Rivals of Aether

Rivals of Aether

(WIP) Steve, The Farlander
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Update: 5 Dec, 2024 @ 2:11am

v0.49

+ Inputting DOWN while charging USTRONG, or inputting USTRONG while crouching/holding down on the ground initiates a new alternate move, CROSSBOW/BOW.
+ While aiming the Bow/Crossbow, Steve can:
+ Move fairly freely and quickly, but cannot jump.
+ Cancel out of the attack by pressing SHIELD.
+ Can queue another crossbow/bow shot by pressing/holding STRONG shortly after firing a projectile.
+ Immediately go into this move from USTRONG if it has hit.
+ Crossbow:
- Long windup time (90f)
+ Fast projectile
+ Explodes on impact
+ Good KO power.
+ Interruptions before firing a rocket after it has loaded will keep the rocket for next time, skipping the windup.
+ Bow:
- Low KO power.
= Travels in an arc/affected by gravity.
+ Variable speed depending on charging time.
- Inaccurate if held too long.
- Crossbows are a utility, and therefore slowly break upon use, and must be crafted again.

Let me know of anything that may need changing about this move, and about Steve in general.

Update: 25 Nov, 2024 @ 12:41am

v0.48

+ Fixed small error when being KO'd.

Update: 25 Nov, 2024 @ 12:25am

v0.47

+ Steve's NSTRONG fishing rod behavior altered, where allied players can be caught in the alternate grab.
+ Above applies to articles, but still need to be much closer than players.
+ If not an enemy player, the grabbed item in question will simply be pulled to Steve, and be fully actionable, but unable to move.
+ Friendly players can simply parry or press shield at any time before being thrown to escape the grab immediately.
- The Mace and Fishing Rod are now considered 'utilities', and act like proto-weapons.
= They have durability and weaken with use, both whiffing and landing attacks.
= Crafted individually from normal weapons.
= If the MACE is broken, Steve cannot do the AERIAL FSTRONG, and all inputs will simply translate to the normal FAIR.
= If the FISHING ROD is broken, Steve cannot do the normal NSTRONG move, and instead do a quicker, shorter-range alternate NSTRONG, that instantly pulls anything 'grabbable' in front of Steve into the 'smash grab' move.
= Fairly cheap. Maces cost 1 iron, while fishing rods are completely free. But you still have to hit the crafting table.
+ Crafting has been overhauled.
= Armor is cheaper.
= Each 'crafting task' (Tools, Repairing Tools, Armor, Individual utilities) are separated, progressing at different speeds and completed individually.
= Example: If Steve needs to repair tools while also needing armor, they will complete crafting new tools before they are done crafting new armor.
= This process can be canceled anytime pressing shield.
= The crafting HUD has been overhauled to show all 'crafting tasks' being performed at the current time.
= (Hopefully) fixed potential bug where crafting results in incorrect/negative amounts of material.

Update: 24 Nov, 2024 @ 12:25am

v0.46

- Increased Shield hitstun recieved.
- Reduced parry window for Shield to 15 frames.
= Separated asset caches for Anvils, Cheap Anvils/Sand, TNT, and TNT (Instakills)
= Added support for custom TNT, TNT (Instakill), Anvil and Cheap Anvil sprites/sounds.
+ New move: FSTRONG (Down)
= Performed by crouching while performing FSTRONG / Holding DOWN while charging FSTRONG.
= Uses the shovel.
= Short coverage both behind and infront of Steve, but enemies caught in front will be Buried for a short moment.
= Not too powerful.
+ New move: FSTRONG (Air)
= Performed by attempting to do an FSTRONG in the air.
= Similar to FAIR, but uses the Mace instead of the Pickaxe.
= Much more windup and cooldown.
= Weak initial hit.
= Powerful sweetspot.
= Increasingly powerful the further Steve falls.
= Hitting someone with the sweetspot produces a large knockback zone that hardly hurts, but launches pretty far.
+ If latched onto something using NSTRONG, Pressing the Directional Strong inputs while both on the ground and nearby the object will initiate a throw immediately. This applies to players too.
= Added support for custom terrain types. If supplied, on Aether stages, Steve can mine from specific material pools as given by the stage scripts.
= Platform and Solid Articles are also given this property.
+ Steve's Anvil counts as Iron terrain.
+ Steve's TNT counts as Neutral terrain.
= Mining effect placement now considers both the ground in question, and the 'terrain zones' supplied.
= There are five default terrain types (Neutral, Dirt, Wood, Stone, Iron). By default, all terrain will be considered Neutral.
= Neutral stages uses the Shovel, while other terrain types use their appropriate tool for the appropriate material.
= Custom material pools and terrain types supported (Hopefully).
+ Elytra has a new effect when boosting, and freefalling.

Update: 21 Nov, 2024 @ 7:44pm

v0.45

+ Minecart now has sounds
+ Up-Angled FSTRONG (Axe Smash) properties updated.
+ It now forces any armored enemy into immediate pratfall upon hit.
= Fixed minecart bug where Steve becomes intangible and invisible.
+ Minecart rails no longer count as platforms unless a minecart is on top.
+ Minecart rails no longer fit in a grid.
+ If the SPECIAL key is released, Steve places a pressure plate in front of a TNT.
= This only applies to situations where the TNT is grounded. The TNT remains standalone in Minecarts and in the air.
+ NSTRONG has a 9-frame window on startup where Steve can flip the other way.
- NSTRONG startup increased (13f > 18f)
+ NSTRONG bobber now can be aimed a little via the directional inputs / strong attack inputs.
= Default/No input is usual behavior
+ UP input throws the bobber upwards in the air.
+ DOWN input drops the bobber in front of Steve.
+ BACK input throws in a shorter arc, covering the front of Steve longer.
- NSTRONG bobber can be hit and shaken off.
+ Bobber ignores super armored attacks.
+ Bobber has increased strength when latching onto someone in a super armored move.
- Bobber has decreased strength when latching onto someone who parried it up-close.
- NSTRONG bobber bounces off of players who parried the bobber past the initial 20 frames.
- Shield hitstun reduced for enemy.
- DTILT endlag increased.
= DTILT cooldowns shortened and adjusted accordingly. No longer can chain DTILT with another DTILT or USTRONG.
+ Cooldowns on both DTILT and DSTRONG only apply if the move was successful.

Update: 15 Nov, 2024 @ 5:42pm

v0.44

+ Expanded explosion effect to be more appropriate to the hitbox size.

Update: 14 Nov, 2024 @ 7:29pm

v0.43
- Fire recieves a new visual overhaul. It now lasts slightly shorter (was actually a bug where it would cut hitboxes short before the final hitbox is spawned), but is now visually taller.
= Fire and Lava now glow when spawned.
= Lava now has particles to give a bit more flair.
- All smash throws have nerfed KB scaling.
= TNT now has a flashy explosion effect.
= Etalus' stage now uses Snow instead of Ice.
= Steve now uses the appropriate tool when mining blocks. This still doesn't use durability.
+ Snow is now a default terrain block, with added sounds.
+ Steve now has a character select sound effect.
= CSS options like character palette and special skin effects now persist.

Update: 12 Nov, 2024 @ 7:12pm

v0.42

+ New command, rune. Sets rune for a given player. Not wholly functional, but should be basic in function.
- JAB now wears down the Sword more if you hit an enemy while moving.
- Jab while moving now deals a bit less damage.
+ Weapon Tiers now have a minimum bonus damage. If the added damage from their weapon material is less than this amount, it's buffed to this amount. Unarmed attacks have the reverse, a damage penalty but at minimum dealing 1% less damage.
= Weapons now glow during their respective attacks.
- Magma blocks now decay fast when Steve is taken out of their USTRONG state, so they linger way less.
= Magma blocks received a visual update.
= Fixed fire dealing damage per frame.
= Fixed Armor sprites not rendering legs.
+ Steve holds the last used weapon for a time after doing their respective attacks/moves.
= Fixed bug where jumping out of shield causes any move that repeats on button down causes Steve to jump.

Update: 10 Nov, 2024 @ 2:42am

v0.41

+ Fixed bug where players are stuck in place when being brought on a minecart.
+ Sped up NSTRONG fishing rod startup.
+ Added check to hopefully force Steve out of grab state if the grabbed target is taken out of the grab.
+ Alternate palette choice and special skin property toggles should now be applied online and should be persistent.
+ Fixed mining blocks being unable to recieve the materials back.
+ Improved DSTRONG lava performance.
+ Massively improved NSPECIAL block performance.
+ CPU mashing ability adjusted to account for practice mode cpu types.
+ Adjusted and ironed out issues with console command.

Update: 9 Nov, 2024 @ 5:29am

v0.40

+ FAIR recieves a new animation.
+ Leg sprites for FAIR, BAIR, and DATTACK have been updated to look better.
+ Adjusted sword sprite for BUFFERED BAIR.
+ Added smear VFXs for buffered BAIR and FAIR.
= Adjusted parameters to tint legs with body. Should now be better timed with being parried and dodging.
+ New hurt sprites.
= BTHROW animation added.
= DSPECIAL (redstone) has been altered to be more Smash-accurate.
= Fixed small flinch animation when burning.
= Hitboxes for JAB, DATTACK, FAIR, BAIR, and buffered FAIR and BAIR have been adjusted.
+ Most now have an overhead hitbox, and adjusted times to match the animation better.
- Severely nerfed scaling on BAIR, and adjusted KB scaling on other moves.
+ Buffered BAIR and FAIR framedata have been adjusted to match JAB.