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Creatures of Aether Patch Notes [1.5.2.0] – Summer is Here!

June is here and our mid-month patch contains fun new features, balance changes, and gameplay improvements! This patch focuses on improving our daily reward system and adds two new card skin bundles for a limited time. Let’s dive in:

Summer Skins

Ranno and Elliana have brand new Summer skins available for a limited time in the Shop!

Daily Quests

Earn more rewards through special in-game challenges!

Daily quests have been added to the game in place of the daily calendar:

  • Each Quest slot gives 3 quests each day for that category.
  • Category 1: Win a match on ladder with a random legendary.
  • Category 2: Get 50 flips in any mode.
  • Category 3: Play a X amount of cards with an ability.
  • Daily Quests cycle in a predetermined order.
  • Every consecutive quest after the first give 1/2 the rewards of the last.

Ability Changes

  • War Drums: Grants up to 2 non-ability creatures, when summoned, +3 (does not stack with other drums).

Drums lacked consistency and shared a similar strategy to Avatar decks. This change should spice things up while adding some additional counterplay. Now players who don’t run drums might think about sneaking more vanilla cards into their decks to share the benefit.

Elliana

In case you missed it: our newest Rival, Elliana, released via Rivals Pass earlier this month. The Aerial Arsenal is just the second Rival to bring multiple abilities to the field, except with her, you are in complete control of when to they unleash.

Missile barrage strikes from a distance! This ability triggers if Elliana is played before she overheats.

When Elliana Overheats, she ejects from her mech and lands in any open board space. Use this late game ability for devastating multi-flips!

Improvements

  • Added a legendary introduction screen for Wrastor.
  • Removed the Daily calendar.
  • Added more SFX.
  • Added 4 new emotes.

Bug Fixes

  • Fixed a bug where Absa wouldn’t deactivate Master Cai’s poison with her ability.
  • Fixed a bug that caused Shifter card to not interact properly with Ranno’s Bubble Flip.
  • Fixed a bug where you couldn’t properly scroll down the upcoming cards list if you were missing too many cards.
  • Fixed a bug where some cards wouldn’t get affection proportionate to their captures.

Rivals of Aether – 2.0.7.5 Patch Notes

Summer is around the corner and we are excited to rollout some nice quality of life and UI improvements that affect both local and online modes.

  • The Random Stage rule will now only pick a stage once, not repeating until every stage has been played at least once. (Once that happens, every stage can be picked again.)
  • You can now use Up and Down on the milestones screen to scale the progress bars up and down.
  • The match timer is now always centered based on the total width of the timer, instead of just on the colon.
  • The foreground water in Merchant Port and Frozen Fortress have been made slightly more transparent.
  • The Team Attack rule now defaults to being on.
  • Display options have now been split into two menus: Display and Graphics.
  • You now have the option to hide the top bar on the HUD under Display options.
  • The HUD top bars now display the players’ steam names instead of their profile tags.
  • Air Armada’s background now uses a texture instead of a hard-coded color.

  • Zetterburn’s NSPECIAL now overrides the double jump aerial buffer, meaning you can buffer a doublejump out of it easier.

  • Fixed declining a casual mode rematch booting you back to the online menu.
  • Fixed workshop mode forcing itself on after every match in local VS and local Tournament modes.
  • Fixed Forsburn’s clone destroying other players’ articles on death.
  • Fixed online CSS screens with Abyss mode enabled not playing the correct music.
  • Fixed online profiles not saving color palettes (for real this time).

Patch 2.0.7.4 Notes

Things have been busy in the world of Rivals since our last patch with the announcement of Aether Studios, new games, characters, projects, and much more! This update includes some quality of life changes along with standard bug fixes while rollback and other larger content updates are underway behind the scenes.

  • If you switch characters during a ranked set, losses will apply to the new character you switched to if your first character can’t lose any more stars.
  • The results screen no longer shows “+0” on coins earned.
  • When losing a money match, coins are now subtracted the moment the match ends.
  • The music player in the CSS now has an option to change the music volume, similar to the button on Stage Select.
  • Common SFX like standard swipes and hits now have a very slightly random pitch each time they’re played.

Workshop

  • Stage select now displays the names of custom characters instead of just “Custom”.
  • Practice mode now displays a prompt to press F5 to reload workshop content when debugging using the Ctrl+8 errors on mode.
  • New macros added to get_local_setting(): SET_FX_QUALITY, SET_HUD_SHAKE, SET_RETRO_FX, and SET_LANGUAGE.

  • Kragg’s Up Tilt sprite now matches the hitbox better.
  • Kragg’s rock can no longer be thrown if it’s already in the process of being broken.

  • Absa’s FStrong final hitbox has been lowered by 1 pixel, and its height has been reduced by 1 pixel, to prevent outlying behavior where it could hit only attacking players on Spirit Tree’s platforms.

  • Ori & Sein no longer gets their doublejump back after hitting someone with Dair and airdodging out of it.
    • They still keep their doublejump if they had it in the first place.

General Bugfixes

  • Fixed various minor sprite errors like missing pixels in Elliana’s crouch, Ranno’s Up Tilt, Kragg’s Down Tilt, and stray pixels in Ori and Sein’s Nair.
  • News links on the main menu are now clickable again.
  • Fixed an odd crash when changing pages on the workshop character CSS.
  • Hydroplaning FStrong forwards now properly keeps its momentum once again. In addition, hydroplaning FStrong forwards now works via the strong button as well as with the right stick.
  • Fixed profiles not saving properly when exiting online lobbies, causing preferred palettes to be stuck on one option.
  • Fixed the plant hazards on Aether Treetop not dragging you all the way down to the bottom blastzone.
  • Fixed win counts being displayed incorrectly on online stage select.
  • Fixed rune colors on workshop characters being inconsistent with base cast runes.
  • Fixed spectators being unable to favorite replays.
  • Fixed replays using the incorrect player names if you were a spectator.
  • Fixed a crash when exiting the replay menu immediately after quitting a replay.
  • Fixed the Random Stages rule sometimes picking Rock Wall twice in a row and never picking Fire Capital.
  • Fixed controls being stuck after inputting an incorrect cheatcode.
  • Fixed get_match_setting() not properly getting the time and stock when overridden by the stage. Stages and stage articles always pick what the option was before the match started, while characters and buddies will pick the option the stage overrides it to.
  • Fixed an article’s player_id not actually being set correctly if spawned via another article.

Creatures of Aether – Kragg has Arrived

Our last Creatures of Aether update on this blog was in December, but Creatures of Aether has been growing exponentially since then. Let’s highlight some of the updates.

Season 5

After launching Wrastor and the four mini-legendaries in December, we also launched a new Dungeon type called Prize Plunders. These are rare, free dungeons that you can sometimes find as a daily reward if you check the shop every day. Grabbing the shop tile gives you one pass to the dungeon that you must use before the day is over.

The Prize Plunders are a great way to get rewards!

The Prize Plunders have 4 bosses, one for each element, so you get to choose which boss you want to fight. Instead of standard battles, it has Prize Games which are one of the best ways in the game to grab a large amount of coins. You’ll have to use your cards wisely in order to open up all the chests and maximize your coin rewards.

Season 6

Season 6 launched on January 1st and introduced Sylvanos to the game. Like Wrastor before him, Sylvanos was a meta changing Rival as his ability completely changes the way you have to play against him. Sylvanos requires an elemental tile to use his ability, but once played on one, he can attack all cards on the board of that element from all sides. That’s right, any card with a number lower than his starting 3 value will get flipped.

Sylvanos also triggers a screen-wide homefield toward that element. Players can use Sylvanos either early or late into a match depending on their deck and what they need from him.

Later in January, we released four Shifter cards during Season 6. During Season 4 and 5, Avatar decks particularly with Etalus were seeing a lot of use on both the ladder and competitive play. We decided to nerf Avatar cards and give them more requirements while also introducing shifter cards as potential card to drop into their deck archetype.

Shifter cards change their element to match elemental slots and gain the buff. This is useful for when you need to get a certain element or want to use that triple slot that both you and your opponent had been avoiding.

Season 7

Season 7 started on February 1st with the release of Forsburn, the Exiled Flame. This Rival card is all about deception and you can get the most use out of playing him early.

When you play Forsburn, he creates smoke tiles in  3×3 grid around himself. At the end of your turn, you can teleport Forsburn to a smoke tile if you control him. Jumping to a new smoke tile allows Forsburn to trigger new flips. You can also play a “vanilla” card or a card without any abilities behind the smoke and hide the card from your opponent. They can try to flip it but won’t know the numbers that you hid. Forsburn is all about being sneaky and now you can be sneaky in Creatures of Aether as well!

After designing Forsburn, we decided to experiment more with the “vanilla” card design space. Before Season 7, epic vanilla cards were some of the least played cards in the game. Because while they had big numbers, they were often outclassed by Powerup or Avatar. To bring some luster and magic back to these cards we introduced two new abilities that both launched on February 15th.

The first ability is War Drums. If you control this card on the board, then your vanilla cards get +2 when they are played. You must control the drums when the vanilla card is played and your opponent can take the drums and use it for themselves. This creates an important card that both players can fight over.

The next ability that we released is War Horn. When this card is played, you can choose a vanilla card from your hand and place it anywhere on the board and then return it back to your hand. This ability synergizes with War Drums because the played card gets the +2 buff and retains it. Meaning you can play this card again later and get another buff from the same drum. War Horn and War Drum are most effective when played together and with some beefy vanilla cards. The combination of the three created a new vanilla deck archetype for us that is challenging the previous meta of either mono or avatar decks.

Season 8

Season 8 is launching today, March 1st, with the release of Kragg! Kragg is a powerful earth Rival that brings along his trusty rock from Rivals of Aether.

When you play Kragg, you get to choose anywhere on the board to place his rock. The rock prevents your opponent from playing on the tile. The rock tile also cannot be weakened if you play it on an elemental slot so homefield and scorch will not weaken it. You can however use homefield to make it stronger. The rock tile is something your opponent will have to play around because they know you will be looking to drop something strong on there near the end of the game.

Also launching today with Season 8 is Affection Level. It’s a new progression system for your cards! As you use your cards more, they will give you gifts as their Affection Level increases. Once you raise the level to 500, then you unlock a new Golden Skin for that creature!

There are two ways to raise the Affection Level. First, playing a match on ladder with that card grants you one Affection Level. You also gain one Affection Level for each card that you flip with that card during the match. Your favorite cards are going to love you back! Next, leveling up a card grants you 100 Affection Level. You can reach 300 Affection just by getting your card to Level 4! You can get another 100 by filling the xp bar past 4 and while your card won’t get stronger, you will get some Abyss Orbs for your hard work. Make sure you level up your favorites and show off your golden skins.

There has never been a better time to get into Creatures of Aether as Season 8 is just getting started with a new Rival Pass for Kragg. Get it on iOS and Android today!

Download on Google Play

Download on Apple Store

Patch 2.0.7.0 out now on Steam and Switch!

Our first major patch for the Definitive Edition is out now on Steam and Nintendo Switch! In addition to bugfixes, this update also includes some balance changes for the cast. Though we don’t plan on making balance updates a regular occurrence in the Definitive Edition, we’re always keeping an eye on the state of the game. The flurry of events and new players in the last few months have shaken things up enough that we feel some changes are warranted. Read on for the full notes including Switch online improvements, balance, and gameplay updates.

  • Sound effects added for teching, missed tech, missed tech bounce, and walljumping.
  • Airdodges can now snap to platforms while moving, making it possible to snap to a platform from the side.
    • Previously they would only snap to platforms during the first 2 frames.
  • Straight horizontal airdodges will now snap downward onto platforms up to 8 pixels below you on startup.
  • You can no longer fall through platforms while in hitpause after being parried.
  • Bug Fix: Wall teching invincibility is no longer delayed by 1 frame.
  • The bottom blastzone is now 40px lower when a player is not in hitstun (or in hitstun moving upward).
  • The bottom blastzone is now 64px lower for projectiles.
    • Only affects Etalus Fspecial, Kragg Rock, SK Rock, and Mobile Gear.
  • Fixed a rounding error on purple kill effect calculations that caused pixel-perfect false positives.
  • Post-DI knockback angles are now rounded to integer values
    • Prevents the purple kill effect from giving false positives due to non-integer angles.
  • Camera max speed when moving away from the default position: 4 > 7.
  • Camera acceleration when moving away from the default position: 0.2 > 0.5.
  • Camera now has a 100px buffer zone before returning to the default position when a character is offstage
    • This makes the camera follow offstage characters better and decreases camera jerkiness when characters are moving around near the ledge.
  • Keyboard double tap now works with tap jump.

  • Charged Nspecial knockback scaling: .4 > .3
    • The buff from last patch ended up being a bit stronger than we intended.
  • Uspecial multihits angle flipper: 1 > 2
    • Since the spacing of the final hit no longer matters as much, the multihits now pull inward for more consistent linking.

  • Sourspot Utilt damage: 3 > 4.
  • Fair’s recovery window can now be walljump-cancelled.
  • Bair sweetspot knockback scaling: .75 > .9.
  • Bair sweetspot knockback angle: 361 > 45.
    • No more angle 40 on grounded opponents.
  • The first 3 hits of Dair can no longer produce the purple kill effect.
  • Dspecial bubbles max vertical speed: 5 > 4.
    • They still reach above the top platform of ToH.

  • Nair endlag decreased from 12 > 10 on hit (18 > 15 on whiff)
    • This is halfway between the pre-1.4.25 value and the post-1.4.25 value.

  • Ustrong sweetspot hit lockout: 10 > 20.
    • This prevents Kragg’s own rock shards from interrupting the knockback of his Ustrong.
  • Pillar will no longer break when reaching ground height unless both sides of the pillar are touching the ground.
  • Pillar will now snap players to the top of the pillar when it reaches its final height
    • This makes crouching above a rising pillar consistent in regard to when you land on the pillar. This does not affect situations where you do not CC the pillar.

  • Fstrong hit 1 hitstun modifier: x1.0 > x1.5
    • Usually adds around 6 frames of hitstun, making it link better against aerial opponents.
  • Ustrong hit 2 startup: 6 > 4
    • Addresses the issue of opponents being able to parry the 2nd hit without crouch cancelling the first hit.
  • Clone will now use the pre-definitive recovery tactics again.

  • Dash attack hit 1 active frames: 4 > 6
    • Reduces the inactive frames between the hits.
  • Lily can no longer be bashed while she’s stunned.

  • Bair angle: 32.5 > 32.

  • Can no longer cancel the hitpause of Uspecial with an airdodge.
  • Broken Fspecial projectiles will no longer create a hitbox when landing.

  • Can no longer bash a stunned Lily.
  • Maximum distance adjusted for bashing Lily and Elliana’s grounded mine
    • Ori should no longer be able to bash these objects from extremely long distances.

  • Dstrong sweetspot base knockback: 10 > 9.
  • Dstrong sweetspot knockback scaling: 1.3 > 1.25.

  • Successful Dspecial counter now restores her double jump.
  • Successful Dspecial counter will no longer lose invincibility if you run out of parry invincibility.
  • Plasma field will now properly destroy Sylvanos’ jab-special projectile.

  • Uair 1 angle flipper removed.
    • This makes Uair link better when hitting with the back side of the attack while moving slightly forward.
  • Uair 2 damage: 3 > 5 (Total move damage: 6 > 8).
  • Double jump and airdodge are restored 1 frame earlier when emerging with Uspecial.

  • Can now hover with the shorthop button.
    • Only hovers for a short time, since holding down the shorthop button does nothin).
  • Ground friction: 1.0 > 0.65 (to buff her running parry).
  • Utilting a rock while it’s being thrown by another attack will no longer crash the game.
  • Uspecial’s invincibility starts immediately when she ejects from the mech (1 frame earlier than before).
  • Getting hit on frame 1 of landing after Uspecial will now properly restore her in-mech stats (weight, walljump speed, and hurtbox size).

  • Gem multiplier for attacks: 15x damage > 17x damage.
  • Jab knockback angle: 361 > 60.
  • Nair knockback angle: 361 > 45.
  • Fixed a bug that allowed the projectile-blocking hitbox of Dair to be parried.
  • Bug Fix: Utilt’s collision circle is no longer expanded when detecting collision with Kragg’s pillar.
  • Dtilt hit 2 knockback: 7+.4 > 8+.5.
  • Uair now has a body hitbox that reaches 50px lower than the propeller hitbox. It can only hit grounded opponents and disappears for the final hit.
  • DStrong now has a lingering sourspot for 8 frames after the final hitbox.
    • Because the endlag window is now shorter, Shovel Knight is actionable 3 frames earlier on whiff (timing is the same on hit).
  • Uspecial rising hit 1 and 2: 7+.4 at 60 degrees > 10+.3 at 65 degrees.
  • Uspecial rising hit 2 BKB decays from 10 > 7.
  • Uspecial’s recovery frames are shortened by 1/4 if the move hits someone.
  • Uspecial can no longer recover resources before landing.
  • Golden Fish value: 750 > 500.

Switch Bugfixes and Improvements

  • Frameskip has been added to the Switch netcode. This should reduce the amount of matches that run consistently slower than 60 FPS on Switch.
  • Input delay has been reduced by 1 frame on connections over 48 ping.
  • Caesar buddy will now stay unlocked properly.
  • Ranno & Clairen milestone rewards are no longer swapped.
  • Players can now create friends-only lobbies on Switch, as well as filter for displayed lobbies.
  • Fixed various crashes (for all sorts of reasons ranging from gameplay interactions to disconnecting your controller) thanks to player bug reports in our discord.
  • Story Mode completion now saves properly.
  • Default control scheme across Handheld Mode, Joy-Con pair, and Switch Pro controllers aligned.
  • Various UI and controller fixes added for GameCube Controller support.
  • Fixed several tutorial crashes and bugs.
  • Addressed a few points in the game where players could become softlocked.
  • Leaderboards now work properly.