Rivals of Aether

Rivals of Aether

Vanda
Showing 11-20 of 30 entries
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Update: 4 Feb, 2023 @ 2:10pm

1.20 - DSpecial Makes Sense Now!

DAir
=BKB increased 5 > 6.5
Gives the move a bit more oomph while still keeping follow-ups reasonable.

UAir
-Hit 1 height reduced 90px > 60px
-Hit 1 position position shifted upwards 15px
-Hit 1 lifetime decreased 4 > 3
-Hit 1 BHP decreased 6 > 5
-Successfully hitting an opponent with Hit 1 now caps horizontal speed at 4, and gives a small vertical boost
+Successfully hitting an opponent with Hit 1 now gives a small vertical boost
-Hit 2 damage decreased 6 > 4
-Hit 2 lifetime decreased 4 > 3
-Hit 2 come out 1 frame later
=Whifflag windows adjusted
=Endlag increased from 7f > 10f
These changes are aimed at making UAir1 feel less jank by trimming the part of the linker that wouldn't lead into the second hit and reduce situations where Vanda is moving too fast to hit the follow up.

In addition, UAir could potentially have whifflag even though the spike hitbox had yet to come out, so the timings near the end have been adjusted to make things consistent.


UStrong
+On a successful grab, Vanda can now turn the attack around like Hodan's UStrong

NSpecial
-Explosion (Small) BKB reduced 8.5 > 5
-Explosion (Small) KBG reduced 0.7 > 0.65
-Explosion (Small) Hitstun multiplier reduced 0.8x > 0.7x
-The proximity mine now despawns after roughly 8 seconds, like Lily
This reels back the potential reward given when successfully attaching NSpecial to an opponent by making it a less potent kill option. It's still just as strong if NSpecial is armed when it hits them.

gFSpecial
+Now has an arrow appearing above Vanda to indicate that Vanda can cancel into aFSpecial. Not an ideal solution (I strongly dislike "meta indicators" like this), but it feels non-intrusive enough to get a pass.
Rising hitbox:
+Height increased 76px > 96px
+Width increased 56px > 66px
+Shifted downwards 10px
+Shifted inwards 5px
+BKB increased 6 > 12
+KBS decreased 0.4 > 0
Rising hitbox is more consistent now.

DSpecial
+New effects play when sacrificing. These effects also play (with a sound) when trying to use the sacrificed move. These will help tell the player what special they lose when they sacrifice.
+Adjusted NSpecial rune color. Color coded runes no longer change color based on the alt, for recognition's sake.

Update: 20 Jan, 2023 @ 10:32pm

1.19 - Polishing Up

General
+Bugfix: Shadowflame particles now work again
+Fixed animation smears contributing towards Vanda's hurtbox on Dash Attack, UTilt, and gFSpecial.
+Fixed animation issues related to Olympia's crystallization and Hodan's bury states
+NSpecial-sacrificed dash speed increased 7 > 7.5
*Patch notes for 1.15 were wrong, the dash speed was set to 7 not 7.25. 7 is Ori speed; 7.5 is Sylvanos speed.*

Dash Attack
-Angle changed 361 > 45
-BKB decreased 9 > 8
-KBS decreased 0.9 > 0.85
-Hitstun multiplier decreased 1x > 0.9x
-BHP increased 9 > 12
-HPS increased 1.05 > 1.2
The playtest showed that Dash Attack was a monster. Simulations showed that DI in is essentially mandatory even at mid-percents. This told me that, even with 14f startup and a minimum of 9f hitpause, it's not trivial to react in time. It also meant the punishment for not reacting was incredibly harsh. Both of these things combined made the attack feel unfair.

On the other hand, I want Dash Attack to be a point of fear, especially with NSpecial sacrifice inadvertently boosting its range. If balanced right, this fear creates a deep, rich meta involving how to play around the threat, how to punish Vanda players for using this option, and how Vanda players can exploit this fear in other creative ways.

I think that this bundle of small adjustments acknowledge the state of the attack and address reaction time issues while not taking too much strength away from the attack.

Update: 19 Jan, 2023 @ 1:10pm

v1.18 - Performance Hotfix 3

+New performance timing debug menu available in practice mode
+aFSpecial visuals dialed back even more. It looks terrible now =(

Update: 19 Jan, 2023 @ 1:23am

v1.17 - Performance "Hotfix" 2

Another performance improvement patch. While I'm not 100% satisfied with Vanda's performance right now, there have been some huge improvements overall.

When Vanda is idle, last patch it took the game 2.3ms to process (on average) with my PC. This patch, that number sits right around 1ms.

When Vanda is running with NSpecial sacrificed, old Vanda took an average of 4.2ms. This patch, that's down to 1.7ms.

And finally, when using NSpecial during aFSpecial (aka "carpet bombing"), Vanda would spike up anywhere between 8.5ms and 9.2ms. Now, that number stays at a relatively low 2ms.

These are large improvements, but I'm not sure I'm satisfied yet. There are still potentially more areas where I can make improvements in the DSpecial FX code, animation code, aFSpecial code, and so on.

Keep in mind that because I re-organized the entire update.gml script there may be a few new bugs that come from oversights when interpreting everything. Either way, enjoy the better performance!

Update: 16 Jan, 2023 @ 11:29pm

v1.16 - Performance Hotfix

+Further optimized aFSpecial code after a test showed that performance dipped significantly when using the attack.

+NSpecial no longer spawns a dormant hitbox when grounded if Ori is not in the match (this hitbox was used to detect Ori bash).

Update: 16 Jan, 2023 @ 2:59pm

1.15 - Victory Portrait! Visual Effects! Buffs!

General
+New portrait and character select image courtesy of ArtistOfSeer!
+Lots of new visual effects!
+Updated SFX on USpecial, FSpecial, and NSpecial
-Dash stop time increased 4f > 6f
+Base dash speed increased 5.2 > 5.75
+NSpecial-sacrificed dash speed increased 6.5 > 7.25

UStrong
+Startup decreased 21f > 16f
-Ground slam KBS decreased 1.25 > 1.15
-Air slam KBS decreased 1.35 > 1.25

-Grab hitbox BKB reduced 11 > 8
-Grab hitbox KBS reduced 1.3 > 0
+Bugfix: Landing just the sweetspot on large characters no longer has significantly lengthier hitpause
*Turns out I hadn't thought about when the move trades! This is a partial reversion; interactions with NSpecial now use their own knockback values. UStrong is also now much more responsive at the cost of a little bit of power.*

DStrong
+Time between hits decreased 4f > 3f
+Strong hit BKB increased 8 > 9
+Strong hit KBS increased 1 > 1.1
-Strong hit BHP increased 8 > 10
-Strong hit HPS increased 0.75 > 0.9
*This should help DStrong kill earlier. As compensation, opponents should have more time to DI right.*

FStrong
+Startup decreased 13f > 11f
+Early Kicks angle changed 38 > 40
+Early Kick BKB increased 8 > 9
-Late Kick BKB decreased 9 > 8
-Late Kick hitbox height decreased 88px > 76px
-Late Kick hitbox downwards 6px
+All hitboxes KBS increased 0.8 > 0.9
+Now launches NSpecial at a lower angle
*FStrong should be faster for its knockback, but shouldn't be hitting on low plats from below.*

UAir
+Hit 1 lifetime increased 2 > 4
+Hit 1 height increased 80px > 90px
+Hit 1 position shifted upwards 15px
+Hit 1 BKB reduced 7 > 2
+Hit 1 KBS reduced 0.85 > 0
+Hit 1 HPS reduced 0.6 > 0.2
+Hit 1 hitstun multiplier increased 1x > 1.3x
+Hit 1 damage reduced 6 > 4

+Hit 2 startup increased 9f > 11f
+Hit 2 height increased 60px > 80px
+Hit 2 position shifted downwards 5px
-Hit 2 damage reduced 9 > 6
-Hit 2 hitstun multiplier decreased 1x > 0.8x
+Hit 2 hitbox group 1 > 2
+Hit 2 lockout increased 0f > 8f

+Spike damage increased 7 > 9
*This moderate overhaul makes the main attack become a multi-hit move that racks up damage a little quicker. Aside from making the move more satisfying to land, this also lets Vanda hitfall the first hitbox like Ranno.*

NAir
+Hit 2 angle changed 50 > 75
+Hit 2 angle flipper 6 > 0
+Hit 2 KBG decreased 0.5 > 0.3
*NAir2 needs to lead into other attacks better on optimal DI, as well as across a larger range of percents. What Vanda loses in mix-up potential it gains in guaranteed follow-ups, especially when moving forwards.*

FAir
+Angle changed 40 > 45
+KBS increased 0.6 > 0.7
+Hitbox width increased 58px -> 68px
+Hitbox position shifted 5px inwards
*Forward momentum is important in Rivals, and up to this point Vanda's strongest aerials hit behind it. This should give Vanda more combo options and even enhance the offstage and edgeguard phases.*

FTilt
+Angle changed 50 > 361

NSpecial
+Color-coded runes appear when using the attack
+Bugfix: NSpecial now collides with enemies when being kicked via FStrong (wow)
+Bugfix: NSpecial will now always set the collision hitbox to the owner of the projectile

FSpecial
+Optimized code for drawing wind trail
+Bugfix: Fixed 1-frame cancel exploit when releasing special at the end of the feint window
+Color-coded runes appear when using the attack

USpecial
+Color-coded runes appear when using the attack

DSpecial
+Updated visuals: Lines in the circle correlate to special button input, and color-coded runes surround the ritual. New particle FX when sacrificing.
+After sacrifice, color-coded dust effects or particles emit from Vanda to communicate boosted mobility.
*These additions are designed to help players understand what happens when a sacrifice takes place.*

Update: 13 Dec, 2022 @ 9:55pm

v1.14 - Attack Animations Done + NSpecial Recode

General
+Bugfix: HUD icon *should* now properly reflect Vanda's state in online play
+Improved performance by caching sprites and sounds
+All attack animations are complete in their entirety! While some movement animations need some touching up, most of the animation work is completely done. Big thanks again to ArtistOfSeer, who has really allowed to make this project happen.

Dash Attack
+Overhauled attack based on new animation from ArtistOfSeer
+Is now a single-hit move
+Generally reduced startup and endlag
+Lunge distance can be shortened a bit by holding backwards during the attack

UTilt
=Modified hitbox size and position to match new animation from ArtistOfSeer
+Hitbox lifetime increased 3 -> 4

UAir
=Bugfix: No longer applies the shadowflame visual effect that DStrong does
=Modified hitbox sizes, positions, and startup to match new animation from ArtistOfSeer

FAir
+Reverted IASA changes
+Endlag decreased 16f > 12f
The IASA changes can quickly be re-enabled if needed

UStrong
+Grab hitbox: BKB increased 1 -> 11
+Grab hitbox: KBG increased 0 -> 1.3
Will not affect player interactions, but handles better when interacting with NSpecial

FStrong
NSpecial Only hitbox: Hit lockout increased 0 -> 10
Early Kick hitbox: Hit lockout increased 0 -> 5
Affects NSpecial interactions

NSpecial
=Reprogrammed it from scratch, look out for bugs
+Vanda can now interact with other Vanda NSpecial articles
+Physics tweaked
+No longer falls faster the more it's hit
+Bugfix: Being hit out of DAir after grabbing NSpecial no longer leaves NSpecial in a faulty state
+Bugfix: Dying just after using NSpecial now properly removes NSpecial from the world
+Bugfix: No longer explodes on the ground when hitting NSpecial mine with the edge of FStrong

aFSpecial
=Added new animation frames depending on the "angle of attack" (flight term)

Update: 29 Oct, 2022 @ 3:53pm

v1.13 - Gamefeel Maybe?

General
+Many "temporary" meat variations have been finalized. Some work still needs to be done as more animations are redone.
=Replaced 'Nostalgia' color palette with 'Resentment' because I don't like it and the Early Access color gimmick doesn't work well with Vanda
+Added dust effect when performing a dashing shorthop and decreased the pitch of the sound cue to make it stand out
+All shadowflame particle generation reduced by 50%

DTilt
+Attack stretched 2px downwards because Ydrick thought it'd be funny

UTilt
-Moved hitbox down by 10px to reduce disjoint

FAir
+Angle changed 52 -40
+KBG increased 0.4 -0.6
+BHP increased 7 -8
+HPG increased 0.25 -0.45
+Hit SFX adjusted
-Endlag increased 12f -16f (on hit; 18f -24f on whiff)
+Added IASA to last 6f of attack (on hit; 9f on whiff). Vanda cannot use FAir to IASA.

BAir
=Angle changed 115 -125
+Sweetspot damage increased 9 -10
+Sweetspot size increased 12 x 12px -16 x 16px
+Sparkle added to animation to indicate sweetspot position
=Sweetspot position adjusted to match animation

DAir
-Removed soft armor when throwing something
+BKB increased 4 -5
+KBG decreased 0.85 -0.4
+Hitstun multiplier increased 1x -1.1x
+Drift multiplier decreased 1x -0.9x
+Can now IASA the last 3 frames of the attack if throwing an opponent
-Introduced cooldown that increases by 8 frames per use in the same airtime, up to 16 frames
+Capped the speed Vanda is launched to a maximum of 5
+Now throws NSpecial 60% further

UAir
=New SFX
-Front hit KBG increased 0.8 -0.85
-Above hit KBG increased 0.7 -0.75

FStrong
+Hitting NSpecial with the early hits now causes NSpecial to ignore the late hit

UStrong
=Removed forced camera shake

NSpecial
-Parrying any explosion will put Vanda into parry stun
=(Unchanged from last patch) Parry stun is proportional to distance between players
=Updated to follow Clairen's new DSpecial behavior (this may be buggy!)
+Bugfix: No longer explodes when a teammate walks into the stationary radius

aFSpecial
+Stall mechanic visualizer implemented. Goodbye red hue shift, hello trailing wind stream! Vanda also gradually hue shifts to the pratfall tint.
+Now has 32 pixels of ledge-snapping

gFSpecial
+"Can now slightly move during gFSpecial descension" actually implemented now

USpecial
+Added SFX
-Modified speed distribution to fit SFX better. In general, it will gain the same vertical height when pointed straight up, but is a bit worse when traversing in other directions.

DSpecial
-USpecial double jump speed upgrade reduced 11.4 -11.0
-Double jump decay multiplier decreased 0.93x -0.85x

Update: 13 Sep, 2022 @ 12:16am

v1.12 - aFSpecial Physics Overhaul

The gamefeel pass is still on its way. In the meantime, take this patch which overhauls aFSpecial's physics as well as some other minor tweaks.

General Changes
+Some Munophone features removed to minimize performance impact
-Patch notes are no longer included in Munophone
+Tons of tiny updates to sprites from the talented ArtistOfSeer

Jab
+Updated animation from ArtistOfSeer
-Behind hits removed
+Can now tilt boost
+No longer has whifflag, like other jabs
-Jab 1 endlag increased 10f -> 14f
=Adjusted size and positions of Hits 1 and 2

Dash Attack
-Increased hurtbox size after swinging
=SFX pass

FAir
-Bottom hitbox removed
=Main hitbox size and position tweaked to compensate

BAir
-Animation shifted 16px to the right, reducing range of the attack

Sweetspot
+Damage increased 7 -> 9
-BKB decreased 8.5 -> 8
-BKB decay removed
-KBG decreased 1.0 -> 0.9
-Hitbox size decreased 15px radius -> 6px radius
-Active frames decreased 5 -> 2

Sourspot
+Damage increased 4 -> 5
-Angle reverted (decreased 135 -> 115)
-KBG decreased 0.85 -> 0.75
-BKB decay removed
-Active frames decreased 5 -> 4

UAir
+Removed BKB decay

DAir
+Grab startup reduced 10f -> 9f

FTilt
+New animation from ArtistOfSeer

UTilt
+Changed Vanda's velocity to make the move easier to use

DTilt
-????! -> ????????!

FStrong
-Low, square hitbox now only interacts with NSpecial, not players
+Removed BKB decay

DStrong
+Hits 1-3 force flinch on crouching opponents
Note: I want to make this move more consistent against crouching opponents while keeping uncrouched behavior largely the same. I just want it to consistently link, man.

NSpecial
-Proximity mine detection radius decreased 64px -> 50px
-When the proximity mine or "attached" explosions are parried by an opponent, NSpecial cannot be used for 5 seconds.
-When the "attached" explosion is parried by an opponent, Vanda goes into a 90 frame parry stun.
+The projectile now immediately despawns when leaving the stage boundaries, so NSpecial can be used again faster.
+Default proximity mine detonation startup decreased 10f -> 8f
+If the proximity mine detects an opponent in hitstun within its radius, detonation startup is 3f instead of 8f

FSpecial
=Using NSpecial during aFSpecial glide now ends the glide
+aFSpecial physics entirely reworked to be more fluid
-Vanda can now stall in the air while using aFSpecial, leading to special fall
+aFSpecial startup reduced 12f -> 8f
-gFSpecial descending speed reduced 13 -> 9
+Can now slightly move during gFSpecial descension

DSpecial
+New animation when using extra double jumps provided by sacrificing USpecial
+FSpecial sacrifice horizontal air max speed increased 5.1 -> 6
+Base horizontal air max speed increased 3.7 -> 4

Bugfixes
+NAir no longer has USpecial sac horns on the hurtbox
=NSpecial countdown timer now no longer explodes early when bouncing off the edge of a surface and sticking to a player
=NSpecial no longer shoots a stray hitbox when landing after being uprooted by an attack
=NAir HIt 2 now properly shows the correct hitpause frame when both hits connect
-USpecial properly goes into landing lag when ending the move on the ground

Update: 9 Aug, 2022 @ 9:53pm

v1.11 - Forgot Munophone changelogs

Added patch 1.10 and 1.11 to Munophone