» Category: Patch Notes

Rivals of Aether Balance Patch 2.1.1.0

A few weeks ago we added a whopping FOUR new characters to the PC and Switch versions of the game for free. Since then we’ve been able to collect feedback and bug reports from the community, allowing for our first balance patch since their release!

While this is by no means the final balance patch these characters will see, our intention with this round of changes is to hit the big troublemaker moves of each of the four. Buckle up, this is a big one.

Mollo is really close to how we want him to play – an aggressive and unpredictable character who can rushdown or zone while using everything at his disposal. Our main goal when updating Mollo was to add more counter play to his bombs – particularly the finisher bomb. We also fixed some bugs and updated a couple of his normals.

  • FINISHER BOMB
    • Finisher Bomb countdown increased, 30 -> 50
      • Spamming a massive kill move was never the intention of the finisher. A longer fuse means Mollo players will need to set up for the big reward.
    • Finisher Bomb reduced weight, 1.25x -> 1.6x
      • For reference, other bombs take 1.8x base knockback.
    • Adjusted explosion VFX layers of Finisher Bomb to primarily appear behind players.
      • This allows players to see where they are in relation to the explosion, helping with reactionary DI.
    • Bug Fix: Finisher Bomb now puts Mollo in parry stun on successful parry.
  • FLASHBANG
    • Increased Flashbang damage, 0% -> 5%
      • This bomb should not have been dealing 0% in the first place but it was particularly noticeable when Mollo could use it to stall off stage.
    • Bug Fix: Fixed flashbangs not applying full hitpause to attacking players.
  • DEFAULT BOMB
    • Hitpause increased, 6 + 0 -> 8 + 1.0
    • BKB 10 +1.0 > 8 +1.0
      • Default bombs were killing light characters a bit too early off the top. Peeling off some base knockback allows us to reduce those surprise KOs while still keeping it a KO option when your opponent passes 150%.
  • GENERAL BOMB FIXES
    • Primed bombs now properly explode in Mollo’s hand when hitstun ends.
    • Held bombs will now continue their timer when Mollo is in hitstun.
      • One of the goals of Mollo’s bombs was inspired by Kragg holding a rock. Mollo should feel more powerful with a bomb in hand but also at risk. Due to some bugs and timing, this goal was muddy at launch. We have made some adjustments so opponents can effectively use Mollo’s bombs against him. If you can catch him with a bomb, you can combo him while it primes and now effectively use the explosion to extend your combo or even KO Mollo!
    • Bombs will not bonk players in hitstun moving faster than 6 pixels per frame.
      • It was a frustrating experience to land a KO attack on Mollo only to have an errant bomb bonk him and negate all the knockback. We introduced a hitstun velocity where once above the threshold, characters will ignore the bonk. You can still use bonks for cool combos at lower speeds but bonks won’t be invalidating your hard work when it comes to KOs.
    • Bug Fix: Bombs that explode on bonk should now assign the hitboxes to the last player that hit it, and not just the Mollo that made it. (Meaning bonking a mollo with their own bomb should properly blow them up.)
      • Mollo finally gets a taste of his own medicine.
    • Reduced bonk hitpause, 12 -> 7
      • Bonks had enough hitpause to lock opponents in place for too long. This was especially problematic getting hit by a bomb whose fuse was running low causing a likely KO with a finisher bomb. The hitpause has been adjusted to better reflect the bonk and reduce those sticky situations.
    • Down Special now causes bomb detonations 1 frame earlier
      • Bat hits shouldn’t be overridden by bomb explosions anymore.
    • Bug Fix: Fixed a bug causing bombs to occasionally float in the air.
    • Bug Fix: Fixed a bug that allowed several unique explosions when Mollo’s primed bombs blew up in his hand.
  • FORWARD TILT
    • Bug Fix: Fixed a bug that allowed opponents to crouch cancel at any percent.
      • It was pretty funny though.
    • Hitpause increased, 6 + 0.6 -> 8 + 0.9
      • Reactionary DI should be much easier now.
      • A few properties leftover from an older version of the move have been snuffed out.
  • UP STRONG
    • Cleaned up Ustrong’s animation.
    • Reduced KB on the last hit, 10 + 1.0 -> 8 + 1.0
    • Increased Ustrong’s endlag, 12 -> 17
      • Up Strong is a great anti air tool and Mollo’s strongest grounded KO option. The attack was designed with a large and long-lasting active window to catch fast moving aerial opponents. But the final hit was too strong for his kit and the attack lacked the recovery frames to be able to punish it. We have remedied both of these.
  • DOWN STRONG
    • Bug Fix: Center hitbox hitpause increased, 5 + 0.5 -> 10 + 0.5
      • The strongest hitbox had less hitpause frames due to the attack’s previous functionality. Now the hitpause has been updated to reflect the attack’s knockback and improve DI opportunity.
  • RAPID JAB
    • Repeated attack inputs should keep spraypainting more reliably.
    • Removed hitpause scaling to prevent stunlocking (was at 0.6x previously).
      • The move should feel better to use and to get hit by.
  • DASH ATTACK
    • Hit one now breaks Kragg’s rock.
      • The hitbox meant to grab bombs did not function as a normal hitbox, making interaction with rock a bit puzzling.
  • NEUTRAL AIR
    • Fixed an error causing hitboxes to be arranged incorrectly.

Hodan certainly is a funny monkey. His playstyle is surprising and wacky and unlike anything Aether has seen. Hodan’s unique charge mechanic is a hit but it has been hurting hands and driving players to unusual control setups – we saw that taped down dpad! Our changes to charge have made it easier to use it optimally without feeling like you could be charging more. We also looked at Up Special, Forward Air and Forward Special which were his 3 charged moves causing the most monkey frustration.

  • CHARGE FUNCTIONALITY
    • Charged moves now reset the charge amount as long as you’re using one.
      • Charging takes 15 frames, so now back to back charge moves will require those extra 15 frames to execute.
    • Starting a charged move disables the ability to charge until you let go of Down.
      • This excludes down strong due to the direction of the move matching the direction required to charge.
    • Starting a dash disables charging until you let go of Down.
      • These last two changes make sure that Hodan can be played optimally with either the standard controller settings, the dpad or the keyboard. To be able to dash with a standard controller, you have to let go of down. But a keyboard or a dpad could hold down through that motion and retain the charge easily without having to move the stick back down like a controller would. These requirements for a new down press get all the controllers on the same playing field and also make it easier on your hands for players who were tempted to claw both the analog stick and the dpad for their monkey madness.
  • UP SPECIAL
    • Charged variant early hit BKB and KB scaling reduced, 10 + 1.2 -> 9 + 1.1
      • For how fast this attack is and the places you can use it, it was KOing too early. This change should bring the kill power to a healthier level.
    • Charged variant early hit active duration reduced, 6 -> 2
    • Uncharged variant early hit active duration reduced, 6 -> 3
      • The start of up special is the sweet spot but with how long it lasted, it didn’t feel very sweet to get hit by it. We reduced the duration on both versions. Charged and uncharged variants travel at different speeds, meaning the active frames cover different distances. Both variants now reach similar distances. Example: A grounded up special’s first hit can no longer hit Tower of Heaven’s top platform.
    • Late hit angle changed, 50 -> 60
    • Charged late hit angle changed, 50 -> 80
      • We updated the angles on the late hits of each Up Special to match the angles of the sweet spots which makes DIing the attacks more consistent.
  • FORWARD SPECIAL
    • Forward Special endlag increased, 20 -> 28
      • We are increasing the recovery of Forward Special to reduce Hodan’s spam and also to remove his stalling technique when combined with Up Special. We opted for a recovery hit over a cooldown implementation because we want Hodan to be punished for using his projectile in inopportune situations rather than being able to parry or move away.
    • Charged Forward Special endlag increased, 14 -> 28
      • While Forward Special spam was formidable, the amount of sweat you could swirl by repeating Charged Forward Specials was devastating. This recovery change brings both versions in line.
    • Sweatwhirls can now only absorb new spirits after 40 frames, once the spirit’s spawn animation has finished.
      • This helps players escape several whirls being chucked at them in a row.
    • Bug Fix: Spirited sweatwhirls are no longer transcendent.
      • Attacks that beat projectiles can now destroy all sweat whirls.
    • Bug Fix: Fixed sweatwhirl hitboxes lingering outside blastzones.
      • A moment of silence for the Kraggs that lost their pillars to this bug.
  • FORWARD AIR
    • Charged Forward Air landing lag increased, 8 -> 10
    • Charged Forward Air endlag increased, 14 -> 16
      • The move is meant to be big and strong, so we targeted endlag in conjunction with the new charge mechanics to make it much harder to combo more than one in a row.
  • UP TILT
    • Bug Fix: Charged variant’s (Splash Kick) final 2 hitboxes moved to the correct window, removing the four hitbox overlap it had before.
      • SPLASH YA LATER!
  • UP STRONG
    • Bug Fix: Fixed a bug where players under very specific platform heights (Treetop Lodge’s upper platform) would not be thrown properly.

Pomme is a flashy popstar who introduced a float double jump to Rivals of Aether! Pomme didn’t require too many updates in this first balance patch. We did target some of her problematic stalling options in addition to her lack of recovery frames on her strong attacks.

  • FLOAT MECHANIC
    • Getting hit while floating now removes any remaining float time.
      • There is a 6 frame forgiveness window at the beginning of a float.
    • Up Special now only restores float time to a maximum of 45 frames.
      • Pomme leaves the ground with 150 frames of float time. If her remaining float time is above 45 frames when using Up Special, the remaining time will be available as a second float.
    • Fixed being locked out of fastfalling when using a move out of float.
  • FORWARD AIR
    • Lowered Forward Air’s sourspot angle, 45 -> 40
    • Forward Air sweetspot KB reduced, 7 + 1.1 -> 6 + 1.0
      • In addition to a sweet spot KB nerf, the sour spot and sweet spot angles are now identical, making DI less of a guessing game.
    • Bug Fix: Fixed a momentum bug related to a floating Forward Air in Pomme’s Harmony Field.
  • FORWARD SPECIAL
    • Increased Forward special damage, 0% -> 8%
      • We told Vince to stop holding his punches. The Rivals aren’t fans of Pomme. Well except for Kragg. He owns all her albums. This should also prevent crouch-cancelling causing some odd trajectories.
    • Forward Special Cooldown has been increased from 15 frames after Vince disappears to 55 frames after Vince disappears.
      • Now that Vince is not holding back, we have to deal with those times when Pomme is too reliant on him. This cooldown increase should keep Vince as a combo starter while reducing him as a spam option.
    • Vince’s whiff endlag reduced, 40 -> 30
      • This change makes Vince block projectiles for a little less time but also allows Pomme to use Vince sooner effectively reducing the increase in cooldown above from 40 frames to 30 frames.
  • DOWN SPECIAL
    • The harmony field now moves towards the stage if it’s far away enough from solid ground.
      • We saw the videos of the Pomme stalling from launch week. This attempted solution should keep a floating Pomme away from the edges of the blastzone, while also giving the Harmony Field more utility near stage.
  • STRONG ATTACKS
    • Fstrong endlag increased, 12 -> 18
    • Ustrong endlag increased, 10 -> 15
    • Dstrong endlag increased, 10 -> 15
      • Pomme’s strong attacks were incredibly hard to whiff punish especially considering they pack quite the punch for an Air character. These changes should bring her closer in line to the rest of the cast.
  • UP TILT
    • Bug Fix: Removed an extra hitbox from Utilt that was spawning later.
      • A relic from an older animation that added a lot of disjoint to her attack.
  • MISCELLANEOUS
    • Slightly increased harmony field opaqueness.
    • Bug Fix: Fixed crouching using the standing hurtbox.
    • Bug Fix: Up Special now has a walljump cancel window during active frames.

Olympia is a fan favorite! But more importantly, she is a Dan favorite. He told us not to nerf her so please don’t link him these patch notes. We took a good look at her Forward Special and a couple of her aerials for this first balance patch.

  • NEUTRAL SPECIAL
    • Reduced Neutral special’s break hitbox size, 284 x 284 -> 270 x 270
      • This should remove scenarios where someone gets crystalized while barely touching the field.
    • Nspecial’s projectile now resets its despawn timer when parried.
      • A parried projectile will now reach the Olympia that threw it.
    • Crystalized sprite is now bi-colored.
  • FORWARD SPECIAL
    • Forward Special now includes the gauntlet as the hurtbox.
    • Forward Special’s hitbox moved inwards, 12 -> 6
    • Forward Special’s endlag is now 28 to 36 frames, depending on charge – was 20 to 36.
      • These changes to Forward Special will make contesting the move less dangerous and whiff punishing the move easier at low charge. Forward Special still has IASA frames on hit and it starts 25% of the way through the recovery which means the IASA at low charge is slightly slower now.
    • Reduced the amount Forward Special can push up when hitting a ledge, 40 -> 32 pixels
      • Olympia will still get a boost onto stage, but now it won’t be so much that it’s visually jarring when she pops up onto the ground when hitting the wall.
  • UP AIR
    • Uair landing lag increased, 5 -> 8
    • Uair endlag increased, 7 -> 10
    • Uair 2’s base knockback increased, 6 -> 7
      • Up air should now be a little less powerful when used in hitfall strings, while also sending opponents further out, making follow-ups a little more difficult.
  • DOWN AIR
    • Dair sourspot knockback reduced, 6 Base + 0.8 Scaling -> 4 Base + 0.6 Scaling
    • Dair sweetspot knockback reduced, 10 Base + 1.0 Scaling -> 7 Base + 0.8 Scaling
    • Dair sourspot hitpause reduced, 6 Base + 0.8 Scaling -> 6 Base + 0.6 Scaling
    • Dair sweetspot hitpause reduced, 20 Base + 1.0 Scaling -> 12 Base + 1.0 Scaling
      • Those Down Air numbers were pretty intense, huh? It turns out when sending downward, gravity only adds to your speed. The numbers have been adjusted to be in line with other powerful spikes in the game.
  • BACK AIR
    • Reduced Bair’s second hitbox active frames, 14 -> 11
    • Reduced Bair’s active window, 14 -> 11
    • Increased Bair’s endlag, 2 -> 5
      • Back Air’s hitbox now ends when Olympia’s art changes, giving the move more endlag while keeping the total frames the same.

  • Adjusted Pomme’s tutorial so hitting all 4 nspecial notes should be easier.
  • Adjusted Olympia’s tutorial so hitting bair into another aerial should be easier.
  • Fixed a typo in Mollo’s tutorial.
  • Bug Fix: Updated Pomme’s portrait colors to match shaders better. (Also got rid of a red pixel on her custom color sprite.)
  • Bug Fix: Fixed Olympia’s custom color screen only having one color slot on the diamond.
  • Bug Fix: Olympia’s crystalized effect should use consistent colors instead of blinking between swapped colors.
  • Bug Fix: Removed a black line on Mollo’s landing sprite while holding a bomb.
  • Bug Fix: Removed a white pixel on the start of Mollo’s parry.
  • Bug Fix: Fixed the Flashbanged double-visioned effect not displaying correctly.
  • Bug Fix: Fixed various issues with Ori bashing Mollo bombs.
  • Bug Fix: Fixed a bug allowing Ori to bash Olympia’s Crystal repeatedly.
  • Bug Fix: Ranno’s Dspecial hitboxes now ignore rock as per hitbox properties instead of being hardcoded. While this doesn’t actually change how ranno interacts with kragg’s rock, some newcomer articles (like Mollo bombs and Olympia gem) rely on this property when checking for hitbox collisions.
  • Bug Fix: Fixed odd animations when moonwalking as Olympia, Pomme, Mollo, or Hodan.
  • Bug Fix: Fixed Olympia, Pomme, Mollo, and Hodan not getting an animation when you unlock their milestone.
  • Bug Fix: The Random Stage button should now be able to choose from any stage skins you’ve unlocked.
  • Bug Fix: Closed up a gap in collision boxes on Neo Blazing Rail that let players go under the main ground.
  • Bug Fix: Fixed workshop buddies crashing on load.
  • Bug Fix: The RCS Season 5 name color now has its trim back.
  • WORKSHOP
    • Added the following macros for characters: CH_MOLLO, CH_HODAN, CH_POMME, CH_OLYMPIA
    • Added the following macros for player states: PS_FLASHED, PS_CRYSTALIZED, PS_BURIED

Creatures of Aether October Patch Preview

October is the first month where we’ve diverged from our usual new Rival card release for the battlepass. However instead of new cards this month, we have two big additions coming to the game to get excited about – a brand new mode called Dungeoneers and tons of new Puzzle Challenges.

Read on for a preview of what’s coming later this month to Creatures of Aether, as well as a quick look at the top of the ladder from September’s season.

Shop Rotation

As there’s no new Rival this month, the shop has rotated back to our very first Rival card and features Zetterburn. Since Zetterburn originally came out in beta, this means October is the first time that he has an accompanying Rival Pass, complete with his own dungeon and emote.

Season 15 Ladder Recap

We hope you enjoyed blowing up the ladder with Mollo last month. Here’s a peek at the top players and their decks from last season if you’d like to try them out yourself:

New Mode – Dungeoneers

Dungeoneers is a brand new game mode coming to Creatures of Aether! This mode is a single-player deckbuilding mode with abilities that combine and scale as you play. We showed off multiple playthroughs of it with developers Dan and Tom last week. If you missed it you can check out the full gameplay video on twitch. For those wanting the short version, here’s the basics:

At the start of a Dungeoneers run, you can pick one Rival from a group of 4. Each Rival has a unique rune that grants them special benefits. These are usually tied to their element as well, with each focusing on a particular strength.

You’ll enter a battle with your chosen Rival and add more cards to your deck as you go. After each match, you can purchase new cards for your deck at the shop. You earn currency for the shop by winning matches or selling cards, and can even upgrade the shop to have a larger selection and more powerful cards.

If you see a card you like but can’t purchase, you can freeze the cards and they’ll stay until you come back from your next match. You can also see your CPU opponent’s progress before the match on this screen to size them up. Even though this is a single player mode, the bots will use decks that real players built and played in their previous runs. So you might recognize some names and decks as you battle.

You can upgrade a card by getting it to level 4 or using the forge. The forge is a special area you find 3 times throughout the run. You can either instantly upgrade a card there, or obtain an additional powerful rune. Upgraded cards have more powerful abilities and shop spells.

That’s the basics of dungeoneering! To start delving yourself keep an eye out for the release later this month.

New Additions – Puzzle Challenges

Some challenging puzzles are in the works outside of the standard character and gameplay mechanic categories. Fifteen new puzzles are coming later this month and should be some fun brain teasers for players who want to ponder.

These puzzles will also grant more rewards when completed for the first time. We’re also excited to share that many of the boards were designed or co-designed by our own community members.

A new puzzle board designed by community tester Ridlay.

Additionally Slade, Guadua, and Mollo all have their Rival challenges and challenge matches added to the game. Now these are complete for every Rival!

That wraps up the patch preview for October. We’ve also got a few standard bugfixes and small QoL changes coming. These will be released with the first half of the content update in October, beginning with the updates to Puzzle Challenges with Dungeoneers following afterward.

Creatures of Aether Patch Notes [1.6.3.0] – Ranno gets Infamous!

NEW SKIN

CARD CHANGES

  • Orcane can now shoot through cards the player has captured.
  • When playing a card with no ability while War Drums is active inside opponent Clairen field will decrement a War Drums charge.
  • Guadua number changes (4,5,6,4 -> 3,4,5,4).

  • Fleet number changes (3,3,3,3 -> 2,2,2,2).

  • Wrastor number changes (5,3,2,4 -> 5,4,3,4).

  • Maypul number changes (4,6,5,7 -> 5,6,6,7).

BUG FIXES

  • Fixed a visual issue with Slade’s GB skin.
  • Fixed Swiftwing’s Summer skin not showing up on the cards page.
  • Fixed many bugs with Challenges soft locking the game.
  • Fixed a bug where challenge rewards weren’t being added to the player’s card collection. CHALLENGE REWARDS HAVE BEEN RESET, please open the Challenges screen to claim your rewards.
  • Fixed a bug where Elliana would spawn the wrong missiles when blocked off.
  • Fixed leaderboard button not working on PC.
  • Fixed a bug where Sylvanos’ and Wrastor’s abilities would ignore the sound settings.
  • Fixed a bug where Sylvanos’ achievement wouldn’t be awarded upon completing his challenges.
  • Fixed a bug that caused the Legendary achievement to be unobtainable. It now should work with any legendary chest, including the Rival Pass ones.
  • Fleet now knows the difference between Twitter and Discord.
  • Fixed visual issues with the Rival Pass tutorial.
  • The Challenge screen now opens at the correct height.
  • Fixed a bug that allowed players to skip the Level Up tutorial, causing several issues.
  • Fixed a bug where the pop up explaining the Affection system couldn’t be scrolled.
  • Fixed a bug where affection gained by leveling up wouldn’t fade out.
  • Fixed a bug where the element and rarity icons wouldn’t update on the card’s zoomed view on PC.
  • Fixed a bug where the zoomed view didn’t properly fit longer ability descriptions.
  • The Dungeon Safe no longer stays in front of the card buttons on the Safe screen.
  • Fixed a bug that caused some quests to not complete.
  • Fixed a bug that allowed Tornado to interact with a locked Rock.
  • Draft can now be played with friends or in queue.

IMPROVEMENTS

  • Removed buttons that didn’t do anything on the dungeon scene.
  • Added a new Ranno Infamous skin.
  • Improved AI for Forsburn, Fleet, and when playing War Drums.

FEEDBACK

  • Zoomed view now shows ability description first, modify history requires toggling.
  • Added the option to play only AI until reaching ranked arenas. Removed forced AI matches during losing streaks.
  • Arcade can now be entered even if the deck isn’t valid.
  • Challenges can now be accessed immediately. The progression order mimics the unlock order. Completing a challenge does not unlock the ability on the reward pool, but you can still claim the challenge’s rewards.
  • Adjusted the end of match screen animation on PC.
  • Added the option to quit from a challenge.
  • The cog button during gameplay finally opens the sound settings, even during tutorials.
  • Players without the battle pass now receive unlimited AP per day.
  • Added a new season popup that shows your last arena and current arena as well as rewards and leaderboard position.
  • Updated Wrastor’s challenge to make it clear he must be played to complete the challenge.

Rivals Patch Notes [2.0.8.0] – Summer Fine-Tuning and Creatures Steam Launch

As we enter August, patch 2.0.8.0 is ready to hit the beach before the Rivals Championship Series starts at Riptide next month. This patch includes a bunch of small balance adjustments that have come from our behind-the-scenes testing as we prepare to release our first new characters in 3 years. We are anticipating this patch will come to Switch in around 1 month. Work on both the Workshop Character Expansion and the Rollback Netcode Beta is also moving along so stay tuned for updates on those in the future.

In other news – Creatures of Aether on Steam for PC and Mac is launching alongside this patch today with crossover content! Help celebrate with our other Aether team friends at Tako Boy Studios for this big milestone. Download the game for free to unlock a brand new stage skin for Air Armada. Definitely give it a try on Steam if you’re a new or even returning player – the game has changed a lot in the past year!

Lastly, keep an eye out for more exciting RCS news as well. European and Australian monthly events are now available for registration:

And of course you can still sign up for the first North American event:

Onto the patch notes:

Switch Specific Notes
  • Fixed a bug that broke Ranno’s replays on Switch.
  • Diamond Grove, the Creatures of Aether crossover stage skin, is unlocked by default on Switch.

  • The Diamond Grove stage skin is now available for Air Armada. Download Creatures of Aether on Steam for free to unlock.
  • Your selected workshop character now shows their current version number on the CSS.
  • Setting the Hide Hud rule override in a workshop stage to 2 will hide the standard hud while still running draw_hud.gml.
  • Bug Fix: The bottom blastzone only raises up during hitstun if you’re moving down on the frame hitpause ends.
    • The blastzone was adjusted earlier to be higher for those in hitstun to reduce self-destructs while keeping spiking KOs. But one side effect was that weak attacks or projectiles would KO someone who was recovering low because the blastzone would come up to meet them. Now the blast zone is only higher if you were sent down by the initial attack.

Zetterburn’s Up Air is being adjusted to match his visuals and reach lower at the end which also improves the attack as a landing aerial. Forward Air’s hitbox has also been adjusted to better match the swing’s visuals.

  • Uair now has an added sourspot on his hands.
  • Uair Sourspot Angle: 75 -> 70.
  • Uair Sweetspot KB: 10+0.6 -> 8+0.825.
  • Fair’s sweetspot has been increased in size.

Bubbles are getting a minor nerf allowing players to SDI out of them more effectively while Back Air is getting an adjustment to have weaker base knockback and higher scaling so it KOs slightly later.

  • Bubble SDI multiplier changed, 1.0 -> 1.2.
  • Bair 2 KB changed, 9 + 0.9 -> 8 + 0.95.

Kragg’s Up Tilt is going to be more reliable. The angle is being adjusted to combo better while also not being techable. He is also getting a quality of life fix to Up Special so now you don’t have to know if the pillar reached you or not when hit out of the vertical stall.

  • Utilt Hit 1 Angle: 125 -> 150.
  • Utilt Hit 1 KB Scaling: 0.1 -> 0.
  • Utilt Hit 1 SDI multiplier: 1 -> 0.
  • Utilt Hit 2 hitbox extended down by 10 pixels.
  • Uspecial now refreshes doublejump and airdodge as soon as Kragg freezes in place.

Forsburn has his hurtboxes adjusted so you can’t attack his cape on multiple attacks. His Down Strong has been adjusted to have more hitpause and we are bumping up its knockback to compensate since it will be more consistent to DI it. Forward Strong is getting a buff to be more reliable and also have more knockback scaling.

  • Cape has been removed from his hurtboxes on multiple moves.
    • Namely: jab, ftilt, dtilt, dash attack, nspecial, uspecial, nair, fair and dair.
  • Dstrong BKB: 8+1.05 -> 8+1.15.
  • Fstrong’s Hit 2 hitbox has been extended forward.
  • Fstrong Hit 2 KB Scaling: 0.8 -> 0.9.
  • Dstrong now has 0.9 hitpause scaling, was 0.

Dash Attack 1 hitpause position move has been adjusted to be more reliable. Back Air 2 hitbox has been increased also to be more reliable.

  • Changed position Dattack 1 pushes enemies in hitpause, 60 -> 50.
  • Bair Hit 2’s height increased, 50 -> 65.

Down Tilt hitbox now matches the art better and Up Strong is being fixed so its multihits can no longer be SDI’ed.

  • Dtilt’s hitbox has been changed to use a rounded rectangle instead of a circle. It’s also been extended downwards by 2 pixels.
  • Bug Fix: Ustrong’s multihit SDI multiplier: 1 -> 0.

Menace finally got through to Trevor and Dan and they crumbled and made an adjustment to make Etalus’ Forward Strong more reliable.

  • Fstrong’s second hitbox has been extended inwards on both his armored and unarmored versions.

Charged Flame hit lockout was removed because it was preventing cool charged flame into aerials while not affecting kill confirms with it. Forward Tilt is no longer so disjointed since Ori is not meant to have good disjoint. Dash Attack startup and knockback has been adjusted so its not as spammable into itself because Dan played against 3 Ori players in a row on ranked earlier this year and couldn’t handle it anymore.

  • Charged Flame hit lockout removed, was 6.
  • Ftilt now includes the tail on the hurtbox.
  • Dash attack KB: 9+0.3 -> 9+0.45.
  • Dash attack Angle: 45 -> 50.
  • Dash attack startup: 6 -> 8 frames
    • This also slightly reduces the Dash Attack distance.
  • Uair’s sprite has been changed to match the hitbox better.

Jab 2 has been adjusted to not whiff when Jab 1 lands very close. Up Strong is being adjusted to reduce the Up Strong fishing that we see late game especially with DACUS. If you have ever played against a Ranno online, then hopefully you understand.

  • Jab 2’s hitbox has been extended inwards and downwards.
  • Ustrong’s wide sourspot KB: 7+1.15 > 7+1.0.
  • Ustrong’s tall sourspot KB: 8+1.15 > 8+1.1.
  • Ustrong recovery: 23 -> 25 frames.
  • Ustrong wide hitbox’s hitpause changed, 8 + 0.35 -> 7 + 0.6.
  • Ustrong tall hitbox’s hitpause changed, 6 + 0.35 -> 8 + 0.7.

Clairen Down Strong is getting a little bit of love as a KO option. Now the angle is consistent and the scaling is slightly higher so both the Clairen and her opponent can react to the attack better. Forward Strong is getting a consistent angle on aerial and grounded opponents which will make it just as strong of a KO option during a combo as it is raw on the ground.

  • Sour Dstrong: 7+.9 > 7+1.0.
  • Dstrong’s tippers on hit 1 now have angle flipper 6.
  • Dstrong is now angle 70 on all hits. (previously some were angle 50).
  • Fstrong’s angles on all hitboxes have been changed, 361 -> 45.
  • Fstrong tipper hitboxes now all have 1.2 KB scaling.
  • Fstrong sour hitboxes now all have 0.9 KB scaling.

We found out that people would like to at least try to DI’s Sylvanos’ Down Strong.

  • Dstrong Hitpause scaling: 0 > 0.7.

Missiles are cool but it can be annoying when they are used to combo break and the opponent has already forgot about them. The new offscreen indicators should help the opponent be more aware of their positions.  Up Tilt with heat has become a nasty kill confirm for Elliana and while we still want it to be strong, we are adding recovery frames so it’s not as guaranteed. Neutral Air and Forward Air are having their angles flipped because Neutral Air has outshined Forward Air in nearly all Elliana scenarios. Now we hope that both can see usage in high level play. Neutral Special early hit was adjusted to combo into the rocket fist more reliably.

  • Fspecial’s missiles can now be seen offscreen.
  • Utilt’s recovery time scales from 10 frames to 20 frames based on how much heat is used.
    • Fixed utilt’s recovery time not resetting along with KB.
  • Nair’s sourspot and Fair have swapped angles and knockback values, detailed below:
  • Fair Angle: 361 -> 60.
  • Fair KB: 5+0.45 -> 6+0.4.
  • Fair’s hitboxes have been widened by 20 pixels and moved inwards by 5.
  • Nair sourspot Angle: 60 -> 361.
  • Nair sourspot KB: 6+0.4 -> 5+0.45.
  • Nspecial early hit KB: 7+0.3 -> 8+0.

Shovel Knight Down Tilt was adjusted to not whiff inside him when it looks like it should hit. Down Air was adjusted so the spike has a sweet spot and sour spot since the late spike can feel cheesy to be caught with late.

  • Dtilt 2 extended inward.
  • Dair Spike sweetspot lasts 2 frames (same as normal sweetspot).
  • Dair Spike sourspot lasts forever with .55 scaling (sweetspot has .7) and 8 damage (sweetspot has 10).

We hope everyone has been having a safe and fun summer so far in 2021! Let us know what you think of the patch in the comments below or on social media.

Creatures of Aether Patch Notes [1.5.3.0] – Slade Makes Landfall!

Patch 1.5.3.0 adds a completely new Rival from our upcoming Dungeons of Aether roguelite – Slade! His penchant for stealing led him from the Polekai Islands to a swashbuckling pirate life.

When Slade is played, you are able to take any creature on the field in your control and swap it out with a card in your hand. This ability can even capture enemy Rivals, allowing you to use their abilities against your opponent!

Slade makes landfall with his Thief’s Gambit ability in our newest Rivals Pass, available now!

Slade’s ability opens up a lot of unique interactions, let’s look at some specific scenarios involving Thief’s Gambit:

Forsburn:

  • The Slade player still cannot hide vanillas inside smoke.
  •  The Slade player can move Forsburn (if they own him).
  •  If the Forsburn player takes Forsburn back, they can still move Forsburn.
  •  If the Slade player retakes Forsburn, they’ll still be able to move him.

Fleet:

  • Once stolen, Fleet regains all of her pips (usable by the Slade player).

Elliana:

  • Elliana’s overheat depends on the number of cards the player has, so by this logic she is not reset but has an overheat equal to the number of cards played.

Slade:

  • A Slade cannot steal another Slade.

Bug Fixes:

  • Fixed a bug where some sound effects ignore the sound settings.
  • Fixed a bug where AI Forsburn would softlock the game.
  • Added a scroll functionality to the rival selection view.

Download Creatures of Aether on iOS and Android.

If you haven’t already please wishlist the game on Steam! It helps a lot with Steam placement on launch day. The more people that wishlist the more new players there will be!