Rivals of Aether

Rivals of Aether

Eustace Bagge
 This topic has been pinned, so it's probably important
oB2Ko Mario  [developer] 25 Oct, 2022 @ 11:38pm
BUG REPORTING
So, I spent a lot of time trying to pinpoint any major flaws in Eustace's code, but alas I'm not a programmer so I'm sure I missed some things. If you see anything unexpected, please report them here!
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Showing 1-10 of 10 comments
DonGT 26 Oct, 2022 @ 7:01pm 
When there's 2 Eustaces in the match hitting with uspecial teleports to the other Eustace instead of you, it only seems to effect one of the Eustaces though.
oB2Ko Mario  [developer] 26 Oct, 2022 @ 7:15pm 
Oh crap, okay yeah I know exactly why this is happening, I'll go ahead and fix it right now.
DonGT 26 Oct, 2022 @ 7:24pm 
Also, minor nitpick but the hud ingame is offset due to a rivals quirk so just add sprite_change_offset("HUDSPRITENAME", 0, -2); to load to fix
oB2Ko Mario  [developer] 26 Oct, 2022 @ 7:33pm 
Aye, can do, thank you!

Gonna issue an update soon - USPECIAL interaction appears fixed now (was doing an other.x and other.y call and forgot to fix this when I was fixing this exact issue several months ago on other attacks)

I'm also gonna wrap in some of the balancing comments regarding the 180 degree BAIR angle (my understanding was it gets overridden by angleflipper but this could very easily be a flawed understanding) and the fix to the FSTRONG spike (which might be going away by next balance update). I'll add the DATTACK change to my bigger balance update list.
DonGT 26 Oct, 2022 @ 7:36pm 
Alright cool, and yea 180 is what it is even with the flipper, it's impossible to DI and is a easy kill at like 40. Glad to help :)
oB2Ko Mario  [developer] 26 Oct, 2022 @ 7:43pm 
In fact I really appreciate the heads up about this stuff because I'm noticing other dumb unintended things happening when a second Eustace is in play. Notable issues revolve around how the FEAR effect works:

- NSPECIAL breaks for other non-Eustace fighters and ends too early
- DATTACK launches too early, and enemy Eustaces get set to the wrong location and can clip through the ground

I'll try to fix these asap too, may or may not come with the incoming update.
DonGT 26 Oct, 2022 @ 7:50pm 
Sounds good, didn't even think of that
oB2Ko Mario  [developer] 26 Oct, 2022 @ 8:26pm 
Exact issues pinpointed:

DATTACK offset is me being dumb, I did a sprite offset for the hurt HUD sprite per the earlier suggestion and forgot this actually offset the hurt_strip1 sprite lmao

FEAR effect is it actually running too quick, because there's multiple Eustace with(other) scripts ticking the timer down. Working on revising the logic a bit.

EDIT: Fixes have been implemented, thank you!

Unfortunately some jank happened during the upload and the logic for the FSTRONG spiker wasn't removed like I intended. Good news, it doesn't affect the revised hitbox scheme I just implemented. Bad news, it *does* affect the projectile that gets created for its rune Abyss mode. The fix is ready and I'll upload tomorrow (alongside any other bugs that get reported)
Last edited by oB2Ko Mario; 26 Oct, 2022 @ 9:31pm
Mongus 1 Nov, 2022 @ 12:40pm 
in abyss, in the avoid the ground part, you don't get damage by the laser being in the chair
oB2Ko Mario  [developer] 1 Nov, 2022 @ 4:27pm 
That's what I'd chalk up to a complete oversight in my book!

While the fix would be fairly simple, I'd need to find the right flags on the Abyss laser to then force damage and/or knock Eustace out of the Chair state. Which may be OBE if the Chair gets nerfed and damage can seep through the state. I'll dig into this, tyty
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