Rivals of Aether

Rivals of Aether

Lilac the Dragon Girl (Remastered)
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Update: 8 Jul @ 11:21am

v4.28

Dragon Boost animation and hitbox altered slightly to emphasise the smears on her hair a bit more.

Also adjusted the offsets for diagonal boosting in order to properly align it, with her ponytails being added to the hurtbox on the diagonal boosts.

Lowered the speed threshold for the second dash animation as I feel like this animation conveys her fast running speed a lot better than the current one, so I think this would feel better for gamefeel.

Altered the feet smears on Dash 2 (or rather basic Dash now) so that they curve smoother along with certain smears.

Also altered Dashstart animation to be based off the old run animation for better transition.

Added win quote for Kris.

Added compatibility for an as yet unreleased mod.

Update: 22 May @ 11:25am

v4.27

Fixed the AI to only ever act in FIGHT setting in practise mode and not try random attacks when set to anything other than stand.

Added new team functionality:
- If Carol is Lilac's teamate Lilac can spin Carol's bike by ramming into it with Dragon Boost.
- If Neera is Lilac's teammate Lilac can now gain the benefit of Neera's ice tiles to speed up, she will also have reduced friction while on the ice.

With the Unlock Potential buddy now equipped it functions as intended, with pratfall removed on FSpecial and Lilac now able to inifinitly chain dragon boosts with this buddy equipped.
Nerfed USpecial slightly increasing its startup by 2 frames and decreasing the height gain by 1vsp.
To add to this, reduced the duration of Dragon Boost from 30 frames to 27.

Altered the behaviour of the spring in Break the Targets and Adventure Mode stages so that it isn't floating forever, removing an exploit from those levels.

Added a sound effect for skidding.

Lilac now has a new secret taunt, holding down plus Taunt when not standing next to a bench will now see her do her Fortune Night disco dance.

Fixed a bug that meant that Utilt put NSpecial on cooldown.

Added extra dust effects for Dtilt and FStrong

Minor stat changes, mostly to stopping from dash and to nerf camping strats:

Dash Stop Percent .35 -> .25
Dash Stop Time 6 -> 8
Dash Turn Time 10 -> 12

Update: 15 Apr @ 1:04pm

v4.26

Added win quotes for Rosalina & Luma and Carniviper

Reduced the filesize slightly by about 20KB by adding macros to certain scripts.

Altered the colours of alt 26 (SpaceyBat) in order to make it a bit more accurate
Added a new default win quote for this alt.

Added win quotes for all the Freedom Planet stages on Workshop

Changed the dialogue buddy quote for Twilight Sparkle

Lilac can now sit on the benches on Fortune Night 1 by AutoPilotFlightAttendant

Update: 3 Mar @ 3:57pm

v4.25

Lilac can no longer cancel her Jab into a reverse Ftilt.

Dattack Startup 6 -> 8
Dattack Active Time 3 -> 4
Dattack Endlag 13 -> 15

Dattack full length was significantly faster than most of base cast including Maypul, this tones it down a bit but maybe makes it more useable? Not sure.

Altered the detection of the spring to ensure Lilac always bounces, this fixes a bug where sometimes she wouldn't bounce off it (thanks Jank for unintendedly finding that bug)

Voiced call out for Carol will now properly play if Carol is Lilac's teammate and dies (wasn't previously working properly)

Added win quote for Mecha Sonic (its the same as all the other robot characters)
Added win quotes for winning on Shenlin Park, Shang Tu, Air Armada and Green Hill Zone
Added win quote and Dialogue buddy compatibility for Aigis.
Added win quotes if another Lilac is teammate and if you beat any other Lilac other than this one.

Changed the position of the voice button to avoid it getting covered up by the CPU Level when turning on Teams mode.

Made it so that the CPU overlay also works in teams mode, allowing you to adjust settings of CPU players.

Update: 1 Feb @ 11:01am

v4.24

Redid the hitboxes for the boosting part of Fspecial to manually rotate, adding in Tester's coloured hitbox system in order to be able to implement this.
Dragon Boost has been slightly recoded, moving massive amounts of code over to the update.gml script, this allows Lilac to not randomly stop every 4 frames and continuously fly in the designated direction.
Boost clash code altered in order to ensure this works.
This means the move is overall faster but still travels the same distance.
Fixed a bug where the boost hurtbox isn't reset upon getting hit.

Buffs:

Maypul's Neutral Special and any moves like it such as Lilac's own NSpecial will no longer cancel FSpecial duuring the spinning animation and startup.

Nerfs:

With the hitbox extension, reduced damage per hit for the boost part to 3 per hit.

Removed the Sweetspot from Fair. It felt a bit unnecessary to have that kind of aerial killing power from a character with maxed out movement stats in everything. The move really doesn't need it.
Sparkle removed from Fair sprite now that it no longer has a sweetspot (it was being used to denote it)
Fair range has been reduced (I'm sorry but with that kind of speed it was too much)

Bair damage 6 -> 5 (I forgot why I buffed it from 4 in the first place but all things considered low damage is supposed to be a weakness.

Uair attack duration decreased to 2 frames.
In return however the speed clamp has been removed, allowing you to use this move like Maypul Uair, though this is still techincally a nerf.

Dair spike hitbox damage 6 - 5

DAttack damage 7 -> 4 (Explanation, Dash Attack has the same startup as Mollo's but is significantly more powerful damagewise, also coming from a character who is travelling at blinding speed while using this move and it makes sense for it to not be so powerful.)

USpecial Spring no longer is a solid object and can be passed through, this should prevent it from being used as a gimping tool
USpecial still has interactions with Lilac's Dragon Boost and these have been made a lot more solid as she can now bounce and wall jump off it like it was a wall, being able to bounce off the bottom of the spring and the sides.
The Super Boost (availabe via Chaos Emeralds and Unlock Potential buddy) can now bounce off springs.
This also fixed a bug where Lilac would randomly get pushed to the left while landing on her own spring. This sort of thing now only applies if Lilac is inside the spring when starting a Dragon Boost.
USpecial Spring now has Groundedness 2
Opposing Lilacs no longer go into Up Special when launched by springs not belonging to them in the ditto.
This fixes a glitch where additional springs would be spawned by bouncing on another Lilac's spring

Bonuses:

Added an alt exclusive taunt for FP2 Lilac where she now has her stage clear animation from that game instead as the taunt.
Added The Chosen One compatibility
Added support for win quotes.
Reverted the alt selection to the pre Dev Derby alts now that Dev Derby is over

Update: 2 Jan @ 10:15am

v4.23

Redid the colours for the Abyss Alt to be more inline with base cast, adding pink to the palette.

Redid Golden Alt to be Ranked Gold colours

Update: 27 Dec, 2024 @ 3:43pm

v4.22

Rewrote infobox to make character mechanics clearer.

Experimental change: Changed the minimum cancel frame for FSpecial's boost from the 9th frame to the 16th frame, making it somewhat easier for the defending player to dodge/parry.
However, she can now special cancel Dragon Boost on hit into Boost Breaker as advertised in Frame Data Woodcock.

DSpecial Frame Data Woodcock cancel info elaborated on better in Woodcock

Uair hitboxes active frames changed from 4-3 (this is due to the sheer overall size of the hitboxes)
UAir damage 7 -> 6 (this move is very big hitboxwise and even though its kind of slow it's still a move that should probably do less damage and be less centralising.
UAir bottom hitbox reduced in size so that it doesn't hit behind anymore.

FAir bottom sourspot also reduced in size for the same reason.

Temporarily replaced the Beta Pink alt with STW (DD5), an alt for Shang Tu Wukong, the team Bendy will be playing in Dev derby.

Update: 12 Dec, 2024 @ 7:51am

v4.21

Buffs:

Jab can now be cancelled into tilts regardless of whether it hits or not.
Dair can be wall jumped out of during the entire descent rather than the first four frames.

Nerfs:

Jab cannot be cancelled into tilts until frame 9 onwards
(This normalises the behaviour of single jabs with that of base cast in that they can be cancelled into tilts late on)
Dair reworked to go into endlag after 36 active frames, the endlag animation is new.
DAir can be cancelled 37 frames after executing it instead of 10, this is due to a typo on my behalf where I thought it had to be active for 20 frames in the kick but since startup was also taken into account the move was cancellable too early. While at it I decided that 20 frames was also too few, so this move now becomes more committal.
This means that this move can only be cancelled by shield and special during the endlag now unless on hit.
USpecial has been given additional Endlag animation but this can be cancelled like before its just so that the animation looks a bit nicer.
DSpecial and double jump can now only be shield cancelled from frame 9 of the Cyclone onwards as the Woodcock states, I again forgot about state_timer.
Abyss Runes: Removed the ability to shield cancel the shield move.

Frame Woodcock updated to reflect new values and properties of certain moves.
Fixed a bug where jump cancelling the upward momentum of the spring to fly even higher (the High Cyclone technique) while the spring disappears during the float would cause a spring not to spawn the next time Up Special is used.
Updated the AI behaviour when using Dive Kick
Added Ms. Game and Watch compatibility

Update: 7 Dec, 2024 @ 12:37pm

v4.20

Buffs:

Grounded DSpecial can now go off ledge.

Nerfs:

Reinstated the Mark timer. This was a feature that was intended to encourage an attacking playstyle and discourage hit and run mentality which is so easy to do when you can literally zip around all open space.
The marker now goes away after 250 frames or on parry, this gives purpose to the marking mechanic a bit more by encouraging you to take advantage of the bonus while its temporary. (This is still more frames than the original timer was)

FSpecial has always been difficult to balance because there is nothing like it in base cast. The closest equivalent to it is Zetterburn Up Special but even then Lilac's goes way further and has the same knockback for the entire duration while also being able to fly to the top of the screen for snipe KOs. While this move has a cooldown the benefits outweight the drawbacks. To address this I am making knockback decrease linearly throughout the hitbox's lifespan and also reducing scaling. She already can very easily fly to the top of the screen through a variety of methods anyway.

FSpecial Base Knockback 5 -> 8
FSpecial now has a Final Base Knockback of 5.
FSpecial hitbox 5 (the actual boost part) Knockback scaling 1 -> .6
FSpecial hitpause scaling 0.2 -> 0.6

Reduced the volume of the whip soudn on some of the strongs as combined with the strong hit sound effect it was way too loud.

AI will now only taunt once before resuming fighting
AI also will only do UAir if it actually gives her a lift upwards, ie the first time each airtime.

Added anticheap check for qwerty MX.

Added Dialogue Buddy compatibility with Majin Sonic

Update: 21 Nov, 2024 @ 11:24am

v4.19

Lilac now has a custom rail grinding animation on the Final Rush stage by ATalksToSelf

Added Dialogue Buddy support for Diddy Kong and Serial-N