Rivals of Aether

Rivals of Aether

Acid Rainbows
Zobrazuje se 11–20 z 40 položek
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Aktualizace: 15. bře. 2020 v 21.25

note: i forgot to change the in-game description, oops. oh well

v3.1
additions
- feri alt. haven't you heard? i did the whole animation set for her
- feri costume support. haven't you heard? i coded the whole support thing
- otto bobblehead (you don't have to write anything, i just put it for fun)
- taunt3... (2 is omega) down taunt is now the greatly anticipated FRIES TAUNT. let's just say this taunt resonates with hime

fixes
- fixed an issue where AR spits out like a thousand error messages when other workshop characters' article 2 or 3 were present
- fixed an issue where forward air's unique landing lag animation... isn't happening for some reason.
- changed the name of the variable used and put onto other players by acid raincloud, from "rain" to "ar_rain". this way, in the future, it would be less likely to mess with others' character if they use a variable named "rain"! hopefully, at least. future-proof!

changes
- revised trummelalto codec
- revised ???
- removed version number from the icon
- version number on css is now drawn by css_draw
- subtle "SP" text drawn with css_draw on alt palettes that has a special treatment (mado sword, jis effects, omega most-of-the-things)
- "JIS" color changed up a bit
- "EA" color is now properly one-tone
- "omega" color's sword is now unnecessarily one-toned too
- other alts' sword colors are tweaked this way also

balances
- i wanted to put some balance changes here, but i was not informed of some situation. nothing here for now

Aktualizace: 28. led. 2020 v 2.02

v3.0

...i forgot to disable a debug variable again. dang it!

Aktualizace: 28. led. 2020 v 1.59

v3.0
additions
- hikaru's custom title thing
- visual effect for when side-special cooldown is over!

changes
- jump start duration is now 5, supposedly consistent with other base characters, in where they try to use the same value
- made various odd tweaks for css portrait for not much reason

if you're playing casually like me, these nerfs are insignificant enough to be unnoticeable. but not sure how it would be for others
balances
- nerfed her dash speed (8.9 -> 8.5)
- nerfed her dashstart speed (9 -> 8.9)
- nerfed her weight (1.0 -> 1.11), further enforcing the "glass cannon" vision. now her weight approaches that of Yoyo
- bair sweetspot knockback growth nerfed by 0.02 (tiny)
- bair landing lag increased by 1(?)
- fstrong hitbox felt like it lasted too long so added a "late" hitbox for fstrong (is this a nerf?)
- fstrong's (now-early strong hit) angle has been lowered (45 -> 42) (but this's a buff!)
- uair's sdi multiplier has been increased (2 -> 3)
- fspecial's iasa (interruptable-as-soon-as) has been pushed later (4 -> 8)
- fspecial's cooldown has been increased (70 frames -> 80 frames)
- fair's "sword is out" landing lag has been increased (8 -> 10)

i however won't leave you all with such a nerf note. i will hopefully find a new tool to add in later on, for all of you loyal players. thank you all.

Aktualizace: 3. led. 2020 v 1.18

v2.9

i went to go get newspaper and i remembered all of a sudden, turns out i forgot to remove the victory music from the code itself, that's one version number wasted :(

Aktualizace: 3. led. 2020 v 0.25

tis v2.8
may y'all have a good new year!

additions
- new "vivian" color. they too have no face, don't you see the similarity?
- added a "ar_rain_immune" boolean that is placed upon other characters in the match. when this bool is set to true, you won't be affected by the acid rain. feel free use this for silly things!
- "LORE" file in the codes for those vaguely interested in whoever the heck kind of character is AR
- added version number in the icon too
- finally wrote up the things in the description about "Some quirks/guides"

fixes
- fixed an issue where once an another article1 from an another custom character is detected while the raincloud is out, it confuses the code and lets you place multiple rainclouds at once.
- in simpler words, this allowed AR to place two rainclouds when e.g. mollo's bombs were thrown while a raincloud was already out.
- this was caused by my non-thorough implementation of multiple rainclouds code attempt, and was totally on my side. sorry!
- shout-outs and thank you to mister Penguin for notifying me about this!

changes
- "omega" color's special intro/taunt animation has been revised!
- while i'm at it, "omega" color has received a few special sound effects for the sword attacks.
- removed victory music - AGAIN. i wish there were fitting free music that i can actually cut up for use as victory fanfare, but can't find any so far.

Aktualizace: 26. pro. 2019 v 3.13

v2.7
additions
- abyss rune support! enjoy some cool lookin but ridiculously unbalanced runes.
- added an "authentic" version of The Chosen One scribble. uses XP MSPaint and everything!

fixes
- fixed ustrong landinglag overwriting over parry stun
- fixed player's AR being in Acid Rain range somehow makes other players invulnerable to acid rain

changes
- other tco images has a tiny tweak

balances
- side special now has a longer startup (4 frames => 7 frames)
- side special can no longer be b-reversed
- pratland value has now been increased (3 => 5), idk what exactly this changes, but i'm hoping it nerfs uspecial landing (?)

Aktualizace: 14. pro. 2019 v 3.03

v2.6
i forgot to change version number on CSS portrait, oops, but v2.6 now

fixes
- fixed uspecial animation being weird for some reason - found the issue

changes
- that config.ini entry is a thing?????????????????????????????????
- turns out i accidentally left in a "temporary" victory music last patch, i guess there's that now. for those curious, it's from Gran Turismo 3-4
- bunch of special landinglag anims for aerials, just as suus smem bro ultimom has one... except for dair because i think the normal one worked good enough for it
- also has mado skin fair equivalent of landinglag variant yes
- now supports the chosen one's scribble
- utilt knee hit doesn't hit kragg's rock anymore

balances
- jab1 jab2 jab3 starts 2 frames faster, and ends few frames faster
- in turn, jab3's (sour) damage has been decreased from 6 to 4
- utilt comes out 2 frames faster (from 8 to 6)
- uspecial is not weird anymore!
- uspecial hitboxes' values and angles have been reconsidered - they launch higher rather than down now, so it won't be a weird tech food - the consecutive also somehow connects now?
- however, you DO have to actively try to connect it to fully hit it
- uspecial bullets now does a moderate amount of knockback, and lasts 2 more frames, but still doesn't help much

Aktualizace: 13. pro. 2019 v 3.03

v2.5
fixes
- fixed a 1 pixel error in crouch hurtbox

bunch of alt color changes
- changed green alt to be not so gross, new codename "ver"
- gray/white alt ("ushr") has less green color for her clothes now
- blue alt ("prekrasno")'s skin color has been sliiiiiiiiightly changed to hopefully be less busy on eyes
- orange/blue alt ("lumina") has been adjusted a bit to hopefully be easier on eyes but it feels like i can't get any better results out of it

changes
- aerial lightning charging has been changed up a bit:
- now every aerial needs two hits to fully charge the cloud now, for less confusion
- half-charged cloud will now cast lightning slightly faster, but not as fast as fully-charged cloud
- fully charged cloud now casts lightning 1 (one) frame faster
- i've put trummel & alto tattle with my poor english. my deepest apologies in advance
- the dust visual effects makes it impossible to see but i've added a special landinglag anim for nair as an experiment. looks okay...? hope is to do more of this on other aerials

balances
- reconsidered fstrong knockback a little more - a buff?

vaguely rushed this patch for no reason. hopefully i didn't miss anything...

Aktualizace: 4. pro. 2019 v 1.54

it's v2.4
changes
- every aerial can interact with the cloud now
- every aerial can charge the cloud now... experimental, can revert
- most aerials can now release cloud's charge, except nair 'cause it's too fast, no risk
- ustrong can cause cloud lightning as well now when the cloud is "charged enough", but won't charge the cloud otherwise

balances
- jab2 extends a bit more backward now because of sword, kind of a stretch i guess, can revert anytime
- adjusted nair values, hopefully for the better...? not sure
- lightning knockback is toned down?
- fstrong's knockback is a bit weaker but still should lead to edgeguard?
- dstrong's angle and knockback is adjusted a little weaker, but to an ok range?
- toned down fair's "slash" knockback a bit, as it's supposed to be a sort of sourspot
- various strong moves gives less hitstun - less weird kills caused by hitstun maybe? but again, experimental, can revert
- ustrong happens a bit faster now, by like, uh, 4 frames?

- those are a lot of nerfs, i don't really know where else to buff in turn though. not sure if she's weak now or weirdly strong again due to lightning changes...?

Aktualizace: 3. pro. 2019 v 2.08

v2.3
fixes
- clairen plasma field detection has a permanent and absolute solution now.
but what good is a knowledge if i don't share it? so read up about it here (if i'm allowed to link urls): https://lalala-doomsday.neocities.org/cra_e.html#cl
- that also fixes the cloud somehow erasing type-2 hitboxes, energy balls, etc
- also fixes cloud being able to be parried
- fixed FAir hitting the cloud twice if it also hit an opponent at the same time
- fixed FSpecial sound playing multiple times when it's been put in hitpause the moment it plays the sound
- fixed an issue where Gustav's dspecial used on the acid raincloud will crash the game... well, sort of. it won't crash anymore but i kinda cheated and now it won't act "reflected", but other people seemed fine with it so well, fixed!

changes
- made wavedash sound less loud
- rain particles lifetime has been added to match ray range
- changed the select icon again, now in-line with the official example characters and many of the new community chars
- i've put version number in the CSS portrait
- i think i added a rinne color, i don't know for sure because RoA doesn't let me select colors beyond omega or else it crashes, as many other people are experiencing

balances
- lightning can be parried now, AR has a electric visual effect for her parry stun when lightning was parried
- lightning's ground-hit hitbox won't put AR in a parry stun however
- again i have 0% competitive power so even with all the VODs i don't really know what to balance. if i realize some in the future, i might put more patches