Rivals of Aether

Rivals of Aether

Aur
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Update: 25 Oct, 2022 @ 3:48pm

v1.35

Update: 25 Oct, 2022 @ 3:09pm

v1.4
CANCEROUS RODENT

general:
-replaced eggdog alt (sorry it looked bad) with Cancerous Rodent from ultrakill
-added graphic_readme for some basic information if you're making a graphic or need to access his secret colors otherwise

balance:
-dstrong nerfed; 7-6 bkb + 1.2 scaling | 8.5 bkb + 1.05 scaling
-reduced size of hitbox on the ground to make it hit behind less
//these changes will bring it more in line, i wanted (and still want) it to be a strong panic burst option because i feel like its something that flows very well in his kit, but i got some valuable feedback that it made the other strongs a bit less viable because of how early it killed because of the angle (no di). The back hitbox was also way too big, i completely spaced out while making it.
-also added slightly more hitpause (7 + .78 | 9 + .9) to make it easier to di

-bair landing lag 4 | 7
//lol. lmao.

-jab is now cancellable into tilts 4 frames after the hitbox ends.
this is just to align with base cast changes, jab isnt really a reliable combo starter into tilts (at least not without wavedashing/etc) so its mostly for crossing up on whiff.

-gold rush no longer decreases in hitpause (for either player)
//feels like a pretty big buff but it does go both ways, and it feels nice.

-aur is now lighter while in gold rush (1.1)
-when parried and in gold rush, the timer now gets set to 40. This essentially prevents him from using it anymore (it goes away by the time he gets out of parrystun, if he doesnt get jab or nspecial parried, but still lets the opponent punish with a strong attack to take advantage of his lighter weight.
//this change is definitely a little more on the iffy side. I think it will help him feel a lot more volatile and generally add more of a weakness to being in gold rush. I want him to still be focused on keeping/maintaining it, but now theres a downside to playing bad and losing neutral a lot when you DO have it.

Update: 1 Oct, 2022 @ 8:39am

v1.3
hotfix to make the last patch accurate. Still says 1.4 in game tho, i dont feel like pushing another patch just to fix that right now.

Update: 30 Sep, 2022 @ 8:59pm

v1.3

We Don't Talk About v1.2

Notes:
-This patch was designed to be a little more experimental with angles. In particular, a lot of his moves felt too similar, so i wanted to try some different options that might make the kit flow a little better. Consider these open to being changed more or reverted.

~Angle changes

-Jab (final hit) 45 -> 70
-Also slightly increased bkb (5 -> 6)
-Bair (Early) 45 -> 40
-N-Air (hit 2) 45 -> 60
-F-Air 45 -> 361
//lol
-D-Tilt 90 -> 80


~Other changes
Fspec:
-hitbox changed to sakurai angle (361)
-bkb adjusted (8 -> 6)
-changed cancel code; now doesnt cancel into walk/dash and only works for attacks/jump/strongs/etc.
//The move has been slightly overhauled on hit; it combos a bit better. this might be too much, so let me know if it feels broken. With the new changes the iasa felt like it really got in the way, so it was simplified a bit to make it easier to finish the dash before jump cancelling instead of accidentally walking/dashing.

Nspec:
-Slightly adjusted framedata:
-Startup 9 -> 12
-Endlag 14 -> 16
Might need more nerfs. Try this for now, i really dont want him to be so heavily forced to use nspecial but the gimmick might be designed in a way that promotes it too much. Not sure what to do here.

Crouch:
-Added hurtbox
//forgot it

Update: 26 Sep, 2022 @ 10:11am

v1.15

Ironing out some kinks


-D-air KB reduced (7 + .7 -> 6 + .6)
-D-special should always have parrystun now
-N-Special properly reflects on parry and speeds up
-N-Special hitbox fixed so its not Huge now
-Nspecial has slightly less lifetime (30 -> 28)
-BLM color adjusted (open to further adjustments aswell
-Fixed a bug that caused FTL's neon colors to not go away on parry
-Please let me know if you can figure out why aur causes a memory leak. i have no idea

Update: 25 Sep, 2022 @ 9:06am

v1.1

Day One Patch - New Nuggies Just Dropped

-Deprecated some unused code that was causing a memory leak if you played the character for too long.
-Updated the sprite for N-Special and D-Specials gold nuggets. Thanks Trail Mix!
-Fixed some minor hurtbox issues (Utilt + Jab)
-Hopefully fixed parry sound effects playing multiple times if you parry him too early. If this happens to you again/if you know why its happening, let me know. I just added a hitpause check and am hoping it works.
-Fixed up some other miner code issues

Update: 25 Sep, 2022 @ 9:00am

v1.0

Update: 24 Sep, 2022 @ 7:05pm

v1.0