Rivals of Aether

Rivals of Aether

Neptune
Showing 1-9 of 9 entries
Update: 24 Apr @ 11:53pm

v1.8

Summary:
Gamefeel buffs and bugfixes.

General:
= Reduced file size. (It's nearly halved.)
= Added The Knight Dream Nail compatibility.
= Added No Stage Buddy compatibility.
* Fixed alts being broken online in the CSS. (I think)
* Fixed colors.gml.
= Added mouth color slot. Used by Early Access and Abyss alts.
* Fixed mouth colors being inconsistent.
= Slightly edited CSS portrait and results portrait.
* Fixed memory leak involving seasonal hat fade effects.
= Seasonal hat fade effects now appear behind players.
* Fixed practice mode refresh crash.
= Added click animation to CSS seasonal button.
= Made sure more attacks have their sound stopped if interrupted.
= Edited swipe sounds on some attacks.
= Dash Attack, Fair, Bair, Uair, and Dair.

Stats:
+ Decreased knockback_adj. (1.125 -> 1.1)
+ Increased max_jump_hsp. (4 -> 5)
+ Increased leave_ground_max. (5 -> 6)
+ Increased air_max_speed. (4.5 -> 5)

Jab:
+ Jab 1 startup decreased. (6 -> 5)
- Jab 1 & 2 active window shortened. (4 -> 2)
- Jab 3 active window shortened. (4 -> 3)
= Attack length shortened as a result.

Dash Attack:
+ Startup decreased. (10 -> 8)

Forward Tilt:
- Angle changed. (40 -> 361)
- Hitbox now gets smaller partway through to match the sprite better.

Down Tilt:
- Active window shortened. (6 -> 4)

Forward Strong:
+ Angle changed. (45 -> 361)

Up Strong:
- Base knockback decreased. (9 -> 8)
+ Knockback scaling increased. (0.85 -> 1)
= Hitpause scaling increased. (0.95 -> 1.1)

Down Strong:
- Endlag increased. (14 -> 16)

Neutral Air:
+ Landing lag decreased. (5 -> 4)
= Angle changed. (30|40 -> 50|50)
= Base knockback increased. (4.5|3.5 -> 5.5|4.5)
= Base hitpause increased. (5.5|4 -> 6.5|5)
= Knockback scaling decreased. (0.5|0.4 -> 0.4|0.3)
= Hitpause scaling decreased. (0.5|0.4 -> 0.4|0.3)

Forward Air:
= Edited trail effect.
+ Shrunk trail hurtbox.
+ Damage increased. (9|6 -> 12|9)
- Sourspot angle changed. (30 -> 40)
+ Landing lag decreased. (9 -> 7)
= Changed sourspot hit sound.

Back Air:
+ Sweetspot damage increased. (9 -> 11)

Up Air:
= Now uses hud_offset.
= Edited trail effect.
+ Shrunk trail hurtbox.
= Adjusted window timing to fix whifflag.
+ Startup decreased. (16 -> 13)
+ Endlag decreased. (19|28 -> 15|23)
+ Landing lag decreased. (10 -> 7)
+ Damage increased. (7 -> 9)
+ Base knockback increased. (7 -> 7.5)
= Base hitpause increased. (7 -> 8)
+ Knockback scaling increased. (0.7 -> 0.8)
= Hitpause scaling increased. (0.75 -> 0.9)
+ Removed hitstun multiplier.

Down Air:
+ Landing lag decreased. (7 -> 6)
- Sweetspot active time shortened. (7 -> 4)
- Sourspot active time shortened. (4 -> 2)
= Attack length shortened as a result.

Neutral Special:
+ Increased base knockback. (3 -> 3.5)
+ Increased knockback scaling. (0 -> 0.2)
= Increased hitpause scaling. (0 -> 0.2)

Forward Special:
= Adjusted animation frame positions to make it more clear when you will land.
= Now plays sound when landing.
+ Can now be ledge canceled.
+ Added custom friction during landing state. (You slide slightly farther now.)
+ Added ledgesnap while falling.
+ Landing during the last 15 frames now puts you into the land state.

Swim Attack:
- Decreased base knockback at the start of the move. (10 -> 9)
+ Added knockback scaling. (0 -> 0.5)
= Added hitpause scaling. (0 -> 0.5)

Update: 22 Mar, 2024 @ 12:07am

v1.7

Summary:
Buffs, bugfixes, edited animations, and workshop compatibility.

General:
= Updated Steam preview image.
* Code cleanup, some small things might have changed.
* Fixed being unable to fastfall during pratfall after using USpecial.
* CSS alt name no longer blocked by playtest button if teams are on.
* Alt should display properly in the online CSS now.
* CSS alt icons now use ingame files.
= Added new alts: Seasonal, Melby, and Klonoa.
Button added to switch which season alt you use.
= Tweaked Purple alt.
= Fixed color inaccuracies in colors.gml, might have changed some alts a little.
= Tweaked a couple of animations.
Land/Pratland/Parried
Landing Lag
Waveland
Jumpstart
Jump
Airdodge
Tech
Neutral Special
Taunt (Barely)
* Made it so that extra sounds played during most attacks stop when interrupted.
- Pratland time increased. (16 -> 18)
= This matches FSpecial's new landing lag.

Workshop Compatibility:
* Fixed Kirby Fighter's icon not appearing.
= Changed Mamizou transformation.
= Edited Dedede Arena/Boxing Ring title.
= Added Greenwood compatibility.
= Added Soulbound Conflict text.
= Added Wiimote.

Swimming:
= Added vfx/sounds.
+ Increased swim speed. (7 -> 7.5)
* When exiting bubble, vsp is now calculated the same way hsp is.

Jab:
+ Increased damage. (3|3|5 -> 3|4|6)
+ Knockback scaling increased on third hit. (0.6 -> 0.65)
= Hitpause scaling increased on third hit. (0.7 -> 0.75)
= Angle changed. (40 -> 35)

DAttack:
+ Endlag decreased. (13 -> 12)

FTilt:
= Changed hit sound.
+ Endlag decreased. (12 -> 10)
+ Hitbox lifetime increased. (3 -> 4)
+ Base knockback increased. (7 -> 7.5)
= Base hitpause increased. (8 -> 8.5)

DTilt:
= Changed hit sound.

DStrong:
+ Startup decreased. (7|6 -> 7|5)
+ Endlag decreased. (16 -> 14)

FAir:
- Added hitstun multiplier to sweetspot. (1 -> 0.85)
+ Base knockback increased on sweetspot. (6 -> 6.5)
= Base hitpause increased on sweetspot. (7.5 -> 8)
+ Knockback scaling increased on sourspot. (0.55 -> 0.6)
= Hitpause scaling increased on sourspot. (0.65 -> 0.7)

UAir:
+ Knockback scaling increased. (0.6 -> 0.7)
= Hitpause scaling increased. (0.65 -> 0.75)

NSpecial:
= Adjusted Neutral Special projectile and particle sprites.
= Particle effect now spawns when projectile despawns naturally to make it look less abrupt.
= Now has despawn visual/sound effect when destroyed by hitbox.
* Projectile now despawns when losing a stock.
* Added extra check to make sure bubble doesn't get created during respawn.
* Reflect code rewritten.
= Bubble is created 14 pixels higher.
= Bubble is created 40 pixels lower if hitting someone on a platform, the same as it would if hitting someone in the air.

FSpecial:
+ Landing lag decreased. (20 -> 18)
= This matches the new pratland time.

USpecial:
+ VSP increased. (-10 -> -10.5)
= Water effect edited.

DSpecial:
* Gravity is now only lowered if you're falling.
+ Gravity is now much lower.
+ Startup decreased. (29 -> 25)
= Bubble is created 14 pixels higher.

Swim Attack:
* Fixed glitch where you can use this move right as you exit a bubble, resulting in the attack coming out with no speed boost.
* Bubble disappear animation now pauses when in hitpause.
* Fixed window timing.
+ Can now be canceled 2 frames sooner.
= No longer decelerates on window 2.
+ Now snaps above ledge if moving mostly horizontally.

Taunt:
= Now uses custom hurtbox instead of the idle hurtbox.
* Now uses hud_offset.

Update: 30 Nov, 2022 @ 2:27pm

v1.6

Fixed error where getting hit by certain moves (like Wastor's Down Special) wouldn't properly play tumble animation.
Added author name to config.ini

Update: 14 Nov, 2022 @ 8:19pm

v1.5

Summery:
Visual/sound polish, workshop compatibility, and fixes to some annoying things. Swim attack hitstun mechanics changed, see below for details.

Added the following workshop compatibility:
Mamizou Transformation
Po & Gumbo Dish
Assist Buddy Behavior
Kirby Fighters Buddy Icon
Dedede Arena and Boxing Ring Titles (Might be changed in the future.)
Pokemon Stadium Sprites
Wily Castle Portrait

Bubbles no longer show offscreen indicator while being used for a swim attack.
Fixed very minor graphical error with bubble's idle.
Minor code cleanup.
Merged some sprite strips, including hurt sprites using Tester's method. (Should lower filesize to make up for the extra workshop support.)
As a result, getting flash bombed, buried, or crystalized now uses the correct hurt frame.
Edited Rune L description to explain how to use swim attack with it activated.

Forward Tilt:
+ Removed sourspot. Sweetspot now covers sourspot area.
+ Changed hitbox shape from circle to rounded rectangle. Overall covers slightly more area, but not much.
- Reaches 1 less pixel backwards.
- Base knockback decreased. (8->7)
= Base hitpause decreased. (9->8)

Up Tilt:
- Changed angle. (100->90)
- Removed drift multiplier. (0.1->1) How did that even get there?
= Changed hit effect.

Forward Strong:
+ Sourspot damage increased. (7->9)
- Sourspot base knockback decreased. (7.5->7.0)
= Sourspot base hitpause decreased. (8.5->8.0)

Down Strong:
= Hitbox sizes reverted to previous version.
= Third hitbox added in middle, shorter than outer hitboxes.
= Has angle flipper 6, so launch direction should be more consistent.

Neutral Air:
= Changed hit effect.

Back Air:
= Tweaked animation.
= Added extra sound effect to startup.
= Changed hit effects.

Up Air:
= Tweaked animation.
= Hurtboxes slightly altered as a result.

Down Air:
= Tweaked animation. Added extra frame.
= Hurtboxes slightly altered as a result.
= Changed hit effect.

Neutral Special:
- Now has a minimum 35 frames of cooldown.
- Now has a 0.5 hitstun multiplier.
= Bubble visual particles last 3 frames longer.
= Projectile destroy effect no longer hangs on first frame.
= Projectile now plays sound when hitting ground/walls.

Forward Special:
= Added dust effect to landing portion.

Up Special:
+ Increased damage. (4->6)
= Increased base hitpause. (5->6.5)
= Increased hitpause scaling. (0.25->0.4)

Down Special:
+ Gains upwards boost when used in the air.
+ Falls slightly slower during startup.

Swim:
= Added idle animation.
= Changed the startup animation frame so it looks less static.
= Doing a perfect 180 now rotates clockwise if facing right and counter clockwise if facing left.
= Previously it always rotated counter clockwise.

Swim Attack:
- Hitstun multiplier now decreases the more downward the attack is angled.
= 1.0 when sideways, starts going lower when pointed down.
= Minimum 0.5 multiplier when angled strait down.

Taunt:
- Recoil.

Update: 5 Nov, 2022 @ 2:24pm

v1.4

Summery:
Nerfed up air juggling, buffed back air power to compensate. Removed down strong blindspot.
Polished bubble visual stuff. Tried to polish swim attack platform interaction.

Bubble:
= Now plays pop animation if popped early during swim attack.
= Depth increased slightly. (Draws behind more objects.)
= Offscreen indicator no longer appears in css playtest.

Swim Attack:
= No longer goes through platforms on final window. (Final window lasts 15 frames)

Up Air:
- Sweetspot lifetime reduced. (4->2)
- Endlag increased. (16->17)
- Landing lag increased. (9->10)
- Base knockback increased. (6->7)
= Base hitpause increased. (6->7)
- Knockback scaling decreased. (0.8->0.6)
= Hitpause scaling decreased. (0.85->0.65)

Back Air:
+ Sweetspot knockback scaling increased. (0.75->0.8)

Down Strong:
+ Blindspot in middle removed.
= Hitboxes made 20 units wider and moved 10 units inward. Has the same reach as before.
= Front hit given priority if both hitboxes connect.

Update: 20 Oct, 2022 @ 6:08pm

v1.3

CSS alt name no longer blocked by online profile icon.
Touched up portraits. (Portrait, CSS screen, Results, and Steam Preview.)
Touched up parry animation.

Update: 13 Oct, 2022 @ 6:51pm

v1.2

Summery:
Toned down the changes on air attacks from the last patch.

Neutral Air:
- Startup increased. (5 -> 6)
- Endlag increased. (10 -> 13)

Forward Air:
- Startup increased. (12 -> 13)
- Endlag increased. (10 -> 13)

Back Air:
- Endlag increased. (10 -> 16)

Up Air:
- Startup increased. (13 -> 15)
- Endlag increased. (13 -> 16)
- Landing lag increased. (7 -> 9)

Down Air:
- Endlag increased. (9 -> 12)

Update: 13 Oct, 2022 @ 5:03pm

v1.1

Summery:
Aerials have less lag and strongs deal less knockback.

Neutral Air:
+ Startup decreased. (6 -> 5)
+ Endlag decreased. (13 -> 10)
+ Landing lag decreased. (7->5)

Forward Air:
+ Startup decreased. (14 -> 12)
+ Endlag decreased. (12 -> 10)
+ Landing lag decreased. (10 -> 9)

Back Air:
+ Endlag decreased. (16 -> 10)
+ Landing lag decreased. (12 -> 7)

Up Air:
+ Startup decreased. (15 -> 13)
+ Endlag decreased. (16 -> 13)
+ Landing lag decreased. (11 -> 7)

Down Air:
+ Startup decreased. (11 -> 9)
+ Endlag decreased. (12 -> 9)
+ Landing lag decreased. (11 -> 7)

Down Strong:
- Base knockback reduced. (7.5 -> 7.0)
= Base hitpause reduced. (8.5 -> 8.0)
- Hitbox width decreased. (65 -> 55)
- Startup increased. (10 -> 13)
(Precharge window 6 -> 7)(Postcharge window 4 -> 6)

Forward Strong:
- Sweetspot knockback reduced. (9 + 1.1 -> 8 + 1)
= Sweetspot hitpause reduced. (10 + 1 -> 9 + 0.9)

Up Strong:
- Knockback reduced. (10 + 0.9 -> 9 + 0.85)
= Hitpause reduced. (10 + 1 -> 9 + 0.95)

Up Special:
- Hitbox height decreased. (60 -> 50)
= Hitbox Y position raised. (42 -> 37)
Repositioned so that the top of the hitbox is in the same spot.

Update: 12 Oct, 2022 @ 1:36pm

v1.0