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Rivals of Aether – Patch 0.0.8 Overview: The Storm Arrives

Dan Fornace's upcoming game, Rivals of Aether, has been in Early Access for a few months now. The game, appearing on Xbox One and PC, has drawn quite some attention for it’s Smash Bros styled gameplay, with interesting twists to the formula. So far, the roster has contained six characters; Zetterburn, Orcane, Wrastor, Kragg, Forsburn and Maypul. However, the update today adds many new things and changes to the game, including the 7th fighter and first “secret” character, Absa! This article will feature some of the big changes that landed today. Without further ado, it’s time to look at the major changes to Rivals!

Absa: The Storm Architect

Absa appears as the second character representing the element of air alongside Wrastor, and the 7th character overall. However, while Wrastor utilizes the wind for his abilities, Absa utilizes the storms and electricity to fight. The creator of a defensive mechanism alongside the Archai Mountains, she studies and mastered the arts of storms for offense. Sensing danger and turmoil that could break the powerful defense, she hones her skills in case the time comes. In the Early Access, Absa is available to play as from the start; however, in the final game, she will be unlockable.

Absa’s playstyle and abilities draw some parallels to Ness and Zelda. Some of Absa’s moves take some inspiration from them in particular, such as all of her aerials, some of her tilts, and her Smash attacks. In addition, she has a floaty second jump, akin to the PK Kids.



Absa’s Normal, Side and Down Specials are all intertwined; they all relate to thunderclouds. Using her neutral special or side special will summon a cloud; the neutral special will set it above or below Absa, while the side is controlled like Din’s Fire. Pressing Neutral Special with a cloud out will cause it to detonate and damage any nearby opponents, but holding the button will create a large electrical wave between Absa and the cloud, damaging anyone unfortunate enough to get caught in the blast. Using Side Special with another cloud out will make the previous one disappear, but it won’t detonate. Absa’s Up Special is very similar to Quick Attack, but unlike Pikachu’s Up Special, using it on the ground once does not take away her jump, allowing for some powerful coverage with the move offstage. Lastly, Absa’s Down Special is her most powerful. Without any clouds active, a small circle of electricity will form around her; anyone who is caught in the vicinity of the blast when it fully forms will suffer heavy damage, and potential stock loss at higher percents. However, with a cloud active, this becomes a stationary land mine. The combo potential and stage control with her clouds, as well as her excellent aerials, makes her a character that definitely fits into the Rivals mold.

Developer Mode: Customized Changes

Thanks to Trevor, the team has added in a special new setting for local play. Introducing Developer Mode, a new take on modifications. Rivals of Aether has a specific folder with a complete set of files, allowing specific variables to be changed on a whim. These are separate from the main game and don’t affect anything outside of this special mode. Said changes can even be implemented in real time by refreshing the game, using F3! Use the C:\Users~yourusername\AppData\Local\RivalsofAether\dev_mode folder to edit things, and toggle on the Devmode setting in Versus; this will enable Devmode and any made changes. This feature won’t work online, but it is a fun thing to play around with.

Game Changes: Global Changes Abound

Like many of the Rivals of Aether patches so far, they have added changes to the core game. This update has featured a variety of changes to each character and the game’s system. Here’s a few of the major changes:
  • New Xmas themed-palettes for each character have arrived and replace the Halloween outfits, replacing that orange and purple tint with some red, white and green.
  • Directional Influence has been changed as a whole again. Rivals as 3 kinds of DI: Traditional DI, Automatic Smash DI and Drift DI. While regular DI wasn’t changed, Automatic Smash DI was changed to work against multi-hit moves, and Drift DI was slightly weakened. This better balances the rift between the defensive game and the offensive game that Rivals tries to aim for.
  • Startup times for hitboxes are more accurate. While this benefits the faster characters more, it is being watched to ensure that the change doesn’t make anything too unbalanced.
  • The start points for the majority of maps has changed for 2 players; stages like Treetop Lodge now no longer start both characters close to each other.
  • Zetterburn has been balanced to make him less dominating at low level play but slightly more effective in high level play.
  • Kragg’s defensive abilities have been edited to be a bit less safe, including a new counter to his Side Special.
  • Forsburn’s Forward Strong was reworked to be less reliable and require more effort from the player, as well as a few other chan purely to his damage output, including Bubble and Back Air nerfs, and Forward Strong, Down Tilt and Up Strong getting buffs.
  • Wrastor’s knockback was reduced, allowing other Rivals to KO him a bit better and combo him more reliably. In addition, he received changes to his aerial recovery on some of his Strong Attacks.
  • Maypul’s Lily has received a few changes; it now has permanence, but can’t trap players unless they are both marked and in hitstun. In addition, she’s received a handful of other changes to adjust her camping and make it better to play against.
  • Gameplay Slowdown due to GPU issues has been acted on; if a computer can’t run the game at 60 PS (such as online, when things could lag), then the game speeds up to match the normal speed. This has been done to prevent awful input lag during online matches.

Overall, this has been a major change for Rivals, and definitely for the better. A new Rival has approached the cast, adding a new layer to the metagame. The identity of the last Rival remains a mystery, however; all that is known is that it’s the second water-themed fighter. That knowledge will no doubt find its way to the public in due time; until then, Rivals players have a new goat to look forward with, and many requested changes being put in for the better of the game.

Want to view the full list of changes, including specific edits to characters? They can be found here.


Rivals of Aether has an official Smashboards Thread, which can be viewed here.

Want to get Rivals of Aether on Steam’s Early Access Program, and start playing today? The game is available on Steam!
 
Last edited:
Gunla

Comments

So Digimon Rumble Arena is fair game? Kappa

As I said earlier, I don't mind Project M, but even lower quality mods are at least bringing focus to the Smash series.
I've already got several subscribed YouTube channels that were once exclusively Smash that are starting to post RoA content in my inbox. I don't have time for all the Smash stuff as it is.
But I've already spoken my piece. I don't have anything else to contribute to this discussion.
Everyone is entitled to thier own opinionbut something like news articles and threatening pulling out membership just seems a bit over-sensational. I understand if the writers were covering something like Killer Instinct or Fallout 4 but this game draws inspiration from Smash and advertised Smashboards on the main site. Much of the Dev team actually worked on Super Smash Land.

I actually never heard of this game until now but news pieces like this deserves to be on the news section just as much as Smash tournament announcements, modification news, character reveals, Source Gaming, and anything other little fun news articles.
 
Waitaminute, JesseMcCloud is considering not renewing his premium subscription?

THE JesseMcCloud?

THIS IS A CODE RED EMERGENCY EVERYBODY, THIS IS NOT A DRILL

MODS, WHERE ARE YOU NOW WHEN WE NEED YOU MOST? JESSE MCCLOUD ISN'T GOING TO RENEW HIS MEMBERSHIP. WHAT THE HECK ARE YOU DOING? DELETING THIS ARTICLE IS PRIORITY NUMBER ONE. HOW WILL THE SITE CONTINUE TO OPERATE WITHOUT HIM?

We need to delete this article immediately, this is getting completely out of hand. Won't you please think of JesseMcCloud? Have mercy.

This is a game that's not on a Nintendo console. How dare you put this filth up on our clearly Nintendo owned and Nintendo-sponsored website. How dare you feature gameplay of a promising up and coming game that's based on competitive smash, that could use all the publicity it could get.

. . .

Kappa.

Seriously though, Rivals is awesome, and Dan Fornace is awesome. I just hosted a large S4, PM, and RoA tournament for charity. Dan Fornace gave us 10 copies of the game to raffle off for charity -- that's an amazing move. I went out the morning after the tourney and picked myself up a copy to show support. Now I'm hooked.

I for one don't mind supporting this game and supporting this developer, when A) It's clearly based on high level Smash, and B) Dan Fornace went out of his way to support our tournament to help raise money for the homeless.
If I could like this 5 times I would.
 
Oh no, the semantics patrol got us again. Curse those website titles and their strictly limiting the content of websites only to stuff that is a literal and exact fit!
Sorry, I just thought it was weird seeing another game on this site. I didn't mean to come off rude.
 
Sorry, I just thought it was weird seeing another game on this site. I didn't mean to come off rude.
Ah, apologies for being a bit snappish in my reply.

It's a topic that's been discussed up and down in this and other threads. I personally think Rivals of Aether has a place on the site, even though it's not a Smash game by name, by virtue of the various points I've made earlier in the thread - in summary because it's an actively-developed and -played game in the same genre, built for competition, inspired by Smash and made by Smash fans, that needs as much love as it can get. In other words, I think it's a natural offshoot of the competitive Smash community, and I believe both the Smash and RoA communities will be richer for the affiliation.
 
Ah, apologies for being a bit snappish in my reply.

It's a topic that's been discussed up and down in this and other threads. I personally think Rivals of Aether has a place on the site, even though it's not a Smash game by name, by virtue of the various points I've made earlier in the thread - in summary because it's an actively-developed and -played game in the same genre, built for competition, inspired by Smash and made by Smash fans, that needs as much love as it can get. In other words, I think it's a natural offshoot of the competitive Smash community, and I believe both the Smash and RoA communities will be richer for the affiliation.
I've heard that's it's really similar to Smash, it even has wavedashing, so I'll let it have it's place on the site. Maybe there could be something similar to what happened with Splatoon, and give it its own board similar to this one.
 
I've heard that's it's really similar to Smash, it even has wavedashing, so I'll let it have it's place on the site. Maybe there could be something similar to what happened with Splatoon, and give it its own board similar to this one.
Maybe!

It's definitely similar to Smash, but it actually differs in a few core mechanics (which can be easily found with a bit of research into RoA). Actually, if it didn't have those differences, I'd probably be less sure in my defense of Smashboards' decision to run news items on it - but the fact that it is innovating in that way makes me want to see it succeed, because I care a lot about game development and about seeing genres like platform fighters grow and explore possibilities.

As for wavedashing, I've heard (can't confirm for myself) that it's not nearly as important of a movement option in RoA as it is in Melee and Project M. Any Rivals players, feel free to correct me.
 
By Forsburn, do you mean Orcane? You listed one of the attacks as "Bubble", which is Orcane's, not Forsburns.

Also, can I settle this debate over Rivals on Smashboards once and for all?
Exhibit A: Zenius -I- Vanisher, a leading Dance Dance Revolution forum, has a very popular Pokemon thread.
Exhibit B: Pokemon Showdown, a Smogon-run competitive Pokemon scene, has its own Smash Bros. chatroom and a Mafia chat room.
So it's perfectly fine to talk about Rivals on a Smash forum, and really any forum for that matter.
 
Last edited:
Dan Fornace's upcoming game, Rivals of Aether, has been in Early Access for a few months now. The game, appearing on Xbox One and PC, has drawn quite some attention for it’s Smash Bros styled gameplay, with interesting twists to the formula. So far, the roster has contained six characters; Zetterburn, Orcane, Wrastor, Kragg, Forsburn and Maypul. However, the update today adds many new things and changes to the game, including the 7th fighter and first “secret” character, Absa! This article will feature some of the big changes that landed today. Without further ado, it’s time to look at the major changes to Rivals!

Absa: The Storm Architect

Absa appears as the second character representing the element of air alongside Wrastor, and the 7th character overall. However, while Wrastor utilizes the wind for his abilities, Absa utilizes the storms and electricity to fight. The creator of a defensive mechanism alongside the Archai Mountains, she studies and mastered the arts of storms for offense. Sensing danger and turmoil that could break the powerful defense, she hones her skills in case the time comes. In the Early Access, Absa is available to play as from the start; however, in the final game, she will be unlockable.

Absa’s playstyle and abilities draw some parallels to Ness and Zelda. Some of Absa’s moves take some inspiration from them in particular, such as all of her aerials, some of her tilts, and her Smash attacks. In addition, she has a floaty second jump, akin to the PK Kids.



Absa’s Normal, Side and Down Specials are all intertwined; they all relate to thunderclouds. Using her neutral special or side special will summon a cloud; the neutral special will set it above or below Absa, while the side is controlled like Din’s Fire. Pressing Neutral Special with a cloud out will cause it to detonate and damage any nearby opponents, but holding the button will create a large electrical wave between Absa and the cloud, damaging anyone unfortunate enough to get caught in the blast. Using Side Special with another cloud out will make the previous one disappear, but it won’t detonate. Absa’s Up Special is very similar to Quick Attack, but unlike Pikachu’s Up Special, using it on the ground once does not take away her jump, allowing for some powerful coverage with the move offstage. Lastly, Absa’s Down Special is her most powerful. Without any clouds active, a small circle of electricity will form around her; anyone who is caught in the vicinity of the blast when it fully forms will suffer heavy damage, and potential stock loss at higher percents. However, with a cloud active, this becomes a stationary land mine. The combo potential and stage control with her clouds, as well as her excellent aerials, makes her a character that definitely fits into the Rivals mold.

Developer Mode: Customized Changes

Thanks to Trevor, the team has added in a special new setting for local play. Introducing Developer Mode, a new take on modifications. Rivals of Aether has a specific folder with a complete set of files, allowing specific variables to be changed on a whim. These are separate from the main game and don’t affect anything outside of this special mode. Said changes can even be implemented in real time by refreshing the game, using F3! Use the C:\Users~yourusername\AppData\Local\RivalsofAether\dev_mode folder to edit things, and toggle on the Devmode setting in Versus; this will enable Devmode and any made changes. This feature won’t work online, but it is a fun thing to play around with.

Game Changes: Global Changes Abound

Like many of the Rivals of Aether patches so far, they have added changes to the core game. This update has featured a variety of changes to each character and the game’s system. Here’s a few of the major changes:
  • New Xmas themed-palettes for each character have arrived and replace the Halloween outfits, replacing that orange and purple tint with some red, white and green.
  • Directional Influence has been changed as a whole again. Rivals as 3 kinds of DI: Traditional DI, Automatic Smash DI and Drift DI. While regular DI wasn’t changed, Automatic Smash DI was changed to work against multi-hit moves, and Drift DI was slightly weakened. This better balances the rift between the defensive game and the offensive game that Rivals tries to aim for.
  • Startup times for hitboxes are more accurate. While this benefits the faster characters more, it is being watched to ensure that the change doesn’t make anything too unbalanced.
  • The start points for the majority of maps has changed for 2 players; stages like Treetop Lodge now no longer start both characters close to each other.
  • Zetterburn has been balanced to make him less dominating at low level play but slightly more effective in high level play.
  • Kragg’s defensive abilities have been edited to be a bit less safe, including a new counter to his Side Special.
  • Forsburn’s Forward Strong was reworked to be less reliable and require more effort from the player, as well as a few other chan purely to his damage output, including Bubble and Back Air nerfs, and Forward Strong, Down Tilt and Up Strong getting buffs.
  • Wrastor’s knockback was reduced, allowing other Rivals to KO him a bit better and combo him more reliably. In addition, he received changes to his aerial recovery on some of his Strong Attacks.
  • Maypul’s Lily has received a few changes; it now has permanence, but can’t trap players unless they are both marked and in hitstun. In addition, she’s received a handful of other changes to adjust her camping and make it better to play against.
  • Gameplay Slowdown due to GPU issues has been acted on; if a computer can’t run the game at 60 PS (such as online, when things could lag), then the game speeds up to match the normal speed. This has been done to prevent awful input lag during online matches.

Overall, this has been a major change for Rivals, and definitely for the better. A new Rival has approached the cast, adding a new layer to the metagame. The identity of the last Rival remains a mystery, however; all that is known is that it’s the second water-themed fighter. That knowledge will no doubt find its way to the public in due time; until then, Rivals players have a new goat to look forward with, and many requested changes being put in for the better of the game.

Want to view the full list of changes, including specific edits to characters? They can be found here.


Rivals of Aether has an official Smashboards Thread, which can be viewed here.

Want to get Rivals of Aether on Steam’s Early Access Program, and start playing today? The game is available on Steam!
I will definitely try this character out! Seems as if she'll be pretty good in terms of air attacks.
 
Also, can I settle this debate over Rivals on Smashboards once and for all?
Exhibit A: Zenius -I- Vanisher, a leading Dance Dance Revolution forum, has a very popular Pokemon thread.
Exhibit B: Pokemon Showdown, a Smogon-run competitive Pokemon scene, has its own Smash Bros. chatroom and a Mafia chat room.
So it's perfectly fine to talk about Rivals on a Smash forum, and really any forum for that matter.
I think the discussion here is about whether Rivals should be given equal treatment to Smash in terms of news posts on this site?
 
Well, it's not. For every article on Rivals on this site, there's tens of articles based on Smash.
Exactly my point. It's a side event, like Project M in its early stages. It's obviously not a main series Smash game, but it can still be talked about as a game like Smash. (Except Project M moved on to be seen as a real Smash game. Rivals probably won't have that distinction.)
 
I wonder if Absa will come to be perceived as less OP as people explore the matchup and understand it better. Probably not; I still haven't gotten the game to try it myself, but I'm just thinking out loud.
 
I wonder if Absa will come to be perceived as less OP as people explore the matchup and understand it better. Probably not; I still haven't gotten the game to try it myself, but I'm just thinking out loud.
Too save teleport
Too op down special(+telep. its rediculous)
Insane jab

Absa is GG

And you should buy the Alpha asap!
You won't regret bro.
 
Too save teleport
Too op down special(+telep. its rediculous)
Insane jab

Absa is GG

And you should buy the Alpha asap!
You won't regret bro.
This sort of thing is probably what developer mode is supposed to help with. Someone will probably eventually come up with a devmode configuration that makes Absa more balanced... or at least one that makes all the other characters equally overpowered.

Is anyone else hoping for more single-player content eventually? I'm a scrub who doesn't get a whole lot of enjoyment out of getting wrecked, so single-player content is one of the best things for me in these games. It's one of the handful of things Brawl got right, not to bring up that game in a thread about this one. >>
 
I can't believe anyone would be so hurt over the discussion of Rivals of Aether, it's not like Forsburn murdered your entire family (unless he did, in which case, why haven't you mentioned it?) This game is explicitly inspired by Smash, Project M is as well, and that's here. If you don't like Rivals of Aether, that's fine, but you don't have to say it doesn't belong here. Get ogre it and shrekoncile for your sins.
 
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