Rivals of Aether

Rivals of Aether

Acrid
Menampilkan1-10 dari 12 kiriman
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Pembaruan: 27 Jun @ 4:02pm

v1.34

Pembaruan: 18 Mei @ 1:12pm

Pembaruan: 17 Mei @ 10:32pm

v1.32
Alternate skills added, selectable in character select.

Blight (Alternate Effect)
Stacks in damage rather than duration, lower base duration

Dissolving Ambush (Alternate Fspecial)
It's just oracne's nspecial. Press Fspecial again to teleport to sludge.

Frenzied Leap (Alternarte Uspecial)
Deals increased damage and knockback, but each of the 2 uses has a 6 second cooldown. Hitting an opponent will reduce the cooldown by 2 seconds. Doesn't proc acid, nor leaves an acid pool.

+Added cooldown indicators to hud
+Taunt sfx added
•Dash attack split into two hits (bite and body)
•Dash attack sound changed
•Slightly increased the volume of some sounds

•Acid resets duration on proc, instead of adding to duration
-Can no longer fastfall during uspecial
-Nspecial cd increased to 2 seconds
-Fspecial cd increased to 3 seconds
-Dspecial cd increased to 5 seconds
•Dspecial's bubble duration increased to 5 seconds

+It is now safe to observe a lounge of Acrids
•other misc bug fixes too

Pembaruan: 23 Apr @ 1:55pm

v1.31
Fixed a bug introduced with the recent update that changed how dupe sprite files worked causing nair to use commando's sprite

Pembaruan: 20 Apr @ 7:26pm

v1.30

added pratfall sprite (it's just the final frame of the jump sprite)

Pembaruan: 19 Apr @ 11:52pm

v1.29

Dspecial can be canceled into Uspecial while midair
Dash attack's hitbox comes out later (matched to the bite animation) and lasts slightly longer
Neutral tech's sprite offset fixed
Nspecial's projectile has it's sprite reflected on parry

Pembaruan: 10 Apr @ 6:36pm

v1.28

Pembaruan: 10 Apr @ 6:35pm

Pembaruan: 10 Apr @ 6:34pm

v1.27

Pembaruan: 10 Apr @ 6:23pm

v1.26

Overhaul by Rxjgamer
Major additions:
  • Dspecial's bubble can be bounced on and hit around by Acrid
  • Fspecial's sludge now slows enemies and speeds up allies
  • Uspecial can crash into enemies mid-air and creates an acid pool on landing

Full list of changes:
Acid / Poison
  • Additional stacks of acid increase it's duration by 3 damage ticks (120 frames) instead of 2.5 (100)
    - this fixes some minor jank with the tick timing
  • Acid stacks reset on opponent death
Fspecial - Caustic Sludge
  • Is now an article instead of a projectile (can't be parried or countered)
  • Basic movement (walk and dash) for opponents is slowed on sludge, Acrid and allies are sped up
  • Added RoR2 hit sound
    - I tried to mimic the pitch shifting but it's far from perfect
  • Can be ended early by letting go of special
  • Cooldown is lower if no sludge is created
  • Standing in multiple sludge only deals the damage of one
  • Sludge is slightly taller to accentuate the sludginess (and also to differentiate from Uspecial)
  • Only hits grounded opponents
  • Ends on the proper frame
Uspecial - Caustic Leap
  • Removed rising hit
  • Can crash into opponents mid-leap
    - Bounce if you fall into them
  • Can be walljump canceled
  • Can only be used twice before having to touch ground
    - Gain one back on getting hit so you don't get easily edgeguarded
    - New UI element tracks this (made by me)
  • Creates an acid pool on hitting the ground
    - Pools are like Fspecial sludge but don't affect speed
  • Slightly reduced damage and knockback
  • Has super armor like Fspecial
    - Sprite outline added to match
Dspecial - Toxic Bubble
  • Added RoR2 hit sound
  • Initial projectile is now an article instead
  • Can't be destroyed by opponent attacks
  • Can bounce on the top of it
    - Doing so while in Uspecial will cancel it
  • Acrid can hit it around
  • Increased air friction
  • Startup and endlag reduced
  • Kind of fixed occasional misaligned explosion placement (it still rarely happens)
Nspecial - Neurotoxin
  • Startup and endlag reduced
  • Slightly longer cooldown
Jab
  • Knockback changed on first two attacks to combo into each other
  • Final attack has reduced startup
Ftilt
  • Procs acid (for the bite enjoyers)
Utilt
  • Second hit delayed to better match animation
Dash attack
  • Now retains horizontal speed during most of the attack
    - Not a change but Uspecial is also kinda like this, use the increased dash speed from FSPECIAL to leap far
  • Damage increases based off speed
Misc
  • Fixed misaligned sprite when teching backwards
  • Moves with hurtboxes on visual effects no longer do