Rivals of Aether II is the sequel to the hit indie fighting game, Rivals of Aether. Play as both new and returning elemental fighters in the next generation of platform fighters.
This month we got a bunch of new features in while we wrapped up the summer season of development. Remember as we get closer to the end of the year and our previously announced Q4 launch, updates are going to start coming in hot. Make sure to especially pay attention in September for more news!
If you haven't been following the project closely, we're currently doing closed betas leading up to launch later this year. Even though the betas are closed we're still sharing dev updates so you can follow along on the project. Here's what we've been working on for August:
[h1]Emotes[/h1]
The emote feature returns from the original Rivals of Aether for our current backer beta. We enjoyed the throwback of using pixel art for these done by Ellian, our longtime animator from Rivals 1.
The emote system is our one and only approved way to trash talk (and talk to your opponent in general). We've got a bunch of emotes everyone will be able to to use to start off with, and you can also unlock more emotes to add to your collection.
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[i]Dan emoting in game next to Dan emoting in Real Life.[/i]
[h1]Palettes[/h1]
We're introducing the palette feature this month, making new colors and looks available for skins. Our first two palettes available to test are black palettes available with beta coins for Clairen and Loxodont. Unlock them in the shop to try them yourself!
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[i]For just 300 beta coins, two palettes can be yours.[/i]
[h1]Training Mode Updates[/h1]
Training mode got a big level up this beta as we work to flesh it out even more. A brand new menu is now accessible through the pause screen while in training mode with new options like:
[list]
[*] Set the CPU behavior state (Stand, Shield, etc.).
[*] You can now set Damage and a DI mode for the CPU.
[*] Give the CPU tech, getup, and counter options.
[*] Turn on THE GRID.
[/list]
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[i]Ah yes, Zetterburn's fireball goes 3 far.[/i]
[h1]V1 of Disconnect/Reconnect Handling[/h1]
We have implemented basic disconnect/reconnect handling this patch. If you crash out of a match or lobby (or simply drop from a bad connection), there's now a special button in the online tab that lets you rejoin.
We consider this a V1 of the feature as it doesn't pause the ongoing match or anything, but you're able to hop back into your lobby with your friends now instead of having to have everyone leave and make a new lobby. We're looking forward to building on this in the future and hope it makes players lives a bit easier even in this form.
[h1]Additional Server Support [/h1]
We have new default servers available for South America and Latin America. These servers are located in Lima, Peru, Buenos Aires, Argentina, and Santiago, Chile. We also have Mexico City, Mexico, which will be entirely new for this beta! We've made efforts to add these based on feedback in our nolt board, so let us know if you're in an underrepresented region that could benefit.
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[h1]August Patchnotes[/h1]
The August beta has new patch notes for each character, along with some general engine changes across the board. We've done our best to address hot topics and you can read the full (very verbose) notes in our August Patchnotes Article. Here's some of the highlights for a TL;DR:
[list]
[*] Loxodont got a bunch of love, including sour spot buffs on his strong attacks plus a brand new way to interact with his boulder using side special.
[*] Floorhugging now requires a downward hard press as a way to greatly increase the difficulty. This makes it still useful in the areas we want it to be, while avoiding all of the accidental floorhugs in previous patches that made it so prevalent.
[*] Many characters had their hitstun gravity changed to be less extreme and moved closer to the average. This makes it easier to combo floaties, and also should alleviate some complaints about the combo game at low percents.
[*] We brought back some mechanics from Rivals 1 like being able to slide while parrying (especially good for dealing with bubbles or Lily) and another that make fastfall platdrop aerials easier.
[/list]
[h1]What's Next - Roadmap Expansion[/h1]
You might have noticed that August was the last month on our roadmap we originally posted when we first started doing these betas all the way back in Spring. Going forward, as we close in on our announced release range of "Q4", we'll be taking things month by month:
[h2]September Beta Details[/h2]
Our September beta will take place on September 27 - 29. This beta will have a new twist, and be the first beta with a limited number of slots available for anyone to join. We'll be sharing more news in September on how you can get on the list for a chance to be chosen to play via the Steam playtest feature. Make sure to wishlist the game if you haven't yet, as we'll also be posting the news here!
[h2]Wrapping Up[/h2]
If you'd like to get involved with the closed beta with guaranteed access immediately, checkout our website for details!
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Following this beta, we will have developers present at PAX West next weekend AND at Riptide the following weekend, so come say hi, play the game, and meet some of the team!
As always, thank you for all of your support!