Hey Guys it has been two months since our last update but here is a huge one with a ton of features. Check out the Beefy Aether Dudes Patch Notes here:
This update includes our Tutorial Mode, led by the very knowledgeable Orby. We've also introduced Ranked Mode to our online features. You can battle to raise your Ranked Score and climb your way to the top of the Steam Leaderboards. Next, we've added Stat Tracking so you can view your Local, Online and Ranked stats for each character and player tag. Finally, we have a ton of small character balance changes and some engine updates that are meant to improve gameplay among all skill levels. Stay with us as we enter the final stretch toward full release!
Hey Guys it has been two months since our last update but here is a huge one with a ton of features. Check out the Beefy Aether Dudes Patch Notes here:
This update includes our Tutorial Mode, led by the very knowledgeable Orby. We've also introduced Ranked Mode to our online features. You can battle to raise your Ranked Score and climb your way to the top of the Steam Leaderboards. Next, we've added Stat Tracking so you can view your Local, Online and Ranked stats for each character and player tag. Finally, we have a ton of small character balance changes and some engine updates that are meant to improve gameplay among all skill levels. Stay with us as we enter the final stretch toward full release!
This is our biggest update yet since we entered Early Access last September. In this update we are releasing Etalus, the final Rival in the launch roster. Check out Etalus in action below:
We are also introducing two new stages! Along with some balance changes, this update is jam-packed with features and I can’t wait for you all to try it out. After this update, we will be focusing on online improvements then single player features as we push toward launch. Check out the Patch Preview from the Beefy Aether Doods below:
This is our biggest update yet since we entered Early Access last September. In this update we are releasing Etalus, the final Rival in the launch roster. Check out Etalus in action below:
We are also introducing two new stages! Along with some balance changes, this update is jam-packed with features and I can’t wait for you all to try it out. After this update, we will be focusing on online improvements then single player features as we push toward launch. Check out the Patch Preview from the Beefy Aether Doods below:
Hey Guys! Convention season is starting up soon and we wanted to make some changes that impact overall balance as well as the identity of some characters. Maypul and Forsburn in particular lost some of their flavor as we balanced around high level play. Now is a chance to bring back some of their uniqueness while addressing the camping concerns in different ways. We will be showing the game to fans and preparing for our next content update late in the winter. If you have comments or concerns let us know!
Hey Guys! Convention season is starting up soon and we wanted to make some changes that impact overall balance as well as the identity of some characters. Maypul and Forsburn in particular lost some of their flavor as we balanced around high level play. Now is a chance to bring back some of their uniqueness while addressing the camping concerns in different ways. We will be showing the game to fans and preparing for our next content update late in the winter. If you have comments or concerns let us know!
Hey Guys! We have a next day hotfix for our latest Rivals of Aether update. This fix hits a couple simple bugs and also brings back Xinput options for those who still want to use that method.
General:
We have added Xinput (Microsoft Controller Suppport) back into the Rivals of Aether build. Now you can toggle between Xinput or Dinput in the Options Menu.
Xinput will allow you to play similar to how you were before 0.0.10 and use X360ce if that is the method you prefer.
Dinput will allow you to access all types of controllers natively and customize them on the character select screen.
Air Dodging has been adjusted to give a true horizontal when some controllers input a slightly above horizontal.
Bug Fix: Starting a game in Dinput mode while Steam Overlay is up should no longer prevent players from being able to act when the game starts.
Forsburn
Forsburn’s clone no longer counts as a hit for whiff / cancel reasons.
Hey Guys! We have a next day hotfix for our latest Rivals of Aether update. This fix hits a couple simple bugs and also brings back Xinput options for those who still want to use that method.
General:
We have added Xinput (Microsoft Controller Suppport) back into the Rivals of Aether build. Now you can toggle between Xinput or Dinput in the Options Menu.
Xinput will allow you to play similar to how you were before 0.0.10 and use X360ce if that is the method you prefer.
Dinput will allow you to access all types of controllers natively and customize them on the character select screen.
Air Dodging has been adjusted to give a true horizontal when some controllers input a slightly above horizontal.
Bug Fix: Starting a game in Dinput mode while Steam Overlay is up should no longer prevent players from being able to act when the game starts.
Forsburn
Forsburn’s clone no longer counts as a hit for whiff / cancel reasons.
Hey Guys! We are coming at you with a balance update. Since Absa’s release, we have been watching how the Rivals have balanced out and where their strong points are. We wanted to address some issues with the core balance as well as some of the more degenerate strategies involving camping and spamming.[i/]
We also overhauled our controller input scheme. We no longer use Xinput but rather Dinput to recognize inputs. This means that you can play without having to use Xbox 360ce. Keep in mind that our support is new and some controllers will have awkward defaults. Let us know on reddit or aetherboards if you have issues with your controllers.
General:
We have added a new mechanic called Whiff Recovery. It increases the length of a window only if an attack has missed. We have added this mechanic to multiple characters in order to reduce spamming “safe” attacks without fear of punishment.
Extended Parry Lag base decreased from 60 > 50 Frames. It now scales up with distance between the players up to a maximum of 100 Frames. This affects Kragg Down Special and Absa Neutral Special, Forward Special and Down Special.
Tech in place recovery reduced from 8 > 4 Frames. Total time reduced from 22 > 18.
Jabs can only be immediately cancelled into tilts on hit. This is to make Jab less safe and to prevent some characters from being able to cover rolls perfectly in many situations.
Tumble DI reduced from 28 > 18. This removed followups that characters relied on and made DI inconsistent. Instead we will be addressing how difficult these setups are to trigger instead of removing them entirely.
Our festive holiday color palettes have been removed. I wonder what holiday they will celebrate in Aether next?
You can now expand the Rivals of Aether window while it is in windowed mode.
Bug Fix: Players can no longer tech before the Flinch State.
Bug Fix Fixed a bug that prevented players from DIing Spikes toward the right.
Controller Support and Custom Controls:
Rivals of Aether now supports many different types of controllers without 3rd party software! This means that anyone using x360ce to play with Gamecube controllers will no longer need it to play the game.
Custom controls have also been reworked. Instead of asking what action you want each button to do, we now ask which buttons you would like to assign to each action. This makes setting up controls faster and more intuitive.
The custom controls menu is separated into 3 pages:
Page 1 - Main Actions (Attack, Special, Jump, Strong, Dodge)
Each main action can have 4 different buttons assigned to it. To set multiple buttons to an action, hold them down. Releasing all buttons will accept the inputs, so as long as a single button is held, you can press the others individually (this is important for setting an action to L and R on an Xbox controller, since both triggers control the same axis internally).
Each secondary action can have a single button assigned to it. The Dpad can be switched between Action, Move, Run, and None
Page 3 - Stick sensitivityYou can now adjust the stick sensitivity for you controller. The first two options allow you to adjust the horizontal and vertical sensitivity of your left stick (effectively setting your controller's deadzone).
The third option sets the sensitivity for hard presses, which are used for things like dashing and dropping through platforms. The fourth option is the sensitivity for the right stick.
The first two pages also have a "Set All" button, so you can set your buttons even faster.
If your controller is not supported, see the sticky thread on the subreddit so we can add support for your controller. Note that the buttons may have the wrong images in the custom controls menu (e.g. the WiiU Pro Controller will show PS4 button icons), but the controller will still work in-game.
Hey Guys! We are coming at you with a balance update. Since Absa’s release, we have been watching how the Rivals have balanced out and where their strong points are. We wanted to address some issues with the core balance as well as some of the more degenerate strategies involving camping and spamming.[i/]
We also overhauled our controller input scheme. We no longer use Xinput but rather Dinput to recognize inputs. This means that you can play without having to use Xbox 360ce. Keep in mind that our support is new and some controllers will have awkward defaults. Let us know on reddit or aetherboards if you have issues with your controllers.
General:
We have added a new mechanic called Whiff Recovery. It increases the length of a window only if an attack has missed. We have added this mechanic to multiple characters in order to reduce spamming “safe” attacks without fear of punishment.
Extended Parry Lag base decreased from 60 > 50 Frames. It now scales up with distance between the players up to a maximum of 100 Frames. This affects Kragg Down Special and Absa Neutral Special, Forward Special and Down Special.
Tech in place recovery reduced from 8 > 4 Frames. Total time reduced from 22 > 18.
Jabs can only be immediately cancelled into tilts on hit. This is to make Jab less safe and to prevent some characters from being able to cover rolls perfectly in many situations.
Tumble DI reduced from 28 > 18. This removed followups that characters relied on and made DI inconsistent. Instead we will be addressing how difficult these setups are to trigger instead of removing them entirely.
Our festive holiday color palettes have been removed. I wonder what holiday they will celebrate in Aether next?
You can now expand the Rivals of Aether window while it is in windowed mode.
Bug Fix: Players can no longer tech before the Flinch State.
Bug Fix Fixed a bug that prevented players from DIing Spikes toward the right.
Controller Support and Custom Controls:
Rivals of Aether now supports many different types of controllers without 3rd party software! This means that anyone using x360ce to play with Gamecube controllers will no longer need it to play the game.
Custom controls have also been reworked. Instead of asking what action you want each button to do, we now ask which buttons you would like to assign to each action. This makes setting up controls faster and more intuitive.
The custom controls menu is separated into 3 pages:
Page 1 - Main Actions (Attack, Special, Jump, Strong, Dodge)
Each main action can have 4 different buttons assigned to it. To set multiple buttons to an action, hold them down. Releasing all buttons will accept the inputs, so as long as a single button is held, you can press the others individually (this is important for setting an action to L and R on an Xbox controller, since both triggers control the same axis internally).
Each secondary action can have a single button assigned to it. The Dpad can be switched between Action, Move, Run, and None
Page 3 - Stick sensitivityYou can now adjust the stick sensitivity for you controller. The first two options allow you to adjust the horizontal and vertical sensitivity of your left stick (effectively setting your controller's deadzone).
The third option sets the sensitivity for hard presses, which are used for things like dashing and dropping through platforms. The fourth option is the sensitivity for the right stick.
The first two pages also have a "Set All" button, so you can set your buttons even faster.
If your controller is not supported, see the sticky thread on the subreddit so we can add support for your controller. Note that the buttons may have the wrong images in the custom controls menu (e.g. the WiiU Pro Controller will show PS4 button icons), but the controller will still work in-game.