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Patch 1.4.2 – Cooling Down

Heat Wave was a lot of fun, but now it’s time to start getting ready for a cooler season. This patch is a mix of changes we’ve been holding on to as well as some newer updates like adding mouse support, normalizing some framedata, and other quality of life changes. Read on for the full notes below and have a happy Halloween!

Gameplay Changes

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  • Keyboard controls can now be set on the character select screen.
  • Mouse buttons can now be bound to actions in the character select screen.
  • Rolls, Airdodges, and Techrolls have been normalized. New framedata:
    • ROLLS:
      • [3 startup frames – 14 active frames – 12 recovery frames]
    • AIRDODGES:
      • [2 startup frames – 12 active frames – 12 recovery frames]
    • TECHROLLS:
      • [20 invincibility frames – 14 recovery frames]

Bugfixes

  • Fixed a bug that made players get caught on ledges.
  • Crouch is no longer locked out of dashing for 3 frames.
    Instead, crouching now clears the dash buffer.
  • Fixed a bug that caused a crash during the intermediate offense tutorial.
  • The missed tech state can no longer be longer than the full initial duration of your hitstun.
  • Purple kill effect formula now takes SDI into consideration when checking for collision with walls/platforms/pillars/rocks.
  • Fixed a bug that caused heavy characters to be stuck in 1 extra frame of landing lag on aerials with 6 frames of landing lag compared to patch 1.4.0.
  • You can no longer wall-tech when first getting grabbed by Ori’s Down Special. You can still wall tech after getting thrown.

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  • Up Special multihits now force flinch.
    With 1 less frame of flinch state than normal, so it doesn’t true combo into Dstrong.

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  • Up Air no longer keeps moving during hitpause.
  • Orcane’s roll framedata has been normalized to [3 – 14 – 12] from [3 – 11 – 16].
  • Orcane’s airdodge framedata has been normalized to [2 – 12- 12] from [2 – 12 – 14].

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  • Up Air angle flipper changed from 0 > 6.
    This makes it so that the move always sends left if your opponent is on the left side of you, and vice versa.
  • Wrastor’s roll framedata normalized to [3 – 14 – 12] from [3 – 15 – 16].
  • Bugfix: Dying now restores Wrastor’s ability to charge a strong attack.

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  • Rocks will no longer hit enemies in the wrong direction when bouncing off of a wall on the first frame the rock is created.

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  • Forsburn’s techroll framedata has been normalized to [20 – 14] from [19 – 14].

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  • Neutral Special hurtbox corrected.
    This move was using the wrong kind of collision detection making it much bigger than it seemed.
  • Up Special can no longer break Kragg’s pillar if it trades with it 1 frame before Kragg lands on the pillar.
  • Absa’s roll framedata normalized to [3 – 14 – 12] from [3 – 10 – 14].
  • Absa’s airdodge framedata has been normalized to [2 – 12 – 12] from [2 – 11 – 10].

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  • Up Special will no longer lose armor when getting hit on frame 1 by a move that sends into the hitstun land state.
  • Up Air hit 1 hit lockout increased from 0 > 1.
    This prevents moves like Forward Special from interrupting the throw.
  • Nair sourspot angle flipper changed from 0 > 6.
    Now matches the flipper of the sweetspot.
  • Etalus’ roll framedata normalized to [3 – 14 – 12] from [3 – 15 – 12].

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  • Ori & Sein’s techroll framedata has been normalized to [20 – 14] from [18 – 16].

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  • Utilt angle flipper changed from 0 > 6.
    This makes it so that the move always sends left if your opponent is on the left side of you, and vice versa.
  • Dash Attack tipper hitboxes adjusted to match the art better.

Sylvanos Notes

  • Up Air range reduced by 16 pixels for hit 1 and 18 pixels for hit 2.
    This change is intended to make Up Air less oppressive as a sharking tool.
  • More changes are planned for Sylvanos that didn’t make it into this patch. We’re taking a good hard look at his strengths and weaknesses so that we can build him up after stripping frustrating parts of his kit. Our goal is ultimately to make him both more fun to play against and more balanced and fun to play as.

Elliana Notes

  • Back Air’s fist is now disjointed.
  • Charged Forward Special now slides along the ground instead of being destroyed by it.

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  • Jab endlag decreased from 16 > 14.
  • Back Air multihit hitstun modifier increased from .5 > .65.
    Enough to make it good on hit without letting it confirm into Forward Strong.
  • Dash attack startup decreased from 10 > 7.
  • Dash attack damage increased from 5 > 7.
  • Dash attack knockback scaling increased from 0.35 > 0.5.
    While dash attack is still a pretty niche move, these changes will give it more utility.
  • Ustrong endlag increased from 16 > 18 (24 > 27 on whiff).
  • War Horn hitstun modifier decreased from x1 > x0.9.
  • Releasing the right stick as the shop becomes active will no longer cancel the shop.
  • Dynamo Mail’s outline color now overrides the outline color change when on fire.

Make Your Mark Skin Reveal: Penguin Absa

Rivals of Aether: Make Your MarkThis Summer we introduced a new type of distinction for local events called the Make Your Mark series. Events with this banner award a prize like no other – a chance for the first place finisher to create their own skin with the developers, custom taunt and all.

After a hard fought battle at Xanadu’s Elemental Rivalries, our first MYM victor stood tall. To immortalize Penguin in Rivals of Aether history we present without further ado – Penguin Absa:

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Penguin’s victory is everyone’s victory, and this skin is now available for free on Steam. Download and enjoy it today right here:

Hmmm what’s that taunt about?

Keep your eye on the Steam announcements page to look for more upcoming Make Your Mark events if you want your own chance to get a skin in the game.

Other New Steam Store Skins

Along with Penguin Absa, we’re also releasing 4 additional skins for the first time on the Steam store. These skins were originally made as a way to support community events and have helped fund player travel reserves and prize pools at over 7 tournaments.

Now that their time in compendiums is over, we’ve decided to move them to the Steam store due to popular demand from players looking to spend Steam balance on skins. Arcade Elliana, Shine Zetterburn, Summit Orcane, and Arcade Maypul are now available on the Steam store for $2.99 each:

In addition to these changes, our 3 other skins released during Early Access are going up from $1.99 to $2.99 to standardize skin prices.

Patch 1.4.1 – Temperatures Rising

Now that players have gotten some game time with our latest character, Shovel Knight, we have a few updates we wanted to squeeze in before our next major event. This includes a new way to spend your Aether coins along with some balance updates. Stay safe during any upcoming Heat Waves and read on for the full notes below.

New Profile Icons and Icon Shopping

You can now shop for profile icons with all those Aether coins you’ve been hoarding! In any online mode, scroll through your icon pages to see purchasable ones designated by a golden lock. These feature non-playable characters you might recognize from story mode and even others you might not be so familiar with from throughout the world of Aether.

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Whew this one’s pretty pricey. Who is that guy anyway?

Halloweeen Skins

You might have noticed these snuck in during a hotfix, but if not, our Halloween skins are here to begin their reign of terror for the Halloween season. You can choose these skins in any game mode (including ranked) where these colors will be available until the next season rotation.

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Gameplay Changes

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  • Your Double jump is now restored if interrupted on the very first frame; aka Double Jump Protection: 0 > 1 (was 6 before 1.4.0).
  • The last 5 frames of tech options can no longer be cancelled into jumpsquat.
  • On hit, the last 5 frames of landing lag can now be cancelled into jumpsquat for all moves, not just moves that have the same landing lag frames as the character’s natural land frames.
  • Frozen players will now break free and go into prat fall when the ground under them disappears.
  • Bug Fix: Jumpsquat can now be cancelled into Uspecial.

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  • Forward Special can now interrupt attacks again.
  • Wrastor Fspecial now deals no hitpause/hitstun against crouching opponents. It also has a new sound effect on frame 1 to make it more reactable.
  • Prat Land time after Neutral Special reduced from 24 > 18. Prat Land time after Up Special remains at 24.

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  • The Rock will now hit enemies in the direction that it’s moving.
    This fixes the weird reversal issues that could occur when The Rock hits someone after bouncing off of something else.

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  • Down Air hit-2 hitbox now matches the animation better.
  • Combust hitstun scaling decreased from 1.0 > 0.8.

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  • Forward Air hitbox now matches animation better.
  • Forward Special will no longer auto-reverse after reversing a tether to an opponent.

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  • Forward Smash scaling increased from 0.7 > 0.8.
  • Down Smash scaling increased from 0.7 > 0.8.

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  • Dash attack sweetspot hitpause increased.
  • Ori can only cancel dash attack after hitpause is over (adds 2 frames before you can cancel).

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  • Forward Special will now follow moving platforms.

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  • Clairen has a new tipper visual effect!

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Sylvanos Notes

  • Forward Tilt projectile now only deals knockback if the opponent is already in hitstun (similar to Ori’s Spirit Flame).
  • Multiple Forward Tilt projectiles can now exist at the same time.
  • Forward Tilt projectile damage increased from 1 > 2.
  • Forward Tilt hit lockout increased from 3 > 4.
  • Down Smash scaling increased from 0.85 > 1.0.
  • Forward Smash scaling increased from 1.05 > 1.15.
  • Forward Smash angle adjusted from 361 to 45.
  • When Sylvanos hits an opponent with both hits of his Up Air, the second hit’s hitstun scaling is now 0.85 (down from 1.0).

Elliana Notes

  • Down Special Mine now arms properly on parried enemies.
  • Neutral Special now causes parry stun.
  • Elliana will now rebuild her mech after breaking free from Maypul’s wrap.
  • Elliana will no longer gain invincibility when parrying steam that has already been parried.

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  • The dirt block created by Up Strong will no longer cancel respawn invincibility when it’s destroyed.

Xbox One Update – Patch 1.3.5 and Sylvanos and Elliana

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New Characters – Sylvanos and Elliana

Sylvanos, The Heart of the Forest and Elliana, The Aerial Arsenal are now available on Xbox One! These Rivals come as a DLC two pack and can be added to your roster for $4.99.

Sylvanos is our third Rival to represent the earth element while Elliana rounds out our roster as the final air Rival. Both of them are also unique in that they’re our first Rivals who are also villains. Pick them up today on the Microsoft store or try them for free in their tutorials, accessible through the solo menu in game.

Moonwalking

We’ve added even more movement options to Rivals this patch with the advent of moonwalking. This advanced tech is great for microspacing or when you just want to show off.

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  • Wall tech can now be cancelled by a double jump or airdodge.
  • Wall tech invincibility has been increased from 8 frames > 12 frames.
  • You can now crouch cancel multihit crouch cancellable moves like Absa upSpecial, Ranno needles, etc.
  • You can no longer ASDI up/down while grounded. This was a bug that allowed people to tech grounded spike attacks, which were not supposed to be techable.
  • Fixed angle flipper 8 (Absa Dspecial and Ori Charged Flame) to behave as expected when compared to angle flipper 1 (e.g. Zetter Nspecial).
    Previously it calculated the angle based on the bottom of the player’s feet instead of the center of their body, leading to a lower angle in most cases.
  • Jab is no longer cancellable into strong attacks. Forsburn could cancel Fstrong into Dstrong, which was unintended and extremely powerful.
  • Attacks with the ‘force flinch’ property can now force flinch even if the opponent is in hitstun.
  • Successful techs now reset the tech failure window, allowing you to tech two attacks in a row.
  • Shortened dash attacks no longer happen when you press dash and attack on the same frame. Instead, a dash attack will shorten if you’re holding down on frame 1 of the attack (an easy way to do this is to do a quarter circle motion from forward to down, then press attack). This makes shortened dash attacks easier to do on purpose and more difficult to do on accident. This change only affects characters that could previously shorten their dash attacks: Zetterburn, Clairen, Orcane, and Sylvanos.
  • Hit lockout time is no longer used as the mechanic to make multi-hitbox, single-hit attacks (like Zetterburn fair or Ori bair). It is now only used for moves that shouldn’t be interrupted by things like Orcane bubbles, Kragg rock shards, or Elliana steam. Instead, hitboxes now have a hitbox_group property that prevent hitboxes in the same group from hitting until the attack ends.
  • Trading with a move that hits inward will no longer turn you around.
  • Fixed a bug that prevented multihit projectiles from being crouch cancelled correctly.
  • Added more profile icons.

Character Specific Notes

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  • Press the dodge button during the first few frames of aerial Dspecial to cancel the move, removing all hitboxes but giving you only 16 landing lag frames instead of 26.
  • Uair endlag increased from 8 > 10 on hit and 12 > 15 on whiff.
  • Fstrong linking hitbox active frames increased from 3 > 5. This prevents fast characters from running straight through Fstrong.
  • Fstrong and Dstrong can now move players vertically during hitpause instead of just horizontally, preventing situations where the first strong hitbox would hit burned opponents, but the final fire-consuming hitbox would miss.
  • Strong attacks no longer move opponents in hitstun if they aren’t on fire.
  • Can no longer cancel Dspecial if it is parried.

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  • Jab 2 has two more frames of endlag (still cancellable on the same frame).
    This prevents a nasty 50/50 against lighter characters with jab > jab >dstrong.
  • Bair endlag increased from 7 > 9 on hit and 11 > 14 on whiff.
  • Fair knockback scaling increased from 1.0 > 1.1.
  • Fair hit lockout time increased from 0 > 3 (so bubbles no longer interrupt your kill moves).
  • Uair sweetspot hit lockout time increased from 13 > 18.
  • Puddle Fstrong startup extended by 3 frames to match regular Fstrong.

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  • Dspecial now only restores Wrastor’s jumps on hit instead of always.
  • Wrastor is now actionable 5 frames later on dash attack in the air (only on whiff).
  • Nair is now a 3 hit multihit move. The first two hits behave like Orcane’s dair, while the last hit is the same as Wrastor’s old nair.
  • Ustrong sweetspot knockback scaling decreased from 1.45 > 1.35.
  • Nspecial hitbox timings have been cleaned up. The active frames per hitbox have been increased from 3 > 7.
    Now the hitboxes appear every 8 frames with only a single frame between active hitboxes instead of being basically random. This makes the moves more consistent, both for Wrastor to use offensively and for the opponent to parry. This also means the very first hitbox at Wrastor’s feet comes out 2 frames faster than before.
  • Nspecial final hit damage increased from 1 > 3.
    The hitbox timing cleanup changed the damage from 11 > 9, so the final hit does more to compensate and keep the total damage the same.

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  • Bair angle changed from 361 > 55.
  • Bair startup decreased from 9 > 7.
  • Fstrong angle changed from 361 > 45. (changes the angle from 40 to 45 on grounded opponents).
  • Aerial Dspecial hit lockout time increased from 0 > 10. This makes it less common for opponent’s knockback to be interrupted by your own rock shards.
  • Rockless Nspecial is now B-reversible.
  • Nthrow base knockback decreased from 9 > 7. This finally makes Nthrow weaker than Fthrow, for intuitiveness and comboability.
  • Rocks are now destroyed as soon as they touch the bottom blastzone, instead of significantly below it.
  • If Kragg is interrupted while pulling a rock out of a pillar, it will no longer consume the pillar’s rock resource.

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  • Forward Special now has double the endlag if it whiffs, but only if it was started on the ground (or within 32px above ground) and was not reversed.
  • Uair hit 1 and 2 SDI modifier increased from 1 > 1.2.
    This prevents uair > tether > uair from being guaranteed which had somehow worked its way back into the game.
  • Parrying a non-projectile hit will now remove the watcher’s mark.
  • Uair hitboxes now match the animation better (still has the same range in all 4 directions).
  • Can no longer cancel the end of the tether animation with an Uspecial (tether Uspecial was a guaranteed combo on Etalus).

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  • Clones will not jump for 10 frames after you release the Special button.
    This change is to make it possible to command super clone to attack offstage while still preventing his jump, since previously he would jump on the frame that you released special.
  • Smoke is now destroyed by steam and Elliana’s uTilt.
  • Holding the special button will prevent clone from jumping or using Uspecial while offstage.
    This allows Forsburn players to get even more creative and sneaky when spawning clone offstage.
  • Ustrong final hit KB decreased from 8 + 1.15 > 8 + 1.1.
  • Bair strong hit active frames decreased from 3 > 2.
  • Bair weak hit active frames decreased from 16 > 14.
  • Bair endlag increased from 6 > 8 on hit and 9 > 12 on whiff.
    The full move duration remains unchanged on hit, so comboing off of bair will be the same as before.
  • Smoke is now cleared on death.
  • Clone no longer switches AI modes when the joystick is moved to neutral/sideways immediately after inputting Uspecial

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  • Absa’s Up Special now has 3 frames of extra endlag on whiff.
  • Absa is now actionable 3 frames later when cancelling Up Special.
  • Down Tilt knockback scaling increased from .3 > .45.
  • Dash attack boost speed increased from 6 > 7.
  • Absa can now do any number of jabs instead of only an odd number.

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  • Armored Up Strong final hitbox position changed to match non-armored Up Strong.
  • Ustrong shard damage decreased from 6 > 3 (to match Fstrong and Dstrong shards).
  • Ice shards now only shoot out in the direction of the strong attack instead of every direction. The number of shards is unchanged, however, so the wave of icicles is more dense.
  • Dspecial landing hitbox now comes out on the first frame of landing instead of the third.
  • Grabbing a rock with Uair will now move the rock toward the second hitbox just like it does with players.
  • Can no longer walljump or fastfall while wrapped with super armor.

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  • Down Air can now be cancelled with Up Special (at the same time that it can be cancelled by jumping).
  • Charged Flame sweetspot knockback scaling decreased from 0.75 > 0.6.
  • Bug fix: Ori can no longer issue orders to Sein while teching the ground.
  • Jab 2 is now techable. Knockback angle changed from 40 > 60.
  • 4 frames added to the endlag of both versions of Ustrong.
  • Fstrong is now techable at the ledge again. It may link less reliably in some rare situations.
  • Ledge cancelling non-team up Ustrong while Sein is performing an attack will no longer teleport Sein to you.
  • Can no longer bash Absa’s cloud after she activates it with Nspecial or Dspecial.
  • Spirit flame now only causes hitstun on opponents already in hitstun (or for 30 frames after being hit by a Spirit Flame that caused hitstun).
  • Charged flame max hold time decreased from 4 sec > 3 sec.
  • Charged flame knockback scaling decreased from .55 > .4.
  • Charged flame now has a strong, tiny sweetspot in the center.

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  • Ftilt frames between the hitboxes decreased from 6 > 4.
  • A new small hitbox has been added at the top of Fair that has the same knockback as the front hit but with an angle of 45 instead of 30.
  • Fair endlag increased from 14 > 16 on hit and 21 > 24 on whiff.
  • Ranno can now hitfall any of the 3 hits of Dair.
  • Dair landing lag increased from 4 > 6.
  • Nspecial projectile lifetime reduced from 30 > 22.
  • Fspecial ground grab box extended by 4px (does not affect grabbing players).
  • Fspecial hitbox changed from a rectangle to a pixel-perfect sprite for the tongue tip.
  • Fspecial will now prioritize ground over players when colliding with them both on the same frame.
  • Uspecial dive kick hitbox split into 2 hitboxes.
  • Uspecial rising hitbox now comes out 4 frames later to match the animation.
  • Uspecial dive kick can no longer be cancelled if it was parried.
  • Dspecial startup shortened by 15 frames.
  • Holding Dspecial while a bubble is out now lets you control the bubble as long as you hold special. Tapping Dspecial behaves the same as before.
  • New sound effect added when starting Fspecial, making it slightly easier to react to.
  • Gravity reduced while channeling bubble movement.

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  • Nair sourspot 2 and 4 moved 2 pixels inward to make the tippers slightly larger.
  • Ftilt, Fair1, and Bair sourspots shrunk by 4-6px inward, making the tippers slightly larger.
    After comparing tipper sizes, these 3 were significantly smaller than most other tippers. This made them a bit too hard to land even when you space them, especially with the sometimes not-so-pixel-perfect hurtboxes that Rivals can have when in non-attack states.
  • Ftilt tipper knockback scaling decreased from .65 > .6.
  • Dash attack now has whifflag.
  • Dash attack recovery decreased from 16 > 13 on hit and increased from 16 > 20 on whiff.
  • Fair landing lag decreased from 9 > 8.
  • Bair landing lag increased from 6 > 8.
  • Bair recovery increased from 14 > 15.
  • Fstrong active frames divided into a 2 part swing (total active window duration increased from 2 > 4 frames).
    The first 2 frames only hit above her while the last 2 frames hit in front (the same as before but not as far backward). The above part starts 1 frame earlier than the previous version, and the front part starts 1 frame later than the previous version. Dividing it into two parts makes the move feel more like a sword swing.
  • All non-tipper Fstrong and Dstrong hitboxes knockback scaling increased by .1.
  • Dspecial final hit hitstun modifier increased from .5 > .9.
  • Plasma field now destroys Forsburn smoke, Forsburn clone attack, and Etalus ice.
  • Projectiles are no longer active in the plasma field for 1 frame.
  • Clairen can now counter Elliana’s steam and Utilt.
  • Plasma field will now disable Elliana’s Uspecial mech.

Patch 1.4.0 – Shovel Knight Out Now! [日本語]

今夏は新しいライバルズのイベントやアナウンスがありましたけどまだまだ終わらないですよ!新しいゲストライバル、新しいステージ、アップデートされたアニメーション、これまでのアプデを凌駕する特大パッチに乞うご期待!

日本人のファンに大ニュース

以前までベータ版でしか使えなかった日本語対応モードがゲーム内のメニューで選べるようになりました!

2018年5月24日、日本語対応モードは入っていましたが予期せぬ不具合のせいで一部ユーザーのバージョンを前のものに戻していました。ご迷惑おかけ申し訳ありません。

ショベルナイトが「Rivals of Aether」に飛び込む!

Yacht Club Games ☓ Dan Fornace LLC!伝説の剣(道具?)、ショベルブレードを華麗に振り回す青い騎士が最後のゲストとして登場します!スチーム版ではすでにショベルナイトとステージ「リンゴマスの池」が使えるようになっています。

いつものように買う前にキャラクターチュートリアルでショベルナイトを無料で試せるのでご利用ください。

SK-intro

新ステージ

シルヴァノスとエリアナのストーリーから選ばれた2つの全く新しいステージが追加されました!彼らのDLCを買えば(もしくは持っていれば)アンロックされます。

イーサーの森の底でバトれ!イーサーモードでは一つの場所に長く立ちすぎると森林に住んでいるものたちがなぜ森底に行かないか理解するだろう…

forestFloor@nearest

エリアナが自慢のメカを作り上げた街を訪ねてみよう!ジュールヴェールの市街地で運送中の荷物が積まれる中、台座に乗って相手を倒せ!

julesvale@nearest

[English]