» Category: Patch Notes

Rivals Update 2.1.8.0 – A Lot to Unpack

We’re here in 2024, a full 10 years after Dan’s first trailer for Rivals of Aether. I don’t think anyone ever thought this game would carry on as long as it has. We’re excited to present a new balance patch to kick off the second half of 2024!

We intend to catch up the Switch version of the game in the coming weeks. Updating the console can be tricky due to a number of reasons so a hard date is not guaranteed, but rest assured, we are working diligently to bring it up to date!

Without any further adieu, let’s dive in:

 

Now that development on Rivals of Aether is slowing down, we have heard many new fans asking about skins. We have been releasing skins for events for years. Many are inaccessible now that there is not an active RCS running and others have been retired for a long time. We want these new players to be able to obtain these skins while celebrating the long-term players who got them when they were new.

Therefore we are introducing Skin Packs to Steam. There are nine new packs that contain a varying amount of skins at a deeply discounted price. If you own a skin through a Skin Pack instead of the original skin, then you will get a much less prestigious cardboard box icon on the Character Select Screen instead of the standard premium star icon. This way you can pick up packs for just the skins that you missed while still feeling like the veteran star that you are when using your original skins.

These skin packs are available as Steam DLC today and are even on sale for 30% off for launch! But if you are a completionist and still want your stars for any remaining Steam skins, we are leaving the individual Steam skins up until the end of July so you have one last chance to grab them.

Here are the 9 new Skin Packs that you can grab today:

ARCADE SKIN PACK

  • Includes all Arcade skins originally created for summer events.
  • Includes Arcade Clairen, Mollo, Maypul, Elliana, plus the Kraggling Buddy.
  • Each skin has a unique taunt and look.
  • Some Arcade taunts are playable minigames!

CHAMPION SKIN PACK

  • Pack includes all Champion Skins created since 2016 (16 total) excluding guest characters.
  • Includes Champion Mollo, Clairen, Zetterburn, Forsburn, Pomme, Wrastor, Absa, Elliana, Olympia, Sylvanos, Maypul, Kragg, Hodan, Orcane, Etalus, and Ranno.
  • The Champion skins for our two guest characters have been added to the game for all players, free of charge.
  • Each skin has a unique taunt and look.

COMMUNITY SKIN PACK

  • Includes various Community event character skins, buddies, plus a stage skin.
  • Includes Excalibur Zetterburn, Grassroots League Orcane, the Tony Tailslide buddy, the Frostbear cub buddy, and the CEO Ring Stage Skin.
  • Each skin has a unique taunt and look.

GENESIS SKIN PACK

  • Includes all Genesis skins originally created over 7 years of Genesis events (Genesis 4 – X).
  • Includes Genesis Clairen, Etalus, Forsburn, Hodan, Kragg, Sylvanos, and Zetterburn.
  • Each skin has a unique taunt and look.

HEAT WAVE SKIN PACK

  • Includes Heat Wave Clairen, Forsburn, Olympia, Wrastor, plus the Sunbert Buddy.
  • Each skin has a unique taunt and look.

LEGACY SKIN PACK

  • Includes hard-to-find skins from a wide range of events.
  • Includes Shine Zetterburn, Tuxedo Ranno, High Roller Absa, Dreamscape Forsburn, and Collegiate Wrastor.
  • Each skin has a unique taunt and look.
  • Tuxedo Ranno features a full resprite so he’s suited up in every sprite, not just his taunt!

POOL PARTY SKIN PACK

  • Includes all Pool Party skins originally created for summer events.
  • Includes Pool Party Etalus, Kragg, Orcane, Pomme, and Ranno.
  • Each skin has a unique taunt and look.

STEAMPUNK SKIN PACK

  • Includes all Steampunk skins originally created for Rivals esports events.
  • Includes Steampunk skins for Absa, Orcane, Sylvanos, and Zetterburn, plus the Loxobot Buddy.
  • Each skin has a unique taunt and look.

SUMMIT SKIN PACK

  • Includes all Summit skins originally created for early Rivals esports events.
  • Includes Spangled Wrastor, Summit Orcane, Summit Kragg, Panda Maypul, and Panda Etalus.
  • Each skin has a unique taunt and look.

 

  • NEW Tower of Heaven music from flashygoodness to celebrate a decade of Rivals of Aether development. This song can be found in menus by normal means, but it can be found in-match by clicking the Aether High variant of Tower of Heaven rapidly five times, then selecting Endless Abyss to play a new platformless variant of Tower of Heaven that features the new song.
  • The game now attempts to force GPU usage instead of the OS defaulting to integrated graphics, which should help lower end PCs run the game better.
  • Bug Fix: Fixed a visual bug with Golden Etalus’s sprite on the Custom Colors menu.
  • Bug Fix: Fixed Arcade Mollo not using the unique explosions when using a custom color.
  • Bug Fix: Fixed a visual bug with Orcane’s portrait in Story Mode leaderboards.
  • Workshop: Added the variable “ignore_camera” to players, which makes the camera not follow them.
  • Workshop Bug Fix: Fixed a bug making certain palettes of certain characters unselectable.
  • Workshop Bug Fix: Fixed a bug when searching workshop characters while selecting one for a CPU.
  • Workshop Bug Fix: Fixed the workshop mod list appearing to cap at 999 per category.
  • Hotfix Added the script “pre_update.gml” to players. This runs before most other per-frame update code.
  • Hotfix Added the script “set_state.gml” to players. This runs every time the player’s state is changed.
  • Hotfix Fixed Dreamscape Forsburn being available to everyone with the bundle stamp.
  • Hotfix 2.1.8.1 Fixed some skins not being included in bundles.

Wrastor is one of the strongest characters in the game, with a unique and expressive combo game that we love to watch. We took the opportunity to really dive into some of his most problematic behaviors and take a crack at making his disadvantage state just a bit more punishing.

  • Walljump: Horizontal and vertical speeds changed, 6 hsp 7 vsp > 7 hsp 6 vsp. to make Wrastor’s Walljump less viable as a recovery option when other resources are depleted
    • There’s something disheartening about seeing a Wrastor use every jump and airdodge just to walljump backair onto stage without committing to a resource. We are putting the heart back into Rivals of Aether.
  • Forward Special: If Wrastor is hit by a physical attack or by a projectile that does 8% or more damage while in his own air current, the current is destroyed and Forward Special’s remaining cooldown is set to 2.5 seconds. (this has been updated in the hotfix listed below)
    • This change aims to make Wrastor a little more careful with his slipstream usage due to the risk of losing his resource. This will also help attacking enemies keep Wrastor offstage since he will lose his airspeed boost the get back quickly.
  • Hotfix 2.1.8.1 Increased the cooldown on Wrastor’s Forward Special if destroyed early, 2.5 > 5.0 seconds
  • Hotfix 2.1.8.1 Fixed a bug where multihits would repeatedly destroy Wrastor’s windcurrent.

  • Bug Fix: Fixed a bug in which nairbouncing restored double jumps.

  • Bug Fix: Fixed a bug in which landing on the pillar for one frame before it breaks would restore airdodge but not double jumps.

  • Down Air: Landing lag changed to previous values, 8 > 6
  • Down Air: Lowered Hit 1 and 2’s hitstun modifier, 0.8 > 0.7
    • These changes will bring back the speed associated with comboing the early hits of Ranno Down Air, while reducing hitstun on opponents to allow for better escape options than they had before the initial endlag nerf a few patches ago.

Shovel Knight is getting a couple fun additions to his kit this patch with a way to secure previously unattainable treasure and a cool new way to combo off of dust knuckle.

  • Neutral Special: Getting a purple screen on a guaranteed K.O. while you have the Coin Capture Neutral Special now auto-triggers it at triple range to help collect offstage gems.
    • This buff will help Shovel Knight line his wallet and purchase items quicker since a lot of his K.O.s come from ledge and offstage combos, where gems would be previously unattainable despite a well timed strike.
  • Forward Tilt: Shovel Knight can now cancel Forward Tilt into other tilts and jab on hit while maintaining a small amount of momentum.
  • Forward Air: Shovel Knight can now cancel Forward Air into other aerials on hit while maintaining a small amount of momentum. This does not cancel into Dynamo Mail strong attacks.
    • Because Shovel Knight has a single hit jab that often knocks away, we wanted to add more variety to his punish game through dust knuckle. He also gets a fun movement tool and new combo trees for Shovel Knight mains to master.
  • Hotfix Fixed being unable to cancel Forward Air into Back Air via the right stick if it’s set to Strong.

Mollo is getting some help with his up strong connectivity and a small QoL for dealing with Kragg’s rock.

  • Up Strong: Added a body hitbox to the final hit to help it connect better in some cases.
  • Jab 1: Angle changed, 40 > 361
    • This change allows for rock shards to be sent directly forward, while keeping the utility of the move against opponents.
  • Bug Fix: Fixed a crash involving using the paint bomb abyss rune while online.

Hodan is in a pretty good spot overall right now, with players like Plushy Panic! really pushing him to his boundaries. This patch is primarily focused on making his sweatwhirls more useful, while squashing a few bugs along the way.

  • Forward Special: The Level 2 and 3 sweatwhirls are now projectile-immune.
    • While the upgraded versions of Forward Special add utility as multihits, we wanted to make them feel more powerful for Hodan. These projectiles will no loger break to weak projectiles such as Maypul’s seed and Elliana’s default missiles.
  • Forward Special: Reduced cooldown, 10 > 5
    • Since removing Hodan recovery infinites once and for all, we realized the previous cooldown to Forward Special could be partially removed. The new cooldown allows Hodan players to buffer the next throw during endlag, while making sure the move itself is not too spammy in neutral or edgeguarding.
  • Bug Fix: Fixed a bug where walljumping out of Up Special would not destroy a grabbed spirit in some cases. This also causes Down Special to properly remove spirits when moving through a sweatwhirl.
  • Bug Fix: Fixed the ability to instantly cancel Neutral Air on hit in certain frame windows.
  • Bug Fix: Fixed a crash when a sweatwhirl gets bashed as it is created.

  • Jab 1: Angle changed, 35 > 361
    • This change allows for rock shards to be sent directly forward, while keeping the utility of the move against opponents.
  • Down Strong: Hitbox extended slightly lower so it now break cancels.

Pomme has been a difficult one to balance when it comes to her projectiles. In this patch we are attempting to rework Neutral Special to be more fun for her AND her opponents.

  • Neutral Special: You now only lose notes on hit if charging or firing them, similar to Ranno needles.
  • Neutral Special: After throwing a note or losing notes, there is a 30-frame cooldown before you can summon more notes.
    • This note rework is an attempt at making notes more committal to use, while reducing the spammyness often associated with them. Pommes will no longer have to fear losing charges to stray hits, but they will lose the ability to dominate an edgeguard with a constant stream of music.
  • Bug Fix: Fixed notes not being knocked off when hit by Orcane bubbles.
  • Hotfix 2.1.8.1 Fixed a bug that would not apply Neutral Special cooldown properly on single note throws.

Rivals of Aether Bugfix Patch 2.1.7.4

We’re back with a bugfix full of bug squashing and a few QoL changes for Hodan. This is a smaller patch leading up to our potential final patch with more balance changes and a Switch update in the next few months!

  • Bug Fix: Fixed custom color skins applying to Story Mode due to some skins causing issues in gameplay.
  • Bug Fix: The Rollback Settings button is now unclickable while readied up.
  • Bug Fix: Fixed various skins displaying a Santa hat for 1 frame when hit.

  • Bug Fix: Landing during Neutral Air now gives resources back. This should only affect cases where he lands on a Kragg pillar that breaks while Wrastor still in landing lag.

  • Bug Fix: Fixed a replay bug that would show Forsburn losing a stock on the bottom tracker if clone died in a blastzone.

  • Bug Fix: Fixed multiple instances of teammate projectiles being deleted in the Down Special plasma field. (Mollo bombs, Pomme field, Orcane bubbles).
  • Bug Fix: Fixed being able to counter a Mollo bomb that wouldn’t hit Clairen normally.

  • Bug Fix: Parrying a petal wave over a flower now properly removes the grass around the flower.

Mollo had a lot of bugs related to his bombs still rattling around prior to this patch that we were able to pinpoint thanks to a wide net of community feedback.

  • Bug Fix: Bombs hitting an opponent the same moment they are parried will now apply knockback.
  • Bug Fix: Parrying a bashed bomb now sends it at the Ori that bashed it.
  • Bug Fix: Landing out of Tumble no longer sets off primed bombs.
  • Bug Fix: Getting hit by a 0 hitstun move such as Ori Neutral Special no longer detonates primed bombs.
  • Bug Fix: Kragg hitting a bomb with Forward Special now only gives him the article jump cancel window.
  • Bug Fix: Hitting a bomb downwards through a platform now always sends it through the platform.
  • Bug Fix: Bombs clipping into the stage the frame they’re thrown no longer teleport to the other side of the stage.
  • Bug Fix: Fixed bashed firecrackers only hitting Mollo once.
  • Bug Fix: Fixed reverse-DI from flashbang only applying to grounded opponents.

  • Bug Fix: Fixed the splash hitbox of Charged Down Strong not triggering if the parry landed on the last frame.
  • Up Strong: The spike hitbox now buries opponents when they hit the ground. (Grounded hitbox still bounces them upwards.).
    • A general consensus was that using Hodan up Strong on platforms (on stage) could be a bit detrimental since players could simply tech out. Given the massive size of the move, having the throw bury opponents gives Hodan a chance to follow up on his attack, while not making the move too powerful.
  • Bug Fix: Players grabbed by Up Strong can no longer walltech before the move throws them.
  • Down Special: Dodge cancelling now works at any point in hitpause.
  • Down Special: Slam hitboxes now have hit lockout for the rest of his recovery frames (24 frames).
  • Down Special: Slam hitboxes no longer make opponents immune to mud waves.
    • These changes to Down Special should keep the odd double bury situations from previous patches out of the game, while fixing the side effect of getting hit, then freely moving through mudwaves across the stage.

  • Bug Fix: Fixed crystalizing appearing wrong in playtest.
  • Bug Fix: Crystalizing now must be moving downwards to break off the ground. This fixes a rare case where Kragg could avoid crystalizing by being inside a rock on that frame.
  • Bug Fix: Fixed aerial stall decay not being applied if cancelled in-field.
  • Bug Fix: Fixed being able to use Neutral Special during a parried gem’s break animation.
  • Bug Fix: Neutral Special projectile no longer has hitpause scaling.
  • Bug Fix: Gem now gets bashed properly.
  • Bug Fix: Fixed being unable to turn around when cancelling the windup of Down Special.

  • Bug Fix: Bombs now bounce off of Vince.

Rivals of Aether Balance Patch 2.1.7.3

We’ve got some changes to Hodan and our new Green Screen feature in today’s patch, along with a BRAND NEW gameplay feature that will surely get the community wrapped up in all its glory. There’s also a friendly new crossover buddy visiting from Ghost Croquet, a multiplayer platformer by friends of the studio ampersandbear and YellowAfterlife.

Read on for the full patch notes.

Introducing Screen Wrap mode!

We’ve got a brand new feature, a new buddy, and several bug fixes!

  • Added a Screen Wrap setting. Players will wrap around blastzones and won’t be able to die by going offscreen until they hit the set percentage.

The Screen Wrap mode gives players a fun new way to play. Turn it on in the options and choose a percentage of either 300, 600, or 999. Once it’s set, instead of dying when you reach the sides of the screen like usual, you and your opponents will wrap around until you hit your chosen percent. Go wild offstage and pull off insane combos that defy the normal laws of Rivals as you chase your opponents all over the screen.

  • Green Screen now hides foreground elements when hiding the entire stage.
  • Added the Ghost Crab buddy from Ghost Croquet!
  • Bug Fix: Fixed Green Screen not resetting when leaving a replay.
  • Bug Fix: Fixed some visual issues with Early to Bed Maypul while using custom colors.
  • Bug Fix: Fixed Abyss Zetterburn skin not having fire particles.
  • Bug Fix: Fixed a crash when changing colors on certain workshop characters.

 

This patch we took a swing at balancing Hodan Neutral Special around the new hitboxes added last patch.

  • Neutral Special: Side hitboxes are now untechable.
    • This will keep opponents from teching out of the move before it finishes.
  • Neutral Special: Reduced side hitbox hitstun, 1.2 > 0.7.
    • This will cause offstage spikes to be less deadly if the opponent ASDIs out of the attack.
  • Neutral Special: Side hitbox angles changed, 75 > 55.
    • This will make it more difficult for opponents to fall out of the side hitboxes of the move.
  • Bug Fix: Fixed sweatwhirls spawning spirits when grabbed by Neutral Special.

Rivals of Aether Balance Patch 2.1.7.0

Edit 12/19/23: This post has been updated to reflect the 2.1.7.1 changes (listed with a 2.1.7.1 hotfix note).
After the conclusion of the last events of 2023, we’ve got a fresh new balance patch to address some focal points we’ve noticed throughout the year. This patch once again focuses primarily on our four newest characters, while taking a brief pass at our two Guest Characters and a few bug changes to our favorite snake. Let’s dive in:

Mollo is getting a bit of love in the bug fix department and a tad more help connecting the multihits of his up strong.

  • Up Strong: Hits 2 and 3 angles changed 160 > 155 to help the move connect into itself more consistently.
  • Bug Fix: Flashbangs now do nothing if the target is already in flashbang stun.
    • This should fix scenarios where a second flash bang explosion would knock players out of the first stun early.
  • Bug Fix: Fixed Walltech and Tech In not dropping a held bomb.
  • Bug Fix: Fixed bombs disappearing in Clairen’s plasma field when they should explode in his hand (bombs will still cook in Mollo’s hand within the field, and will not explode unless he releases them or is hit).
  • Bug Fix: Fixed Fspecial using an incorrect hurtbox when tossing a held bomb.
  • Bug Fix: Fixed Firecrackers not applying explosion immunity to every explosion.
  • Bug Fix: Fixed bombs hovering underneath platforms if they roll off of a lower platform.
  • Bug Fix: Fixed bombs not reflecting back at opponents after Mollo parries a bonk hitbox.
  • Bug Fix: Forward Strong: Fixed bomb toss coming out before the melee hitbox (bombs now release while the melee hitbox is active).
  • Bug Fix: Dash Attack: Fixed thrown bombs appearing to teleport upwards for one frame.
  • Bug Fix: Dash Attack: Grabbing bombs now uses a projectile only hitbox for greater consistency.

This patch we decided to tackle some of the more gimmicky playstyles Olympia can implement while also making some nice QoL changes to a few of her specials.

  • Jab 3: Hitpause adjusted, 7 + 2.5 > 10 + 0.55.
    • This should make the move feel more natural, particularly at higher percents. Previously, after a jab 3, Olympia and her opponent would be stuck in hitpause for longer than most strong attacks.
  • Neutral Special: The projectile now creates a broken crystal when intercepted or parried.
    • This keeps the gem throw on cooldown longer, punishing Olympia for a failed projectile spawn by making her wait longer before re-casting.
  • Neutral Special: Lowered projectile hitstun multiplier, 1.0 > 0.8.
    • This allows opponents to act out of hitstun slightly quicker after being struck by the projectile.
  • Forward Special: Using the move a second time without getting hit or walljumping will now remove the move’s vertical air stall.
    • This primarily removes the ability to link multiple uncharged Forward Specials in a row. Using this and cancelling into a wall jump offstage will still allow the move to function the same as the previous patch.
  • Down Special: Jump cancels now put Down Special on cooldown for 10 frames.
    • This removes a gimmicky edgeguarding strategy that would allow Olympia to refresh down special armor in place with a small window of vulnerability. The strategy now has more time between armor refreshes and requires Olympia to leave the ground.
  • Bug Fix: Forward Special jump cancel buffer now lasts entirely through hitpause, removing instances where slight mistimed jumps due to varied hitpause would cause the input to be lost.
  • Hotfix 2.1.7.1 Fixed the Streetwave Skateboard prop appearing small online.
  • Hotfix 2.1.7.1 Down Special: Fixed not being able to turn around on early hits.
  • Hotfix 2.1.7.1 Forward Special: Touching the ground during Forward Special no longer consumes the aerial vertical stall.
  • Hotfix 2.1.7.1 Forward Special: Being in hitstun now properly refreshes Forward Special’s vertical stall.

Pomme is living her best life right now. She’s getting a small change to make recovering against the wall feel better and some small bug fixes.

  • Neutral Special: Parried notes no longer extend their active time if already parried.
    • The lifetime of a note is long, but this change also removes the infinite parry loop that players could go for.
  • Up Special: Multihits can no longer be ground-teched (players can still wall-tech these hits).
    • This should remove scenarios where players could crouch and the edge of stage and hold down to consistently tech out of the move.
  • Bug Fix: Fixed Vince destroying projectiles after being parried.
  • Bug Fix: Fixed being able to bypass Olympia’s crystalization by instant-floating.

Hodan is getting an important change to his neutral special hurtboxes and a few bug fixes that should help with his consistency.

  • Neutral Special: All hitboxes during the spirited and unspirited spins have been edited to form a U-shape below and to the sides of Hodan.
    • This change keeps the hitboxes on the outer edge of the move while appropriately leaving Hodan vulnerable to attacks from above. The change aims to make the move less safe to use in all aspect of play, including low recoveries.
  • Bug Fix: Parrying your own reflected mudwave no longer gives you iframes.
  • Bug Fix: Up Strong: Fixed the slam action placing opponents *just above* platforms, causing them to bounce off with low KB rather than fall through at full speed.
  • Hotfix 2.1.7.2 Hodan Neutral Special updated again to remove the ability to spike opponents with its outer hitboxes.

Ori is getting a few changes to address some of the overly safe options during recovery and a few specific neutral circumstances.

  • Uspecial: Getting parried no longer lets you float (you can still walljump out of it).
    • This change makes Ori’s up special less safe to use prectably during recoveries since Ori cannot drift away or try to float for an edge cancel. This change also removes Ori’s ability to cancel parry stun by closing the leaf and fastfalling during landing (primarily a Blazing Hideout tech).
  • Mollo’s Finisher explosions can now hit you even after you Bash them.
    • Since Mollo’s finisher bomb explodes on a delay, there would be situations where Ori would toss the bomb and run directly into an explosion and take no knockback, often looking strange to players and spectators. Ori is still protected from all other bomb explosions after bash since they can be thrown directly next to the player, exploding on impact.
  • Bug Fix: Fixed Hodan’s Sweatwhirls immediately disappearing after getting bashed.
  • Bug Fix: Fixed a bug that would occasionally let Ori cancel a whiffed bash 4 frames earlier than intended. Bash landing lag should be consistently 10 frames now.
  • Hotfix 2.1.7.1 Bash: Fixed a rare case with Mollo bombs, punching and bashing it at the same time.

More pogo fun and some rocky bug fixes!

  • Down Air: Shovel Knight can now pogo off of Elliana’s mine.
  • Bug Fix: Fixed the rock disappearing for a frame when thrown by various moves. (This also applies to kragg’s rock.)
  • Bug Fix: Fixed rock not bouncing off of Ranno bubble similar to Kragg’s rock.
  • Hotfix 2.1.7.1 Down Air: Fixed bouncing off of Elli mines having too much range.
  • Hotfix 2.1.7.1 Down Air: now has SFX and VFX when bouncing off of lily, Elliana mines, and Absa clouds.
  • Hotfix 2.1.7.1 Down Air: Can now bounce off of Mollo bombs.

Elliana’s recent changes to her mine have come with a few bugs that we decided to patch up.

  • Bug Fix: Fixed mines occasionally turning transparent when stuck on players.
  • Bug Fix: Two Ellianas kicking a mine on the same frame no longer duplicates it.

We have a small bug fix added in Hotfix 2.1.7.1.

  • Hotfix 2.1.7.1 Bug Fix: Fixed some small artifacts appearing on smoke clouds.

We have a new replay feature added in Hotfix 2.1.7.2.

  • Hotfix 2.1.7.2 Added a Green Screen option to replays.

Patch 2.1.6.4 – The One That Revamps Practice Mode

Today we have a new patch for you that’s focused on fixing a few small bugs, an elusive desync, and also adding some great new features to our Practice Mode!

Input Recording and Save States, two of our most requested Practice Mode features, are now available. These updates have been in the pipeline for a while now and should add plenty of features to help players learn the game and grind specific interactions. Be sure to let us know if you find any bugs since we expect this feature isn’t perfect yet with all types of controllers. Let’s dive in to patch 2.1.6.4:

If you like labbing, head into practice mode to try out the new features. There you can use save states to practice scenarios by recording inputs for a specific player slot, and then playing the inputs back.

You should be able to practice all kinds of different scenarios right in game, but if you want to get extra fancy, the inputs are saved to files in your %AppData%/RivalsofAether/training folder. This means you can even share practice scenarios with other players by sharing input files.

You can also loop or randomly shuffle the input playback from the scenarios you currently have recorded. Perfect for practicing a common scenario, or trying different reactions to a situation to see what’s best.

You can also save or load the entire game state during a training mode session. Note that Workshop items are not supported. You can also use hotkeys for these new Practice Mode features, which are 1-6 by default.

And one of the best changes for practicing – you can now control other player slots without the need to have multiple controllers plugged in!

Bugfixes

  • Fixed multiple Sylvanos desyncs.
    • We did a deep dive into the previously assumed “howl” desync and were able to find multiple causes after some considerable sleuthing.
  • Golden Olympia now has the proper golden skin effects. (Unlock this skin by purchasing her adorable plush here).
  • All plush skins should now properly unlock the Catnip Bravo buddy.