Rivals of Aether - Etalus


Hey everyone,

We're super excited today to talk about two big announcements for Rivals of Aether. For those who haven't heard, we're going to be at Genesis 4 (one of the best fighting game tournaments in the world) as an official side event. As a part of that, our compendium is now live at smash.gg/G4/Shop!

The compendium has 3 brand new pieces of Rivals swag - including the long awaited Genesis Forsburn skin. The best part about the compendium is that funds from any of your Rivals purchases can go towards the pot bonus for the Rivals Championship Series finals taking place there.

https://www.youtube.com/watch?v=GLnUacrb4F8

This leads right into our second announcement - that we’re kicking off that pot bonus by putting in $5,000 from the Rivals of Aether team! Our goal is to raise a total prize pool of $10k with the community's support.

We're hard at work to make Rivals at Genesis the BIGGEST Rivals event yet. If you like local events you definitely won't want to miss this one. We have some exciting plans there including the RCS finals, (that anyone can play in) as well as an unofficial doubles event, a Rivals meetup, and a huge announcement about the future of Rivals. Come hang out in the rivals discord at http://discord.me/roa if you have any questions or are looking for ways to make planning the trip easier!


Rivals of Aether - Etalus


Hey everyone,

We're super excited today to talk about two big announcements for Rivals of Aether. For those who haven't heard, we're going to be at Genesis 4 (one of the best fighting game tournaments in the world) as an official side event. As a part of that, our compendium is now live at smash.gg/G4/Shop!

The compendium has 3 brand new pieces of Rivals swag - including the long awaited Genesis Forsburn skin. The best part about the compendium is that funds from any of your Rivals purchases can go towards the pot bonus for the Rivals Championship Series finals taking place there.

https://www.youtube.com/watch?v=GLnUacrb4F8

This leads right into our second announcement - that we’re kicking off that pot bonus by putting in $5,000 from the Rivals of Aether team! Our goal is to raise a total prize pool of $10k with the community's support.

We're hard at work to make Rivals at Genesis the BIGGEST Rivals event yet. If you like local events you definitely won't want to miss this one. We have some exciting plans there including the RCS finals, (that anyone can play in) as well as an unofficial doubles event, a Rivals meetup, and a huge announcement about the future of Rivals. Come hang out in the rivals discord at http://discord.me/roa if you have any questions or are looking for ways to make planning the trip easier!


Rivals of Aether - Etalus


Hey everyone,

A double header announcement here! First off we're super excited that Rivals of Aether will be on the Smash Summit 3 stream today at 12:30 PST / 2:30 CST / 3:30 EST. Last Summit's finals ended with two of our favorite players duking it out (Plup vs. Mang0) and we can't wait to see how this one goes.

Join your fellow Rivals players in the chat and creator of the game Dan Fornace on the casting couch at https://www.twitch.tv/beyondthesummit to catch all the action!

--------------------

Secondly, since the Summit is this weekend that means that this is your last chance to get Summit Orcane. This adorable Orcane skin is our first dual color skin, and since purchases go towards the Summit prize pool, he's only available until the end of the event!

You can pick him up here in the Smash Summit 3 Compendium.

Rivals of Aether - Etalus


Hey everyone,

A double header announcement here! First off we're super excited that Rivals of Aether will be on the Smash Summit 3 stream today at 12:30 PST / 2:30 CST / 3:30 EST. Last Summit's finals ended with two of our favorite players duking it out (Plup vs. Mang0) and we can't wait to see how this one goes.

Join your fellow Rivals players in the chat and creator of the game Dan Fornace on the casting couch at https://www.twitch.tv/beyondthesummit to catch all the action!

--------------------

Secondly, since the Summit is this weekend that means that this is your last chance to get Summit Orcane. This adorable Orcane skin is our first dual color skin, and since purchases go towards the Summit prize pool, he's only available until the end of the event!

You can pick him up here in the Smash Summit 3 Compendium.

Oct 13, 2016
Rivals of Aether - d4nace


Hey guys, we are coming back with another hotfix. This one introduces an awesome new skin to the game on steam that we will be announcing soon! We are also retiring the Gameboy colors that came out with the Tower of Heaven stage and replacing them with seasonal Halloween colors. Let us know if you absolutely love the Gameboy colors as we might find a small way to bring them back later. Finally we made some gameplay tweaks before RCS 3 kicks off this weekend!

Changes:
  • Seasonal Halloween Colors replace the Gameboy themed colors.
  • All Down Specials and Up Specials no longer require a hard press to B-reverse
  • Turnaround-B now requires a hard press within 8 frames of starting the Nspecial (helps prevent accidental reverses due to joystick recoil)
  • Extended parry stun changed to be less punishing at short/medium ranges but it remains the same at long ranges. This affects attacks like Absa Forward Special and Kragg Down Special.
  • Zetterburn Down Special now restores his double jump when the dive starts. This allows him to down special into walls to improve his recovery mixups.
  • Wrastor hitstun gravity increased from 0.4 to 0.45. His knockback modifier also was increased from 1.15 to 1.2. This makes Wrastor able to be comboed better while keeping his death percents about the same. He will die VERY slightly earlier to horizontal kill moves and VERY slightly later to vertical kill moves.
  • Bug Fix: Fixed a crash involving a clone teleporting into Kragg's rock
  • Absa Up Tilt hitbox added for the tips of the horns (same KB/active frames as the sweetspot)
  • Absa Forward Tilt tap/hold mechanic removed. The move now automatically detects the distance from the nearest target and adjusts the startup/hitstun accordingly. At mimimum startup (8 frames) it has a 1.0x hitstun modifier, at maximum startup (23 frames) it has a 0.5x hitstun modifier.
  • Absa Up Special segment 1 endlag 13 > 15
  • Absa Up Special segment 2 endlag 14 > 20
  • Absa Down Strong final hit KB angle 361 > 35
  • Centered the hitboxes and hurtboxes on Absa Uspecial
  • Etalus Neutral Air minimum base knockback 1 > 2 This makes it so he won't be punished for landing late Nair.
  • Training mode Updates:
    • Fixed DI In and DI Out options
    • Fine tuned Perfect DI option
    • Added Drift DI option
    • Added Show DI Lines option
Oct 13, 2016
Rivals of Aether - d4nace


Hey guys, we are coming back with another hotfix. This one introduces an awesome new skin to the game on steam that we will be announcing soon! We are also retiring the Gameboy colors that came out with the Tower of Heaven stage and replacing them with seasonal Halloween colors. Let us know if you absolutely love the Gameboy colors as we might find a small way to bring them back later. Finally we made some gameplay tweaks before RCS 3 kicks off this weekend!

Changes:
  • Seasonal Halloween Colors replace the Gameboy themed colors.
  • All Down Specials and Up Specials no longer require a hard press to B-reverse
  • Turnaround-B now requires a hard press within 8 frames of starting the Nspecial (helps prevent accidental reverses due to joystick recoil)
  • Extended parry stun changed to be less punishing at short/medium ranges but it remains the same at long ranges. This affects attacks like Absa Forward Special and Kragg Down Special.
  • Zetterburn Down Special now restores his double jump when the dive starts. This allows him to down special into walls to improve his recovery mixups.
  • Wrastor hitstun gravity increased from 0.4 to 0.45. His knockback modifier also was increased from 1.15 to 1.2. This makes Wrastor able to be comboed better while keeping his death percents about the same. He will die VERY slightly earlier to horizontal kill moves and VERY slightly later to vertical kill moves.
  • Bug Fix: Fixed a crash involving a clone teleporting into Kragg's rock
  • Absa Up Tilt hitbox added for the tips of the horns (same KB/active frames as the sweetspot)
  • Absa Forward Tilt tap/hold mechanic removed. The move now automatically detects the distance from the nearest target and adjusts the startup/hitstun accordingly. At mimimum startup (8 frames) it has a 1.0x hitstun modifier, at maximum startup (23 frames) it has a 0.5x hitstun modifier.
  • Absa Up Special segment 1 endlag 13 > 15
  • Absa Up Special segment 2 endlag 14 > 20
  • Absa Down Strong final hit KB angle 361 > 35
  • Centered the hitboxes and hurtboxes on Absa Uspecial
  • Etalus Neutral Air minimum base knockback 1 > 2 This makes it so he won't be punished for landing late Nair.
  • Training mode Updates:
    • Fixed DI In and DI Out options
    • Fine tuned Perfect DI option
    • Added Drift DI option
    • Added Show DI Lines option
Rivals of Aether - Etalus

The Rivals Championship Series continues with registration for week 2 available now! Players can compete in RCS events for glory, circuit points, and prizes including travel vouchers to our series finale at Genesis 4.

All first time registrants will also receive a Champion Zetterburn skin. If you'd prefer to watch instead of play we'll also be casting RCS events on our twitch channel at http://twitch.tv/rivalsofaether. We hope to see you either in the tournament or in twitch chat!

To learn more check out our RCS trailer and circuit page.

https://www.youtube.com/watch?v=Y8u3LXLOfX8
RCS Signups: http://rivalsofaether.com/rcs




Rivals of Aether - Etalus

The Rivals Championship Series continues with registration for week 2 available now! Players can compete in RCS events for glory, circuit points, and prizes including travel vouchers to our series finale at Genesis 4.

All first time registrants will also receive a Champion Zetterburn skin. If you'd prefer to watch instead of play we'll also be casting RCS events on our twitch channel at http://twitch.tv/rivalsofaether. We hope to see you either in the tournament or in twitch chat!

To learn more check out our RCS trailer and circuit page.

https://www.youtube.com/watch?v=Y8u3LXLOfX8
RCS Signups: http://rivalsofaether.com/rcs




Rivals of Aether - d4nace
Is that a twitch?

9/28/2016

Just in time for Twitch Con 2016, we are updating the Steam version of Rivals of Aether with a slew of balance changes. The biggest updates are improvements to Replays and Custom Colors as well as our brand new Button Checking system that allows players to perform hand-warmers without having to leave character select. We also have updated the save and load system so there might be some issues with your save files including tutorial progress and profiles. Let us know in this thread if you run into any issues!

Button Checking:
  • You can now perform button checks on the character select screen in local matches. This opens a small window in your player box where you can test out your custom controllers or perform hand-warmers. This uses the Y button right now so you will have to use your bumpers to change colors. You can also add CPUs to the test window while holding their player puck.
  • You can also play against a dummy opponent while waiting for online matches using a similar system but with a bigger view than in local versus.

General:
  • Projectiles that deal more than 8% can't be Crouch-Canceled.
  • Airdodge on R release requires the initial R press to be during tumble (buffer included). This is to prevent accidental late air dodges during the tumble state.
  • In Rivals, you can jump out of the normal land state for faster transitions back to the air. Landing lag from landing while attacking is never jump cancellable on whiff now. Landing lag that is less than or equal to your character's jump frames are jump cancellable on hit still. This is to make strategies like Nair spamming stronger when you are hitting than when you are whiffing.
  • File Saving and Loading has been changed and the save files have been moved to a new folder in Application Data called “saves”. This means the game won’t find your save files when going back to previous build branches, such as to view replays.
  • Because of the File Saving changes, you might experience some hiccups in converting over. If you lose your files, you can check the root folder and the saves folder to see if your data is in there. Although you may have to remake any lost profiles or custom colors. Sorry! This new system will be better moving forward.
  • You can now buffer Up Specials out of hitstun by holding up + special.
  • Added a clock to the menus so you can know how late it is even though you are still playing Rivals.

Replays:
  • You can now rename replays and add descriptions to make finding your favorite replays easier.
  • Online replays now display the Steam names of the players and the set counts.
  • Deleting replays must still be done manually but we will be bringing a fix soon for deleting your oldest unstarred replay when you are over 128.
  • Lots of small fixes for replays where the players are using custom controls

Custom Colors:
  • Custom Colors are now sent across Online Matches. You can turn off your opponents’ Custom Colors by going into Online Stats and choosing Mine (only use your own custom colors) or None (no custom colors online)
  • Custom Colors now have Color Codes that can be exported and imported easily using the Color Code button at the top of the screen.
  • Custom Color saving and loading has been updated to make sharing easier. They are now their own file in the App Data /saves folder.

Zetterburn:
  • Jab 1 startup increased from 4 to 5 frames.
  • Forward Special Projectile Damage reduced from 4 > 2 on hit. Head hit damage reduced from 4 > 3.
  • Parried fireballs now return at twice the speed.
  • Down Special ground friction reduced to make ledge cancelling a bit more lenient.

Orcane:
  • Jab 1 and Jab 3 hitbox and visuals increased to be closer in size to earlier builds.
  • The first 5 frames of Dash Attack roll off the ledge, buffering immediately into an aerial
  • Fair knockback scaling is now based on Orcane's horizontal speed. If the speed is below 5, scaling is 0.5. If the speed is above 10, scaling is 1. Between 5 and 10, the scaling increases linearly from 0.5 to 1. (For reference, the mimimum speed is around 3 and the max speed is around 13)
  • Nair base knockback now gradually decreases during its active frames. (7 > 4)
  • Uair belly hitbox base knockback now gradually decreases during its active frames. (5 > 3)
  • Back Air recovery increased from 6 to 10 frames. This attack is a bit too disjointed and fast for such a low recovery.

Wrastor:
  • Jab 1 startup increased from 3 to 4 frames.
  • Down Special restores Wrastor’s double jumps. This is to give Wrastor more reward for landing an aerial down special mid combo.
  • Down Special is now ledge cancellable.
  • Forward Tilt active window reduced from 18 to 12 frames.
  • New Sound Effect when landing Up Special sweet spot.
  • Nair base knockback now gradually decreases during its active frames. (5 > 2)

Kragg:
  • Forward Special max speed increased from 8 to 9.
  • Forward Special now has an initial movement speed (75% of the aerial initial speed).
  • Rockless Nspecial hitbox size increased and frame data improved. (9 startup, 1 active > 6 startup, 2 active)
  • Rockless Nspecial knockback angle changed from 90 > 60.
  • Fair base knockback now gradually decreases during its active frames. (8 > 5)
  • Fair landing lag increased from 6 to 8 frames.
  • Hit lockout time on Kragg strong attacks increased to 10 frames to prevent rock shards from stopping strong attack KOs.

Forsburn:
  • Jab 1 startup increased from 4 to 5 frames.
  • Up Special now consumes Forsburn’s smoke charges. The empowered Up Special does not put Forsburn in special fall and allows him to quickly up special again for an improved recovery. This also prevents Forsburn players from sitting on their smoke charges until they can land a combust.
  • Bug Fix: Up Strong 2 can now be triggered by just pressing the strong button.
  • Bug Fix: Clone is now invincible on the first frame he spawns, preventing the strange interaction of the clone taking knockback instead of being destroyed.
  • Max air speed reverted back from 5 to 4.
  • Dash attack can no longer hit backward.
  • Combust hitbox and hurtbox centered.
  • Uair frame data reverted (10 > 15 hitbox active frames, 11 > 16 active window frames, 8 > 6 recovery frames)
  • Uair base knockback now gradually decreases during its active frames. (8 > 4)

Maypul:
  • Maypul’s Down Air Root is back for now! The main reason to go back to the root is that we find her a bit less fun to play without the variety root gives. We have increased the aerial recovery from 12 > 18 to make it not as powerful when maypul is very high. Right now we are focused on making Maypul as fun to play as possible so more people get interested in picking her up.
  • Down Air Root projectile can now be destroyed by melee attacks. It is difficult to time but some hitboxes can protect players from the root before it strikes.
  • Jab 1 startup increased from 3 to 4 frames.
  • Maypul is no longer considered grounded while tethering through ground (prevents her from being frozen and pillar gimped mid-tether)

Absa:
  • Nspecial Lightning Bolt base knockback now gradually decreases during its active frames. (9 > 6)
  • Hitting Eid (the guy in the window on Tower of Heaven) with Absa Uspecial no longer makes her go through platform.
  • Dspecial only halts momentum if it's charging.
  • Doing an action during the window in between the segments of Absa's uspecial will buffer that action, preventing Absa from doing the 2nd segment even if another direction is held. (Only happens if the segment touched the ground).

Etalus:
  • Jab 1 startup increased from 5 to 6 frames.
  • Hitbox added to Etalus Dspecial when rising. All other Dspecial hitboxes moved 6px backward to be more centered.
  • For Etalus strong attacks, armor is now lost on the exact frame when the ice shards are created.
  • Fair Landing Lag decreased from 12 to 10.
  • Etalus dash attack base hitpause 7 > 5 to make jump cancelling it more consistent.

Thank you and report new issues to this thread!
Rivals of Aether - d4nace
Is that a twitch?

9/28/2016

Just in time for Twitch Con 2016, we are updating the Steam version of Rivals of Aether with a slew of balance changes. The biggest updates are improvements to Replays and Custom Colors as well as our brand new Button Checking system that allows players to perform hand-warmers without having to leave character select. We also have updated the save and load system so there might be some issues with your save files including tutorial progress and profiles. Let us know in this thread if you run into any issues!

Button Checking:
  • You can now perform button checks on the character select screen in local matches. This opens a small window in your player box where you can test out your custom controllers or perform hand-warmers. This uses the Y button right now so you will have to use your bumpers to change colors. You can also add CPUs to the test window while holding their player puck.
  • You can also play against a dummy opponent while waiting for online matches using a similar system but with a bigger view than in local versus.

General:
  • Projectiles that deal more than 8% can't be Crouch-Canceled.
  • Airdodge on R release requires the initial R press to be during tumble (buffer included). This is to prevent accidental late air dodges during the tumble state.
  • In Rivals, you can jump out of the normal land state for faster transitions back to the air. Landing lag from landing while attacking is never jump cancellable on whiff now. Landing lag that is less than or equal to your character's jump frames are jump cancellable on hit still. This is to make strategies like Nair spamming stronger when you are hitting than when you are whiffing.
  • File Saving and Loading has been changed and the save files have been moved to a new folder in Application Data called “saves”. This means the game won’t find your save files when going back to previous build branches, such as to view replays.
  • Because of the File Saving changes, you might experience some hiccups in converting over. If you lose your files, you can check the root folder and the saves folder to see if your data is in there. Although you may have to remake any lost profiles or custom colors. Sorry! This new system will be better moving forward.
  • You can now buffer Up Specials out of hitstun by holding up + special.
  • Added a clock to the menus so you can know how late it is even though you are still playing Rivals.

Replays:
  • You can now rename replays and add descriptions to make finding your favorite replays easier.
  • Online replays now display the Steam names of the players and the set counts.
  • Deleting replays must still be done manually but we will be bringing a fix soon for deleting your oldest unstarred replay when you are over 128.
  • Lots of small fixes for replays where the players are using custom controls

Custom Colors:
  • Custom Colors are now sent across Online Matches. You can turn off your opponents’ Custom Colors by going into Online Stats and choosing Mine (only use your own custom colors) or None (no custom colors online)
  • Custom Colors now have Color Codes that can be exported and imported easily using the Color Code button at the top of the screen.
  • Custom Color saving and loading has been updated to make sharing easier. They are now their own file in the App Data /saves folder.

Zetterburn:
  • Jab 1 startup increased from 4 to 5 frames.
  • Forward Special Projectile Damage reduced from 4 > 2 on hit. Head hit damage reduced from 4 > 3.
  • Parried fireballs now return at twice the speed.
  • Down Special ground friction reduced to make ledge cancelling a bit more lenient.

Orcane:
  • Jab 1 and Jab 3 hitbox and visuals increased to be closer in size to earlier builds.
  • The first 5 frames of Dash Attack roll off the ledge, buffering immediately into an aerial
  • Fair knockback scaling is now based on Orcane's horizontal speed. If the speed is below 5, scaling is 0.5. If the speed is above 10, scaling is 1. Between 5 and 10, the scaling increases linearly from 0.5 to 1. (For reference, the mimimum speed is around 3 and the max speed is around 13)
  • Nair base knockback now gradually decreases during its active frames. (7 > 4)
  • Uair belly hitbox base knockback now gradually decreases during its active frames. (5 > 3)
  • Back Air recovery increased from 6 to 10 frames. This attack is a bit too disjointed and fast for such a low recovery.

Wrastor:
  • Jab 1 startup increased from 3 to 4 frames.
  • Down Special restores Wrastor’s double jumps. This is to give Wrastor more reward for landing an aerial down special mid combo.
  • Down Special is now ledge cancellable.
  • Forward Tilt active window reduced from 18 to 12 frames.
  • New Sound Effect when landing Up Special sweet spot.
  • Nair base knockback now gradually decreases during its active frames. (5 > 2)

Kragg:
  • Forward Special max speed increased from 8 to 9.
  • Forward Special now has an initial movement speed (75% of the aerial initial speed).
  • Rockless Nspecial hitbox size increased and frame data improved. (9 startup, 1 active > 6 startup, 2 active)
  • Rockless Nspecial knockback angle changed from 90 > 60.
  • Fair base knockback now gradually decreases during its active frames. (8 > 5)
  • Fair landing lag increased from 6 to 8 frames.
  • Hit lockout time on Kragg strong attacks increased to 10 frames to prevent rock shards from stopping strong attack KOs.

Forsburn:
  • Jab 1 startup increased from 4 to 5 frames.
  • Up Special now consumes Forsburn’s smoke charges. The empowered Up Special does not put Forsburn in special fall and allows him to quickly up special again for an improved recovery. This also prevents Forsburn players from sitting on their smoke charges until they can land a combust.
  • Bug Fix: Up Strong 2 can now be triggered by just pressing the strong button.
  • Bug Fix: Clone is now invincible on the first frame he spawns, preventing the strange interaction of the clone taking knockback instead of being destroyed.
  • Max air speed reverted back from 5 to 4.
  • Dash attack can no longer hit backward.
  • Combust hitbox and hurtbox centered.
  • Uair frame data reverted (10 > 15 hitbox active frames, 11 > 16 active window frames, 8 > 6 recovery frames)
  • Uair base knockback now gradually decreases during its active frames. (8 > 4)

Maypul:
  • Maypul’s Down Air Root is back for now! The main reason to go back to the root is that we find her a bit less fun to play without the variety root gives. We have increased the aerial recovery from 12 > 18 to make it not as powerful when maypul is very high. Right now we are focused on making Maypul as fun to play as possible so more people get interested in picking her up.
  • Down Air Root projectile can now be destroyed by melee attacks. It is difficult to time but some hitboxes can protect players from the root before it strikes.
  • Jab 1 startup increased from 3 to 4 frames.
  • Maypul is no longer considered grounded while tethering through ground (prevents her from being frozen and pillar gimped mid-tether)

Absa:
  • Nspecial Lightning Bolt base knockback now gradually decreases during its active frames. (9 > 6)
  • Hitting Eid (the guy in the window on Tower of Heaven) with Absa Uspecial no longer makes her go through platform.
  • Dspecial only halts momentum if it's charging.
  • Doing an action during the window in between the segments of Absa's uspecial will buffer that action, preventing Absa from doing the 2nd segment even if another direction is held. (Only happens if the segment touched the ground).

Etalus:
  • Jab 1 startup increased from 5 to 6 frames.
  • Hitbox added to Etalus Dspecial when rising. All other Dspecial hitboxes moved 6px backward to be more centered.
  • For Etalus strong attacks, armor is now lost on the exact frame when the ice shards are created.
  • Fair Landing Lag decreased from 12 to 10.
  • Etalus dash attack base hitpause 7 > 5 to make jump cancelling it more consistent.

Thank you and report new issues to this thread!
...