pressing the same button will always cancel the ongoing action (for example while using the Axiom link. It can be left D-pad as is already used to cancel and hide weapons/tools)
  • Have an option to swap the default bow shot mode, from auto aim, to free aim from the settings or make the game remember the last mode we used
  • Function to quick swap between heals and tonics in mid-fight (double press D-pad right to rotate between the 3 type of consumables or press D-pad right to rotate between the 3 type of consumables and double press D-pad right to use the active consumable)
  • Clarify which equipment wheel slots items have special actions while letting the cursor over it and releasing the left d-pad button or while pressing X over an item. Oongka jetpack can be minimized, the lantern can be turned on/off, double swords can be swapped, you can open a special visione menu that is not available from the pause menu, you can activate the special effect of earrings/pendants, you can put on or take off the hood of your cloak, etc.

Combat/Movement

  • Add a 1 handed sword combat, so we can unequipped the shield and any other weapon if we want and to be used while we throw our secondary weapon in 2 handed combat. It's practically already in the game just need additional animation for blocking.
  • Being able to jump while you hold the run button
  • Improve swimming speed, right now trying to swim faster doesn't make your character go faster, just consume energy while moving at the same speed with fast swim animation
  • Improve slow down horse movement and feet movement.
    • Right now if you are sprinting at feet and release a bit the stick, Kliff will stop sprinting and go to normal run, but this doesn't work to go from normal run > walk, and neither works to reduce the speed while on the horse (here you have to completely release the stick. This, "stick release" command to reduce the character/horse speed could be implemented more consistently on all the mounts and while moving on foot)
  • Be able to maintain a high speed in the horse (while it consumes stamina) by maintaining X button after having spammed the button to sprint.
  • Improve how you get on the horse when you are running and call it so the process it's fluid and continuous (like in Breath of the Wild)
  • Improve Damiane's pistol/rifle usage, after shooting Damiane is forced to reload it at the moment, which makes it very rough to use. Instead of forcing the reload immediately after firing, allow canceling it, and reload the weapon the next time you are going to use it (also being able to cancel the shoot)

General QoL

  • Add a tutorial at the beginning of the game that explains that the yellow bar at left of the mini map is the "experience bar" (confirm if this was added)
  • Improve the presentation of how you get the elemental powers to make it more epic and remarkable so it doesn't look like you just got a simple Abbys artifact
  • Option in the map settings to disable the function of the city bells that dissipates all the war fog. Dissipating the war fog of the map affects negatively the exploration of the game, as you don't know anymore the zones you have already explored and which doesn't
  • Reduce the delay between NPC phrases
  • When you tackle an enemy to the ground, let us cut their dialog by punching them while they are speaking
  • Allow us to exit the Grey Mane wagon menu without having to mount in the wagon
  • Add an accessibility setting to disable puzzles help (to have it as it was on release)
  • Reduce the time it takes to restart a boss fight
  • After restarting a boss fight don't reset the equipments and equipped weapons and food you had selected
  • Option to enable hard mode type of healing in other difficulty modes
  • Allow us to sort inventory items in the current filter by holding R3 (maybe it's not necessary anymore, seems that now new items enter into the inventory already sorted?)
  • Fix stealth system bug, so the enemies don't automatically detect you when you press/hold L1 while being crouched behind them
  • When you are attached to a tree with the Axiom force to use the tree to get propelled, make the Axiom force link change colour from red to blue when you are ready to press the button to be launched into the air
  • Swap the position of the attack/defense stats of the gloves and boots, as right now they show you first the attack starts, but it's confusing, overall as a new player who see the first number and automatically think about the defense of the item
  • Improve Damiane and Oongka utilization by adding to the skill tree, 3 skill slots so we have 3 slots to distribute the skill points in 3 different ways, being able to use 1 slot for each character
  • Fix researches so they show the progress % of the research again (bugged since 1.07 where they increased the text box size)
  • Give Damiane her own sitting animation (right now she has Kliff one), also one for Oongka
  • When a mission gives you a note/book that you have to read to continue with the mission, to clarify the next step to new players that see this type of missions for first time, add quick access to the book/note in the select menu (like when you complete an Abbys artifact challenges)
  • Improve the readability of the map territories by adding a subtle line that defines where the territories end (like what we can see in the map when we have a fine)

https://preview.redd.it/1zqhqqllcf5h1.png?width=2560&format=png&auto=webp&s=aae9a8467ed842714baeffe29096d325b2963da3

Additional from the comments:

  • Be able to carry a camping gear on the horse to install it in any place and be able to cook meat/vegetables/cereals and make the time pass
  • Improve Photo mode (frame advance, custom light sources, time of day)
  • Equipment refinements option to be able to directly select how much you want to upgrade a weapon (to be able to upgrade to highest available tier based on available resources / copies if you want to)
  • Inventory management: Add a “mark to sell” option for quick vendor runs
  • Allow placing map markers while holding the lantern, so you can easily mark glowing points of interest
  • Custom light source in the dye room to have better control on how we see the dyes and how different lighting will affect the new colour
reddit.com
u/MuglokDecrepitusFx — 3 months ago

Add character skill slots so we can use different characters without having to reset the skill tree each time that we want to use a different character

The way we use the different characters of the game would improve a lot if we had 3 different skill slots in which we could distribute the Artifacts differently per each slot, being able to use this to have each character leveled up, without having to reset the skill tree each time that we want to use a different character

How it could work.

  • We would get 1 new slot to use each time that we unlock a new character
  • The artifacts used on the skill tree would be marked as "Artifacts Spent" on the skill tree (bottom left), and could be only used for character skills, blocked from used on any other things (as currently happens)
  • Each new slot would start with the points not spent in any ability
  • When we reset the abilities it would ask if you want to reset the current slot, or to reset all the slots
u/MuglokDecrepitusFx — 3 months ago

Lantern QoL improvement, add an option to have the lantern turned on, but without it being "equipped" to our hand (just turned on in our waist)

Allow us to have the lantern turned on, but without being "equipped" to our hand, so we can have light around us, but with the lantern not being attached to our hand when we point with the L1/LB button.

This is to be able to have light around us, but without having to point the lantern forward when we point with L1/LB, which is pretty annoying in caves inside houses with low light, and while talking to people at the night.

The 4 lantern buttons would work the following way

  • Auto: Can be active or disabled.
    • When active it turns the lantern on in low light and turn the lantern off in high light
  • On: Turn the lantern on
  • Off: Turn the lantern off
  • Equip/Unequip: Can be active or disabled.
    • When active, the lantern will be "locked" to the waist and stay there when we press the L1/LB button to focus
    • When inactive, the lanter will behave as it does currently, moving to the hand when we press L1/LB to focus

When the lantern is off the lantern will always be unequipped as there is no reason to have it in the hand if It's turned off, but when the lantern is on it will remember the Equip/Unequip option you had selected, having 2 different lantern modes to use depending on the situation.

u/MuglokDecrepitusFx — 3 months ago

QoL improvement: Allow us to look and choose the Augment/Eternal selection menu before having selected our hero

Right now we can't look at the hero augments and eternals until you have selected your hero, which is a problem as the latest you select your hero, the least time you have to look at augments and eternals, and if you have the bad luck to be the last player on selecting hero you will only have 30 seconds to select them.

So a possible solution for this problem would be to allow us to open the Augment/Eternal selection menu while we are still waiting to select a hero in the hero selection process, putting a small Augment/Eternal menu at the bottom of the screen.

Augment/Eternal selection menu in the bottom left of the screen

The system would work in the following way:

  • The menu is minimized and put at the bottom part of the screen as there are certain roles have more heroes that occupy the whole screen
  • When you click in the bottom left menu, the normal size menu would appear in the middle of the screen
  • The Augment/Eternal selection menu needs to automatically close when your turn to select hero starts, this is so people don't miss that it's their turn to select the hero
  • You can look the augments/eternals of any hero you want, this allows you to learn about the augments of different heroes, and to look the recommended eternal each hero have, so you can make an idea what eternal enemies could use, in case they use the default eternals
reddit.com
u/MuglokDecrepitusFx — 3 months ago