Rivals of Aether

Rivals of Aether

Soma Cruz (AoS)
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Update: 29 Oct, 2024 @ 1:02pm

1.5

Tactical Soul System
  • Reworked Soul System to track multiple souls at a time
  • Soul Capturing no longer requires a taunt
This is something that's been on my mind for a while - you've just secured an epic Dair KO, but you don't get a soul reward for it because you weren't taunting. I decided to remove that requirement, and took the opportunity to move from the previous method of tracking captured souls (which focused on single-target only) and implemented a new backend which can track multiple characters at a time.
  • Duplicate Yellow Souls now appear under the same entry
This makes the menu easier to navigate during matches with two or more of the same character.

FSpecial
FSpecial 1 | Balore
  • Soma is no longer slowed down on windup.

FSpecial 2 | Skull Archer
  • Arrow now fires by itself after a short period of time
  • Arrow can now be manually fired while performing another attack

USpecial
USpecial 1 | Giant Bat
  • Vertical Speed is set to 0 on windup
This fixes an issue where Soma's downward momentum could get him killed even after using Giant Bat
  • Soma can no longer jump out of the move to avoid freefall.
  • Duration of Giant Bat halved.

USpecial 2 | Flying Armour
  • Cooldown now resets after a walljump
  • Boost scales with grounded jump
  • Soma can now double-jump out of Flying Armour
  • Soma will now no longer go into freefall when canceling this move.

USpecial 3 | Medusa Head
  • Medusa head now gives Soma an extra jump, at the cost of some timer
Giant Bat was objectively the correct choice for an Up Special in most scenarios, so I diversified them a bit with this update. Giant Bat is best at recovery but leaves you vulnerable while using it, Flying Armour isn't as good for recovery but allows you to act out of it, and Medusa Head keeps its spot as a unique tool.

Dair
  • Other attacks now have a short cooldown after landing Dair
This prevents some admittedly cool but overpowered combos such as Dair > Buffered Fair or Dair > Dragdown Nair > Utilt > Uair
  • Increased direction reverse window
This allows you to dive in the opposite direction you're facing by holding the stick rather than using a b-reverse input
  • Dair now walljumps automatically when Soma hits a wall
  • Dair can now be cancelled with Medusa Head
As funny as it is to throw yourself off the map after missing Dair, it felt right to have some way to balance the risk.

Bair
  • Soma now only stalls in the air the first time he uses bair.
  • Bair's aerial boost now scales with his double jump speed.
So it turns out giving a character with dynamic stats the ability to fly was not such a hot idea.

UStrong
  • Increased knockback scaling.

UTilt
  • Reduced horizontal reach

General
  • Decreased Walk Speed from 3.25 to 2.75
  • Minor AI improvements
  • Added Abyss Runes
  • Added the ability to set custom names for Workshop characters (Use the variable 'soma_cruz_capture_name'

Update: 28 Jan, 2022 @ 11:57am

v1.4

BAIR
- Cooldown now scales with player gravity
- Cooldown now resets when the player lands
- Moved hitboxes to better match animation
- Adjusted hitpause to make hits connect better
- Increased base knockback on final hit

Bair was a very campy move when paired with low gravity characters such as Absa, as the player could fly around the air to stall for time. I knew this was an issue since before I released the character, but I wasn't 100% sure how to go about fixing it. Hopefully this should balance things out.

Misc
- Transitioned to Munophone Touch
- Added compatibility for Palutena's Guidance
- Added compatibility for Alto and Trummel
- Added compatibility for Link

Update: 28 Feb, 2021 @ 7:43am

v1.3

Jab - Final hit deals 5 damage instead of 6
Jab - Final hit base knockback increased to 7 from 5
Jab - Final hit knockback scaling decreased to 0.5 from 1
Jab - Increased endlag from 8 frames to 14

Jab was a highly scalable tool that could do pretty much everything: it had high kill power at medium damage, and it was a fast and safe way to edgeguard. These changes should help mitigate that power while still keeping it as a decent burst option.

Fish Head - Adjusted the angle from 35 to 45 degrees
Fish Head - Increased cooldown from 8 to 30 seconds
Fish Head - Increased knockback scaling from 0.3 to 0.4

Update: 14 Jan, 2021 @ 9:29am

v1.2

AI Fighters have been adjusted to better handle the soul set menu
Added Support for the Muno Phone
Ustrong can now automatically capture souls if it kills
Soul capture effect should now spawn in the correct location
Giant Bat can no longer be cancelled using the special button (This is mainly to stop the AI from self destructing during this move)
Fixed a bug where the Giant Bat cooldown won't reset under certain conditions

It's been a while, hasn't it? I'm really excited to have Munophone integration now, as I now have an easy way to share patch notes and tips. You probably have already, but go download Muno's stuff. He's like some kind of wizard when it comes to Rivals code.

I have an upcoming project that I'm working on in the background, and I think you guys are going to love it! Keep an eye on my workshop page for when it releases!

Update: 30 Nov, 2020 @ 9:18am

v1.1

- Fixed a bug where not every attribute would transfer to Soma through the soul set menu
- Reworked dair to play nicer with jump acceleration changes (looking at you, Absa)
- The AI will no longer use the soul set menu. This may come back in the future, but as of right now it is meant to stop the AI from getting stuck mid match.

Update: 20 Sep, 2020 @ 8:51am

v1.0

Finally, update 1.0 is out! The visual effect for the soul capture is finalized, meaning my original vision for the character is realized at last!

No moveset balance changes came with this patch, but the new visual effect for the soul capture creates a delay for when Soma can use an enemy's soul.

This character has been my main goal since February/March, and over the course of the UK lockdown I've been picking up GML to bring Soma to life within Rivals. I hope everyone who subscribes to this mod enjoys this unique character and keeps an eye out for my future projects.

So What Next?

Aside from the occasional balance change, I'm not expecting to update Soma a whole lot in the future. I might patch in some compatibility with other workshop items, and I definitely want to squash any bugs people find, but for the most part I'll be moving on to future projects.

Update: 17 Sep, 2020 @ 10:37am

v0.95 - The Almost There Update
FINISHED:
-Taunt
-Movement
-Colours
-All tilts
-All Aerials
-All Strongs
-Jab
-All Specials except Flying Armour
-Down Special Menu
-Yellow Soul Capture
IN PROGRESS:
-Soul Capture visual effect
WORKSHOP COMPATIBILITY:
-Dracula Boss Fight
-Miiverse
-Mt. DeDeDe
-Soulbound Conflict
Look, I know I said version 1.0 would be the next update, but the soul capture effect has been driving me up the wall and I don't want a funky visual to be the only thing holding me back from releasing a more balanced version of the character. This update contains a load of balance changes, along with the flying armor glide actually working!
Update 1.0, the trailer, the updated screenshots, all that will be coming as soon as I get the visual effects for the soul capture working. Until then, I hope you guys have fun playing this more balanced version of the character!
CHANGE NOTES
FTILT
  • Changed main/tipper knockback from 7/7 to 4/6
  • Changed main/tipper knockback scaling from .7/.7 to .4/.7
DTILT
  • Changed weak/strong damage from 7/7 to 6/8
  • Changed weak/strong knockback from 8/8 to 4/6
  • Changed weak/strong knockback scaling from .7/.7 to .5/.6

    THIS *clap* MOVE *clap* SHOULDN'T *clap* KILL *clap*

    For real though, it was way too strong before, Plus the only difference between the weak and strong hitboxes was the amount of hitpause, so some difference there was long overdue.
UTILT
  • Can now be cancelled on window 2, frame 10
  • Reduced Weak Hitbox damage from 8 to 4
  • Reduced Weak Hitbox knockback scaling from .8 to .3
  • Increased Strong Hitbox damage from 8 to 9
NAIR
  • Removed angle flipper on final hit
  • Changed damage from 2-2-2-2-2 to 1-1-2-2-4 (10 total to 8 total)
  • Changed knockback from 6-6-6-6-6 to 4-4-4-4-6
  • Increased knockback scaling on final hit from 0 to 0.5
  • Fixed a bug where final hit would never come out

    This move is Soma's best "get off me" move, so I tuned it to deal slightly less damage in exchange for more knockback. It can also be used as a combo tool at lower damage, which is why the knockback on earlier hits was reduced.
FAIR
  • Changed main/tipper damage from 9/10 to 8/11
  • Increased tipper knockback from 5 to 6
  • Changed main/tipper knockback scaling from .7/.7 to .4/.7

    No longer just "Ftilt but higher", the two hitboxes that make up this move have been more polarized to emphasize proper spacing.
BAIR
  • Increased hitpause on initial hits from 0 to 14
  • Changed damage from 4-4-4 to 2-3-5 (12 total to 10 total)
  • Changed hitbox angles on initial hits to stop opponents from falling out

    This move was strong, but inconsistent. Hopefully this change can balance things out a little, while keeping the move viable primarily as an edgeguarding tool.
UP AIR
  • Each hit connects more consistently to the next
  • Damage changed from 5-5-5-5 to 1-1-1-5 (20 total to 8 total)
  • Final hit now deals 8 base knockback (up from 6) and scales by .4 (up from 0)
  • Misc. - Up Air visual effect now changes colour based on alt skin.

    This move is now way more balanced, working more as a combo tool than a kill move. It can still kill at higher damage, but it takes much longer to get to those numbers.
DOWN AIR
  • Reduced damage from 18 to 11
  • Reduced knockback scaling from 1.0 to 0.7
  • Reduced base knockback from 10 to 7
  • Increased priority from 2 to 5
  • Reduced velocity from 18 to 12
  • Removed angle flip for a more consistent launch
    Jesus this move used to be busted.

    It was always meant to be a style kill move, where it's very hard to land but super rewarding if you do. Plus, the added factor of being fully committed until you land on something (or someone) made this one of my favourites. However, it was killing people way too easily (70 damage from center stage) and it had to be nerfed the most. I think I've hit a pretty good balance here, where it's not as cheap, but still a powerful move nonetheless.
FORWARD STRONG
  • Changed main/tipper base knockback from 9/9 to 5/9
  • Changed main/tipper knockback scaling from 1.1/1.1 to 0.8/1.1
  • Reduced main base hitpause from 18 to 10
  • Reduced main hitpause scaling from 1.0 to 0.8
  • Changed main/tipper damage from 10/10 to 10/14
  • Added Poison Effect, which deals a total of 10 damage for the tipper and 5 damage for the main hitbox

    This move was initially toned down a lot, before I realized that it was becoming a much worse Fstrong than anything on the base roster. It's still a little weaker power-wise than before, but the added poison effect increases the overall damage output while keeping the knockback reasonably strong.
DOWN STRONG
  • Reduced base knockback from 10 to 8
  • Increased final base knockback from 10 to 12
  • Changed damage from 5 to 8
  • Reduced knockback scaling from 0.2 to 0.1
  • Increased projectile speed from 8/8 to 9/10
  • Increased projectile lifespan from 50 to 60

    Another 'get off me' tool, the spinning disc isn't meant to be a great kill option. Its primary purpose was to deal consistently good knockback at any damage, giving Soma some space to breathe during a match.
UP STRONG
  • Increased damage from 20 to 30
  • Increased priority from 2 to 10
  • Decreased knockback scaling from .5 to .3
  • Increased windup time from 13 frames to 32 frames
  • Increased end lag time from 20 frames to 36 frames

    This move was always meant to be a little ridiculous. The balance here doesn't come between the damage and knockback, but rather the risk vs the reward. Making the attack extremely punishable in exchange for a near one-hit-kill opens the window for more strategic plays on the part of the attacker and defender, such as well-timed edge guards or parries.
NEUTRAL SPECIAL
  • Cancel frame pushed back from 0 to 4
  • Moved hitboxes 15 frames forward to align with gun
  • Close Range Hitbox damage increased from 1 to 2
  • Now Ignores Projectiles
BALORE
  • Increased base knockback from 10 to 13
  • Reduced final base knockback from 10 to 7
  • Changed regular hitpause to extra hitpause (Only affects the opponent)
  • Adjusted impact sound effect
SKULL ARCHER
  • Only one bow can be summoned at a time, and the arrow will not loose until Soma uses the attack again.
FISH HEAD
  • Base Knockback increased from 5 to 7
  • Moved Fireball Spawn X from 0 to 37 to avoid hitting walls behind Soma
GIANT BAT
  • Soma can no longer use this ability a second time after a wall jump
  • Increased gravity from .55 to .65
  • Reduced flight speed from 10 to 8

    Being Soma's most versatile recovery, I wanted to make sure he doesn't have too much free reign over the skies during a match.
FLYING ARMOUR
  • Reduced aerial vspeed from 15 to 12
  • Removed 'speed bump' from window 2
MEDUSA HEAD
  • Soma now jumps out of it at whatever his double jump speed is currently set to, rather than his default
MISC.
  • Soma can no longer capture another Soma's soul
  • Changed soul capture mechanic so it only captures characters that Soma killed. (Mainly for 3+ player matches)
  • Optimised Text shortener for displaying soul names
  • Soma can now cancel the Soul Set Menu before a match starts - This is to prevent the player from accidentally inputting a soul change when moving at the start of the match.

Update: 17 Sep, 2020 @ 10:31am

Reverted back to 0.9 due to major bugs

Update: 17 Sep, 2020 @ 5:55am

BAD UPDATE - REVERTED

Update: 14 Sep, 2020 @ 3:04pm

v0.9 - The Possession Update

FINISHED:
-Taunt
-Movement
-Colours
-All tilts
-All Aerials
-All Strongs
-Jab
-All Specials except Flying Armour
-Down Special Menu
-Yellow Soul Capture

FUNCTIONAL:
-Flying Armour

TO DO:
-Flying Armour Gliding
-Balance
-Soul Capture effect on kill

WORKSHOP COMPATIBILITY:
-Dracula Boss Fight
-Miiverse
-Mt. DeDeDe
-Soulbound Conflict

BALANCE CHANGES:
-Reduced speed of dair
-Soul Menu now appears before the match begins, giving the player time to switch souls

BUG FIXES:
-Fixed a bug where both strong and weak hitboxes of neutral special could hit an opponent simultaneously.

NOTES:

The yellow souls are in!!! In order to capture an opponent, you must kill them and taunt before they respawn. If you perform this correctly, the opponent's soul will become an option under the yellow soul menu. When you select them, you will gain all of their base stats, including jump count, movement speed, weight, and fall speed!

Version 0.9 will be the last major feature patch before 1.0. That patch will include a better visual effect for capturing a soul (similar to that of his games), a finished glide for the flying armor, and much better balancing. When that patch goes live, the mod will become public, and will feature much better promotional material including a more informative description and even a swanky new trailer!

I hope you stay tuned for future updates, and thank you for subscribing to my character!