Rivals of Aether

Rivals of Aether

Mollo
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Update: 28 Feb, 2020 @ 10:22am

v420.99

Update: 28 Feb, 2020 @ 10:08am

v420.99

BOMBS:
-Ground friction changed, 0.1 -> 0.3
-Safety minimum increased, 15 -> 30
-Flaregun overrides safety minimum, and sets non-finisher bombs fuse to 6.
-Vertical speed of bombs hit by flaregun increased, 7 -> 10

DSPECIAL:
-Removed the hidden hitbox used for bomb detection. It was likely the root cause of the weird double hits.
-Added a tipper to the uncharged bat. This does the same KB and damage as the charged bat's normal hitbox. (18 damage, 8.2 BKB, 1.2 Scaling)
-Tipper Y offset changed, -36 -> -30
-Tipper height increased, 33 -> 39

USPECIAL:
-Bombs are now pulled along with the sparkler trail more consistently.

UAIR:
-Simplified the hitbox. To be honest, I don't wanna detail the exact properties changed with the sizes. They're super different, just check 'em out.
-First hit's angle changed, 90 -> 100

MISC:
-Rune support added.
-Feri support added.
-Hikaru support added.

Update: 20 Feb, 2020 @ 9:46am

v420.98

Update: 20 Feb, 2020 @ 9:43am

v420.97

The "oh god I hope this makes it before frostbite" update!

-Changed the Genesis palette into a Frostbite palette, including snow!!!!

-Fixed a bug where the Unknown bomb type displayed as a Flashbang on the HUD.

Update: 15 Feb, 2020 @ 9:15pm

v420.96

BOMBS:
-Default flipper changed, Away from center -> Horizontal-only away from center (8 -> 3)
-Default has an angle now, 70
-Default base knockback increased, 9 -> 10
-Default knockback scaling reduced, 1.0 -> 0.9
-Flashbang stun time reduced, 60 -> 50
-Finisher flipper changed, Away from center -> Horizontal-only away from center (8 -> 3)

-Baseballs have gotten a rework! They now have the same fuse time as default bombs - 45, and have a much stronger hitbox. They also have the same throw speed as the rest of the bombs. What's different now is they're VERY bouncy. Consequently this means they'll keep the projectile hitbox much longer, and can be used to throw off opponents.
-The baseball hitbox is now as follows: 6 damage, 6 knockback, 0.5 scaling, angle 60, flipper 3.

DSPECIAL:
-Charged version has a hit lockout of 2 frames. Experimental, mostly just to reduce jank and hopefully not have bat hits get interrupted.

DAIR:
-Startup reduced, 15 -> 10
-Active reduced, 10 -> 7
-Endlag increased, 12 -> 18
-Whifflag removed from endlag.
-Hitbox lifespan increased, 5 -> 7
-Damage reduced, 7 -> 6
-Hitting a player no longer skips to the endlag window, so the timing should be a lot more consistent.

MISC:
-The current selected bomb type is now visible on the HUD! In addition, the menu now shows your selection much clearer.

BUGFIXES:
-(hopefully) fixed a bug where the baseball bat's hit would be cancelled out with a much weaker mystery hit.

Update: 17 Jan, 2020 @ 6:49pm

v420.95

BAIR:
-Hitpause scaling increased, 0.5 -> 0.75
BUGFIXES:
-Fixed a bug where a batted bomb would play the dinging noise every frame. Fun fact, the variable for that is named "literally_only_for_one_case".

Update: 10 Jan, 2020 @ 2:40pm

v420.94

BUGFIXES:
-There was a debug_draw i forgot to remove.
-There was also a ding sound when you hit bombs with the bat, but I'm keeping that.

Update: 10 Jan, 2020 @ 2:38pm

v420.93
DSPECIAL:
-Hitting bombs with the bat proper now actually pops them. Technically a bugfix, but this DOES make the bat a lot stronger, technically.

Update: 9 Jan, 2020 @ 8:12pm

v420.92

BUGFIXES:
-Fixed uair not having a second hit when using it via the taunt-strong-stick-thing method.
-Checked the same issue for Fair as well but it worked fine on my end. Keeping an eye on it though.

Update: 6 Jan, 2020 @ 3:15pm

v420.91

BAIR:
-Increased hitpause scaling, 0.1 -> 0.5

BUGFIXES:
-Fixed flashbangs not stunning properly and having a glitched afterimage effect.