Love is in the air today, even in the world of Aether, and we’re back with our second update of 2017. Now you can grab your best friend or lover and hop online to battle against other players! We’re adding several cool additions this patch (including team battles) which have long been a requested feature. We’re also tweaking the balance after our amazing Genesis 4 tournament as we gear up for the full launch on Steam next month. You can find the major features in patch 0.15.9 below. There won’t be very many more updates before 1.0 now!
Online Teams
Team battles are here! You and another friend at your computer can now play 2v2 online by going to Online > Team Match. If you’re comboing alone this Valentine’s day you can also play with a CPU partner (we’ve programmed them to be extra romantic this patch). This mode is in beta so please make sure you let us know about any bugs/issues you encounter so we can get them fixed up.
Steam Profile Info
You can now view the profile of your opponent with a simple press of a button under their name on character select. This will open up their profile in a separate browser window. While it doesn’t sound like a big deal, this will make it way easier to add a friend and keep playing with them if you’re enjoying an opponent you found online.
Seasonal Skins
The Genesis 4 seasonal skins have been rotated out to make room for Valentine’s Day skins and the entire cast is looking extra lovey-dovey. If you’ve ever wished the world of Aether had more fluorescent animals, then this is the update for you. Read on for all the fine details on character balance and engine changes.
You and another friend at your computer can now play 2v2 online by going to Online > Team Match. Note – this mode is in beta so please make sure you let us know about any bugs/issues you encounter so we can get them fixed up.
The Genesis 4 seasonal skins have been rotated out to make room for Valentine’s Day skins.
You can now view the profile of your opponent on Steam by opening up their profile page in a browser with a simple press of a button under their name on character select. This will make it easier to add a friend if you enjoy playing with someone.
Hitstun duration is now slightly more dependent on weight. Lighter characters will have a few more frames of hitstun, heavier characters will have less. The change is fairly minimal, so don’t be too worried. ASDI (Auto Smash Directional Influence) has been replaced by SSDI (Single Smash Directional Infleunce). You must now time your SSDI inputs during hitpause. You can use either the left or right stick to input a direction, but only one input is accepted per hit.
Since SSDI is now more manual, its effectiveness has been increased from 8 > 14 pixels.
Zetterburn’s charged Neutral Special is pretty hard to deal with and doesn’t exactly line up with the visual. So we are tweaking it to make it feel better. We are also making Forward Strong a little bit faster to promote using it along with his other strong attacks.
Charged Nspecial sourspot hitbox removed
Charged Nspecial sweetspot active frames increased from 2 > 3 (effective active frames 7 > 3 after sourspot removal)
Charged Nspecial size increased from 160 to 170 to better match the visual
Forward Strong startup decreased from 15 > 13 frames.
We have a new animation for Forward Special and a new hitbox to balance out the move at both high and low level play.
Forward Special (non-puddled) now has a smaller hitbox, making it harder for opponents to cover/punish multiple distances with a single parry, but also harder for Orcane to hit with. This gives the moves more strength as a high level recovery option while stripping some of its power away from low to mid-level play where spamming it is a decent strategy.
Bug Fix: Jab 3 hurtbox now lines up with the animation again.
Wrastor is a powerful character but he takes skill and good spacing to be successful. We are stripping away some base knockback from the sour spot of Up Strong to reward good spacing more.
Ustrong sourspot base knockback decreased from 7 > 6
Kragg’s hitstun gravity in the last update was pretty insane. Making him a monster in teams as he rarely dies off the top. We like the idea of him being heavier but wanted to find a middle ground. We also buffed his Forward Tilt and Forward Air because he likes to knock things forward.
Kragg Hitstun gravity decreased from .55 to .525 (.50 in 0.15.7)
Ftilt startup decreased from 12 > 10
Fair hitbox extended 10 pixels inward
Fair knockback angle changed from Sakurai Angle (40 ground 45 air) to 35. This makes it KO earlier but also reduces the amount of Fairways to Heaven.
Forsburn has the biggest changes in this update. He has been sneaky for so long but not this time. First of all, we did not like how the empowered specials were playing out as really only Combust and Super Clone actually felt worthwhile of a new “attack”. We have decided to keep those attacks the focus of getting smoke while removing charged Neutral Special and charged Up Special. To balance out his recovery, we are letting him wrap through walls with more leniency on Up Special. Finally, we have tweaked some of his damage and knockback angles to spread power around his kit.
Down Air hit 1 knockback scaling increased from .5 > .6
Down Air hit 1 knockback angle changed from 40 > 35
Down Air hit 2 knockback scaling increased from .5 > .7
Combust knockback scaling decreased from 1.0 > 0.9
Combust sweet spot added with knockback scaling 1.1.
Forward Strong hit 2 damage increased from 8 > 12.
Up Strong hit 2 damage increased from 8 > 12.
Back Air sweetspot damage increased from 10 > 13.
Down Air damage increased from 10 > 12.
Up Special vertical leniency now allows for more maneuverability 50 > 96.
Up Special landing lag increased from 16 > 20.
Up Special landing lag reduced to 10 frames if you reappear in the air.
Empowered Neutral Special and Up Special removed.
Getting parried now removes your smoke charges.
Super Clone now leaves 4 clouds of smoke when destroyed.
For such a rushdown character, Maypul can use Lily to camp pretty effectively. We have decided to prevent Maypul from freely moving Lily around after placing her and made some downtime for when Lily gets parried.
Can not plant a new Lily when one already exists (as a result, Fat Lily had to be removed).
Parrying Lily’s attack now puts Lily in a stunned state for 4 seconds. Lily still disappears after being parried.
Forward Tilt has been a contentious move since Absa was added to the game. We think by redesigning it to a two part attack we have a chance to make it useful both at short range and long range.
Forward Tilt changed into a two-part move. Seeing the first part will be a good tell for dodging the second.
Down Strong endlag decreased from 21 > 18 frames (on hit: 14 > 12).
Waveland friction lowered slightly for longer wavelands.
Down Special charge reduced from 45 > 35 frames.
Absa Charged Neutral Special Hitstun factor increased from .6 > .7.
For Etalus, we wanted to tweak his Armor to make it more reliable. The Super Armor comes out earlier on his Armored Strongs but he also loses his Armor when his Forward Special is parried now. Finally we buffed Down Air as it is one of the least used moves in the game.
Etalus Armor Strongs – Armor now comes out on frame 7 (11 > 7) on Up
Strong and Forward Strong and frame 9 on Down Strong.
Jump Squat reduced from 6 > 5 frames (now the same as every other character)
Down Air final hit base knockback 4 > 6
Down Air final hit knockback scaling .6 > .5
Down Air Damage increased from 2,2,8 > 4,4,8
Etalus can now hold down to prevent Down Air from stalling his momentum
Forward Strong hit 1 hitstun modifier 1.0 > 0.5 (only matters if hit 2 doesn’t hit). Allows players to escape if the attack does not connect.
Down tilt second hit angle changed from 65 > 75
Down Tilt hitbox heights increased from 20 > 30 and 30 > 40.
Etalus now loses armor as intended when his Forward Special gets parried
-------------------------------
Thanks as always and please let us know of any new issues you encounter here or in the reddit thread!
Love is in the air today, even in the world of Aether, and we’re back with our second update of 2017. Now you can grab your best friend or lover and hop online to battle against other players! We’re adding several cool additions this patch (including team battles) which have long been a requested feature. We’re also tweaking the balance after our amazing Genesis 4 tournament as we gear up for the full launch on Steam next month. You can find the major features in patch 0.15.9 below. There won’t be very many more updates before 1.0 now!
Online Teams
Team battles are here! You and another friend at your computer can now play 2v2 online by going to Online > Team Match. If you’re comboing alone this Valentine’s day you can also play with a CPU partner (we’ve programmed them to be extra romantic this patch). This mode is in beta so please make sure you let us know about any bugs/issues you encounter so we can get them fixed up.
Steam Profile Info
You can now view the profile of your opponent with a simple press of a button under their name on character select. This will open up their profile in a separate browser window. While it doesn’t sound like a big deal, this will make it way easier to add a friend and keep playing with them if you’re enjoying an opponent you found online.
Seasonal Skins
The Genesis 4 seasonal skins have been rotated out to make room for Valentine’s Day skins and the entire cast is looking extra lovey-dovey. If you’ve ever wished the world of Aether had more fluorescent animals, then this is the update for you. Read on for all the fine details on character balance and engine changes.
You and another friend at your computer can now play 2v2 online by going to Online > Team Match. Note – this mode is in beta so please make sure you let us know about any bugs/issues you encounter so we can get them fixed up.
The Genesis 4 seasonal skins have been rotated out to make room for Valentine’s Day skins.
You can now view the profile of your opponent on Steam by opening up their profile page in a browser with a simple press of a button under their name on character select. This will make it easier to add a friend if you enjoy playing with someone.
Hitstun duration is now slightly more dependent on weight. Lighter characters will have a few more frames of hitstun, heavier characters will have less. The change is fairly minimal, so don’t be too worried. ASDI (Auto Smash Directional Influence) has been replaced by SSDI (Single Smash Directional Infleunce). You must now time your SSDI inputs during hitpause. You can use either the left or right stick to input a direction, but only one input is accepted per hit.
Since SSDI is now more manual, its effectiveness has been increased from 8 > 14 pixels.
Zetterburn’s charged Neutral Special is pretty hard to deal with and doesn’t exactly line up with the visual. So we are tweaking it to make it feel better. We are also making Forward Strong a little bit faster to promote using it along with his other strong attacks.
Charged Nspecial sourspot hitbox removed
Charged Nspecial sweetspot active frames increased from 2 > 3 (effective active frames 7 > 3 after sourspot removal)
Charged Nspecial size increased from 160 to 170 to better match the visual
Forward Strong startup decreased from 15 > 13 frames.
We have a new animation for Forward Special and a new hitbox to balance out the move at both high and low level play.
Forward Special (non-puddled) now has a smaller hitbox, making it harder for opponents to cover/punish multiple distances with a single parry, but also harder for Orcane to hit with. This gives the moves more strength as a high level recovery option while stripping some of its power away from low to mid-level play where spamming it is a decent strategy.
Bug Fix: Jab 3 hurtbox now lines up with the animation again.
Wrastor is a powerful character but he takes skill and good spacing to be successful. We are stripping away some base knockback from the sour spot of Up Strong to reward good spacing more.
Ustrong sourspot base knockback decreased from 7 > 6
Kragg’s hitstun gravity in the last update was pretty insane. Making him a monster in teams as he rarely dies off the top. We like the idea of him being heavier but wanted to find a middle ground. We also buffed his Forward Tilt and Forward Air because he likes to knock things forward.
Kragg Hitstun gravity decreased from .55 to .525 (.50 in 0.15.7)
Ftilt startup decreased from 12 > 10
Fair hitbox extended 10 pixels inward
Fair knockback angle changed from Sakurai Angle (40 ground 45 air) to 35. This makes it KO earlier but also reduces the amount of Fairways to Heaven.
Forsburn has the biggest changes in this update. He has been sneaky for so long but not this time. First of all, we did not like how the empowered specials were playing out as really only Combust and Super Clone actually felt worthwhile of a new “attack”. We have decided to keep those attacks the focus of getting smoke while removing charged Neutral Special and charged Up Special. To balance out his recovery, we are letting him wrap through walls with more leniency on Up Special. Finally, we have tweaked some of his damage and knockback angles to spread power around his kit.
Down Air hit 1 knockback scaling increased from .5 > .6
Down Air hit 1 knockback angle changed from 40 > 35
Down Air hit 2 knockback scaling increased from .5 > .7
Combust knockback scaling decreased from 1.0 > 0.9
Combust sweet spot added with knockback scaling 1.1.
Forward Strong hit 2 damage increased from 8 > 12.
Up Strong hit 2 damage increased from 8 > 12.
Back Air sweetspot damage increased from 10 > 13.
Down Air damage increased from 10 > 12.
Up Special vertical leniency now allows for more maneuverability 50 > 96.
Up Special landing lag increased from 16 > 20.
Up Special landing lag reduced to 10 frames if you reappear in the air.
Empowered Neutral Special and Up Special removed.
Getting parried now removes your smoke charges.
Super Clone now leaves 4 clouds of smoke when destroyed.
For such a rushdown character, Maypul can use Lily to camp pretty effectively. We have decided to prevent Maypul from freely moving Lily around after placing her and made some downtime for when Lily gets parried.
Can not plant a new Lily when one already exists (as a result, Fat Lily had to be removed).
Parrying Lily’s attack now puts Lily in a stunned state for 4 seconds. Lily still disappears after being parried.
Forward Tilt has been a contentious move since Absa was added to the game. We think by redesigning it to a two part attack we have a chance to make it useful both at short range and long range.
Forward Tilt changed into a two-part move. Seeing the first part will be a good tell for dodging the second.
Down Strong endlag decreased from 21 > 18 frames (on hit: 14 > 12).
Waveland friction lowered slightly for longer wavelands.
Down Special charge reduced from 45 > 35 frames.
Absa Charged Neutral Special Hitstun factor increased from .6 > .7.
For Etalus, we wanted to tweak his Armor to make it more reliable. The Super Armor comes out earlier on his Armored Strongs but he also loses his Armor when his Forward Special is parried now. Finally we buffed Down Air as it is one of the least used moves in the game.
Etalus Armor Strongs – Armor now comes out on frame 7 (11 > 7) on Up
Strong and Forward Strong and frame 9 on Down Strong.
Jump Squat reduced from 6 > 5 frames (now the same as every other character)
Down Air final hit base knockback 4 > 6
Down Air final hit knockback scaling .6 > .5
Down Air Damage increased from 2,2,8 > 4,4,8
Etalus can now hold down to prevent Down Air from stalling his momentum
Forward Strong hit 1 hitstun modifier 1.0 > 0.5 (only matters if hit 2 doesn’t hit). Allows players to escape if the attack does not connect.
Down tilt second hit angle changed from 65 > 75
Down Tilt hitbox heights increased from 20 > 30 and 30 > 40.
Etalus now loses armor as intended when his Forward Special gets parried
-------------------------------
Thanks as always and please let us know of any new issues you encounter here or in the reddit thread!
Happy Holidays Rivals fans! This update is focused on polish as we gear up for the full release. We've added a new results screen, Xmas skins, and revamped all hit effects in the game to give them more oomph.
Using some of our new data from the RCS, we've also made some balance tweaks to some of the characters. Etalus for example has had his ice armor reworked, so hopefully we will see top Etalus players using it more in high-octane matches. You can read the full patch notes for all characters here:
Finally, we've also made it so you can so you can change the stock and time options in friendly matches and even play infinite matches with your friends to practice!
Happy Holidays Rivals fans! This update is focused on polish as we gear up for the full release. We've added a new results screen, Xmas skins, and revamped all hit effects in the game to give them more oomph.
Using some of our new data from the RCS, we've also made some balance tweaks to some of the characters. Etalus for example has had his ice armor reworked, so hopefully we will see top Etalus players using it more in high-octane matches. You can read the full patch notes for all characters here:
Finally, we've also made it so you can so you can change the stock and time options in friendly matches and even play infinite matches with your friends to practice!
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.
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!
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.
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!
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!
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!
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.
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.