Rivals of Aether

Rivals of Aether

Nate
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Update: 15 Oct, 2024 @ 4:38pm

Nate v2.10

==GENERAL==
* Added a new alt for Vortex Gallery! This alt features a unique visual mechanic where the colors of Illidrium flash bright yellow when using the move, and then quickly back to a dark red. Enjoy the tournament!

Update: 15 Oct, 2024 @ 4:37pm

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Update: 11 Sep, 2024 @ 3:57pm

Nate v2.09

==GENERAL==
* Fixed a bug in which restarting the match would crash the game.

==DSPECIAL==
* Fixed a bug in which Jab 2 could freeze a caltrop.

Update: 3 Sep, 2024 @ 7:30pm

Nate v2.08

==FSPECIAL==
* Fixed a bug where the hit FX would be incorrect when parried.

==NSPECIAL==
* Fixed a bug where the explosion hit FX would be incorrect when parried.

Update: 2 Sep, 2024 @ 10:30pm

Nate v2.07

==GENERAL==
+ Amount of meter gained for hitting attacks increased slightly.

==FTILT==
* Hit 1 hitpause scaling removed + hitpause reduced.
+ Hitboxes/knockback adjusted to improve multihit consistency.
* Now properly applies the 'icy' visual effect.

==USPECIAL==
* Fixed a bug where it was possible to do the grounded USpecial on top of the platform if there was more than one platform out.
+ Charging platformless USpecial (pity hop) gives a slight amount of horizontal speed.

Update: 31 Aug, 2024 @ 6:20pm

Nate v2.06

==GENERAL==
* Now has win quotes against other Chmmr characters, the entire Riptide cast as well as base cast. More characters coming at later date.

Update: 23 Aug, 2024 @ 5:53am

Nate Patch 2.05

==DSPECIAL==
+ Endlag reduced (18 -> 15)
+ Standard caltrop hitpause increased (3 -> 8)
+ Standard caltrop knockback increased (4 -> 6)
+ Number of caltrops spawned (1-5 -> 3-6)
+ With full action meter, all spawned caltrops spawn icy.
//the fact that caltrops only hurt players who land on them and the fact that can be very easily broken makes them situational stage control. due to this, i'm interested in increasing their potency and how easy it is to cover space with them.

==JAB==
* Hitpause of all hits (minus launcher) decreased
+ Jab 2 and 3 hitboxes/knockback adjusted to improve multihit consistency
+ Jab 3 sped up significantly

==NSPECIAL==
+ Gem contact hitstun multiplier 0.5 -> 0.8
//now it actually combos into the explosion, whoops

==USPECIAL==
- Endlag increased (15 -> 22)

Update: 14 Aug, 2024 @ 7:38pm

Nate Patch 2.04

==JAB==
* Added particles to the icicle.

Update: 14 Aug, 2024 @ 7:24pm

Nate Patch 2.03

==GENERAL==
+ Certain moves given slightly extra damage to compensate for the fact that Nate no longer has the Power Up! buff spell in his base moveset. Effected moves:
> BAir (7,9 -> 8,10) [+1 to each]
> DAir (7,11 -> 8,11) [+1 to sourspot]
> DAttack (6,10 -> 7,12) [+1 to body, +2 to pillar]
> DStrong (11 -> 13) [+2]
> DTilt (8,10 -> 10,12) [+2 to each](revert)
> FTilt (3,4 -> 4,5) [+1 to each](revert)
> UStrong (4,8 -> 4,9) [+1 to launcher]
> UTilt (7,9 -> 9,11) [+2 to each](revert)

==FSTRONG==
* Damage adjusted [sweet,sour,body](13,7,10 -> 14,11,8)
//I think something went wrong with the damage values going into v2.0, mixing up sour(outer) and body. This fixes that, in addition to the small damage buffs added in the general change above.
- Body hit KB reduced (8+1 -> 8+.8)
//The hitbox on the body is only there to cover the blindspot, and shouldn't be stronger than the sourspot of the main attack.

==FSPECIAL==
* Projectile velocity on parry now always a flat value instead of multiplying initial velocity
//This fixes a bug where parrying the projectile once it had slowed down would cause the projectile to not move.
+ Freeze duration 30f -> 40f
//This is reverting an unintentional change, whoops! Thank you to ricE for finding this for me!

==JAB==
- Jab 3 damage slightly reduced (2,2,3 -> 2,1,2)
* Jab 3 angle changed (50 -> 45)
* Jab 3 KB reduced (8+.5 -> 7+.3)
+ If a player is hit with jab 3's launcher, an icicle will be made that homes in on the player after they get launched.
//Nate's jab 3, despite being a move I've been proud of animating, has struggled to have a 'place' in his kit due to the high damage on his tilts, the kill power of DTilt and the combo potential of UTilt and FTilt. reducing the damage on tilts didn't feel too great, so I'm trying this new option where Jab 3 becomes more of a utility move that features a unique combo starter.

==NSPECIAL==
+ Threshold for making the large crystal decreased (64f hold -> 50f hold)
+ Large crystal spawning hitbox size slightly increased (to better match the visual)

==USPECIAL==
+ Grounded version KB increased [pillar,body,empowered body](9.5+.8, 6+.3, 7+.7 -> 9.5+.9, 6+.4, 7+.85)
//This move was supposed to be killing like a strong, now it should feel like it.

Update: 4 Aug, 2024 @ 4:53pm

Nate v2.02 Patch Notes

==GENERAL==
* Alt 24 renamed "Chill Crisp" -> "ricE gaming".
* Techroll animation timing fixed to match normal roll timing.
* Fixed a bug where 'block' moves (UTilt, DTilt, DAttack, UStrong, DStrong, grounded USpecial, Taunt) continued to play their animation even when Nate got hit.

==DSPECIAL==
+ Holding a direction as the spikes are thrown will cause Nate to turn in that direction.

==NSPECIAL==
+ Increased the speed the reticle can be moved slightly.
* Adjusted the visual of the reticle.
* Added a visual and sound indicator when the move has been charged enough to make a large crystal.