Patch 2.1.3.2 – Workshop Dev Features, Bugfixes, and Rollback Improvements

We’ve got a decent sized patch today that’s mostly under the hood upgrades and features for our workshop creators to make even more awesome characters, stages, and buddies. There’s also a few updates that everyone can enjoy, mainly the live release of an improvement to rollback performance and stability that’s been in the works for a few months. This should be noticeable for players with poor connections or those who experienced rollback specific crashes. Abyss mode fans will also be pleased with the four newcomers getting a host of fixes to get their runes in better working order.

We also wanted to take this opportunity to shout out the new community Workshop Manual wiki project at: https://rivalswsmanual.miraheze.org/

Some of the most knowledgeable creators in the workshop community are behind the project, and are looking for more contributors to help this community resource grow. Their goal is to include additional resources and examples that go beyond the tables and charts that our technical manual provides:

This wiki-manual aims to be a community-updated hopefully-up-to-date version of the official one present in the Rivals of Aether website. In here, we have (or we will have) compiled up resources you may need in your journey to creating your own custom Workshop content, such as characters, stages, and buddies. The sky’s the limit!

This manual is currently work-in-progress, but anyone can contribute! If you’d like to help out, check out the Wiki Rules! If you have any questions, feel free to ask with the “Discussion” feature of the wiki!

Patch 2.1.3.2 Hotfixes

A small collection of hotfixes (and a new feature) that were released for patch 2.1.3.2 on 7/7/22.

  • Workshop items can now have ssl=”1″ in their config.ini to set it as an SSL item.
  • Fixed results_pre_draw.gml crashing if you use sprite_get on the first frame.
  • Fixed css_draw_portrait.gml not setting portrait_x/y on the winner.
  • css_update.gml no longer runs if any submenus are open (i.e. not displaying the actual charselect portrait).
  • Fixed Zetterburn’s Steampunk taunt not working.
  • Added the fonts folder to the whitelist when uploading a workshop item.
  • Fixed attack_end not affecting custom articles.
  • Fixed dev mode making characters tiny and inverted.
  • Fixed dev mode not creating files for the newcomers.
  • Fixed dev mode not giving hitboxes to newcomers.
  • Mollo’s O rune now resets on death. (Mostly to stop it beeping if you die during co-op abyss.).

  • Improved rollback performance and stability!
  • Buddies now run the scripts init.gml and draw_hud.gml. They will draw hud over their characters.
  • Added the hitbox property HG_VISUAL_EFFECT_DISTANCE which lets you adjust how far away from the player hit FX spawn.
  • Added the following scripts to characters: css_init.gml, css_update.gml, results_pre_draw.gml, results_post_draw.gml, results_portrait_draw.gml.
  • Also noteworthy is that the css scripts now have the variable cursor_id, referring to the cursor that player is controlling.
  • Custom articles now have the variable is_hittable, which lets them run article#_hit.gml when a hitbox touches it. (This includes the players’ own hitboxes!)
  • Custom articles also have the variables hittable_hitpause_mult, enemy_hitboxID, hit_player_obj, hit_dir, hit_player, and the arrays can_be_hit and attack_can_hit to support being hittable.
  • Added the variable small_djump to characters. Setting this to true uses the smaller double jump VFX Wrastor uses.
  • Added custom wait animation support, using the variables wait_time, wait_length and wait_sprite.
  • The random generator now uses a different seed per match.
  • Fixed a memory leak with storing custom hit FX.
  • Fixed camera_obj’s coordinates not updating.
  • The Stage Editor now has a “Take Full Screenshot” option. With this you’ll be able to save a screenshot of the entire stage’s layout to “full_layout.png” in the stage’s folder.
  • The screen in Neo Julesvale now grabs colors from a reference sprite. (Technical change, but it means texture mods can change the screen colors).
  • css_update.gml now has the variable suppress_cursor, which disables most CSS functionality every frame it’s set to `true`, which lets workshop characters have custom menu options without the color change or playtest functions getting in the way.
  • Custom (monospace) fonts are now supported. You can now add a fonts folder to your character with a .ini file of the font properties, and it will use a specified sprite from the sprites folder.
  • Added support for a select sound. Adding charselect.ogg to your character’s main folder will play it on load.
  • You can now press Backspace on keyboard or Back/Select on controllers while selecting a workshop character in the CSS to search for characters with specific names.
  • New functions: get_synced_var() and set_synced_var(). This will set a global variable each player has that persists between menus and matches, as well as being saved in replays.
  • New function: article_destroy(). This lets you destroy any base cast article using its ID, and sets destroyed in custom articles to true.
  • New function: set_ui_element(). This wraps up all existing sprite/sound functions into one (such as set_victory_bg). This function can now also set hud.png, hud_hurt.png and offscreen.png.
  • New functions: get_hitstun_formula(), get_hitpause_formula() and get_kb_formula(). These functions use the same formulas used in hitbox collision, letting you simulate those parts of a hit.
  • New function: get_player_name(). Returns the player’s current nametag, or a simple “P1”, “P2”, etc. if not.

📕 The new functions can be viewed here in the Workshop Technical Manual:

  • Rune B: Reworked to be less niche, even though the original roman cancel mechanic made a great pun for Mollo. It now turns him into a meteor when dodging with a bomb.
  • Rune D: Now works on Up and Down throws.
  • Rune G: Fixed a crash caused by being hit by its second hitbox.
  • Rune J: Fixed the missiles not moving.
  • Rune N: Fixed being able to buffer a regular strong when you should be throwing your next queued bomb.

  • Rune A: Fixed the visual effect not appearing when charged by a spirit.
  • Rune N: Changed description to be clearer.
  • Rune O: Nair’s splash hitbox now sets fire.

  • Rune D: Fixed collision and alignment issues with the alternate songfield.
  • Rune E: Pomme herself no longer falls slowly in the songfield.
  • Rune I: It now buffs attack types on hit instead of on perform. Also added a visual effect to see which attack type is buffed.

  • Rune L: Landmine crystals no longer trigger when Olympia herself gets close to them, meaning crystals spawned via other methods will stay dormant.

2 responses to “Patch 2.1.3.2 – Workshop Dev Features, Bugfixes, and Rollback Improvements”

  1. Synthesis says:

    would you guys consider adding a autoplay feature for replays? it would make recording for vods a lot more convenient.

  2. omar says:

    when will it be delivered to Switch???

Leave a Reply

Your email address will not be published. Required fields are marked *