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Rivals of Aether II News

Hotfix Notes 1.4.4.1

[h3]Controller Updates[/h3]
  • [p]Moved starting position calculation to only happen for native GCC adapters.[/p]
    • [p]Note: This prevents drifting after plug-in that some non-GCC users are experiencing.[/p]
  • [p]Fixed Steam Input causing issues with controllers not showing as the correct type.[/p]
    • [p]Note: There is still an issue with GCC adapters when in PC mode where the controller type doesn't get recognized properly. This will be fixed soon but for the time being if you are using a GCC adapter in PC mode please disable Steam Input.[/p]
  • [p]Fixed non-recognized controller showing up with no glyphs. Everything that is unrecognized will now use Xbox glyphs and use the "other" controller option in the full screen controller settings tab.[/p]
  • [p]Fixed Switch controllers that appear as GCC not being able to use left bumper.[/p]
  • [p]Fixed keyboard not being able to rebind movement keys without causing weird crouching/walking behavior when pressed.[/p]
    • [p]Note: If you were having issues with this you need to reset you controls for the tag you were having issues with. Once reset you can then rebind the action as you desire.[/p]
  • [p]Polished up mouse hide/show and lock/unlock from window logic to better fit what users expect.[/p]
  • [p]Mouse will no longer be able to active a playerslot ever.[/p]
    • [p]Note: This was done to prevent people from clicking on the window when their queue pops accidentally causing their game to treat them as using keyboard.[/p]
  • [p]Fixed a bug causing gamepads under Steam Input to not accept trigger input.[/p]
    • [p]Note: This also fixes Steam controller and Steam Deck triggers.[/p]
  • [p]Fixed a bug causing some glyphs to not show up in the button rebinding tab of the playerslot.[/p]
[p][/p][h3]Other bugfixes[/h3]
  • [p]Fixed free cam issues when being used outside of a replay.[/p]
[p][/p]

Patch 1.4.4 - Winter Festival 2025

[h2]Winter Festival - New Monthly Event[/h2][p][/p][p]Time to bring out the blankets and sip on some hot chocolate as the season arrives for our Winter Festival 2025 event! From 12/2 - 1/6, earn free holiday cosmetics like the Reindeer Absa Skin and Icon, the Christmas Platform, Elf Clairen emote, Christmas death effect, plus coins and bucks. The paid bundle includes 3 new winter skins - Santa Zetterburn, Elf Clairen, and Artic Fleet with their own icons to match, plus coins and bucks.[/p][p][/p][p]Artic Fleet comes with custom sounds for her Forward Special and empowered Strong Attacks, while Elf Clairen has holiday swipes and custom tippers sounds.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Players equipping any event skins above, and any of the following holiday skins will receive 20% Bonus XP on the event track: Snowday Ranno, Snowman Kragg, Krampus Forsburn, White Elephant Loxodont - all of these skins besides the White Elephant Loxodont have been added to the Feature Store for Aether Coins (White Elephant Loxodont can still be earned for free from the 2024 Winter Event).[/p][p][/p][p][/p][p][/p][h2]December R2CS Events[/h2][p]North America has two Online R2CS events happening - first is Platfight Online Gaming Championships on December 14th, and then a brand new Hungrybox R2CS online on 12/20 with a voucher to Genesis X3 that promises to bring the heat![/p][p][/p][p]To celebrate Platfight joining the R2CS, we’ve added the brand new Platfight Lovers Zetterburn palette bundle to the shop![/p][p][/p][p][/p][p]Similar to the previous Hungrybox Qualifier Events, participants will receive the HungryBox Baseball Clairen palette for free.[/p][p][/p][p][/p][p]Europe will be hosting their final regular season event at No Time To Tilt 2025 in Deutschland, where the current top 2 players Dia and Neylax will be sure to provide a show![/p][p]
We have added the No Time To Tilt Slam Dunk Ranno bundle to the shop for players to pick up and represent the event![/p][p][/p][p][/p][p]If you purchase any event bundles but already own the base skins, you’ll receive an Aether Bucks refund to make it even just like with our other bundles. These palettes are FREE for all players attending the respective events. [/p][p]
You can check out upcoming & past events and the region leaderboards on our official league page.[/p][p][/p][h2]New Shop Items[/h2]
  • [p]Midnight Abyss Orcane Palette[/p]
  • [p]Purple Winter Stoat Maypul Palette[/p]
  • [p]Pink Forsburn Palette[/p]
  • [p]Black Snowday Ranno Palette[/p]
[p][/p]
  • [p]Mini Plush Zetterburn Icon[/p]
  • [p]Mini Plush Kragg Icon[/p]
  • [p]Mini Plush Wrastor Icon[/p]
  • [p]Capychilla Icon[/p]
  • [p]Brutice Icon[/p]
  • [p]Hornfrost Icon[/p]
  • [p]Zetterburn Neutral Special Icon[/p]
[p][/p][p][/p][h2]New Ranked Shop Items[/h2][p]Champion Forsburn has been added to the Ranked Shop! This includes a skin, two emotes, and two icons for The Exiled Flame.[/p][p][/p][p][/p][p][/p][h2]Audio Updates[/h2]
  • [p]Clown Ranno, Franketalus and the Low Poly skin will receive custom SFX for the first time/again in the near future but we're keeping them in the oven for a bit longer to ensure they're positive additions and won't be disruptive for players who already bought them.[/p]
  • [p]Fixed a bug that made Fleet's strong attack charging sound silent when she was empowered by NSpecial.[/p]
[p][/p][h2]Controller Updates[/h2][p]We know controllers are still in a tough spot for some people, and wanted to reassure everyone that we're working hard on all of the different complications that have come up in our controller overhaul. We'll continue to improve issues from this transition until everything is fixed, so please continue to share bugs and your hardware information with us. Since we’ve rolled out SDL, we have updated the game with several hotfixes:[/p][p]Past fixes include:[/p]
  • [p]11/21 Steam Article focusing on Steam Controller glyphs, deadzones, mappings and more.[/p]
  • [p]11/26 Steam Article focusing primarily on GameCube controllers and controllers copying existing ones on plugin,  with a few other changes as well.[/p]
  • [p]11/26 hotfix that allows players to use RPS in tournament mode once again.[/p]
[p]New to this patch:[/p]
  • [p]Fixed a bug where GCCs with alternatively installed digital only trigger modifications would not release shield.[/p]
  • [p]Fixed a bug where unplugging and re-plugging in a controller would create a new playerslot instead of taking over the now empty playerslot.[/p]
  • [p]Fixed a bug for playerslots 2 and up where controller glyphs would not update if a new controller was bound.[/p]
  • [p]Fixed a bug where mouse could open a playerslot. Now only a keyboard can open a playerslot and the mouse will funnel its input via the first player with keyboard.[/p]
    • [p]Note: If a keyboard player is player 2 in a local match the mouse hover and click will effect player 1 in the css. However, in a match inputs from the mouse will funnel to the keyboard player if mouse buttons are bound.[/p]

Patch 1.4.3.3 Hotfix Notes

[p]Here's a small serving of hotfix patchnotes before we're off to enjoy our Thanksgiving feasts tomorrow! We're still tracking and working on other issues related to controllers, so please keep bug reports coming as we weed out issues.[/p][p][/p][h3]Controller Updates[/h3]
  • [p]Fixed digital GCC trigger release immediately setting value to 0 instead of the actual analog value of the trigger.[/p]
  • [p]Fixed a bug where unplugging a GameCube adapter didn't mark used playerslots as open. This effectively soft locked the playerslot until you left the character select screen and reentered.[/p]
[p] Note: [/p]
  • [p]We've been made aware of a bug where when you plug in a controller it seems to copy the controls of the existing controller. IE: P1 is a Switch Pro controller and P2 plugs in a PS5 controller, the PS5 will now show the same glyphs as the Switch Pro controller and have the same control bindings. From what we can tell this is an issue with Steam Input. Please disable Steam Input for the time being if you encounter this while we are working on a more permanent solution. You can do this easily without affecting other games by right clicking Rivals II in your Steam library, clicking "Properties...", choosing "Controller" in the popup sidebar, and then setting the dropdown menu on the right to "Disable Steam Input".[/p]
[p][/p][p][/p][p][/p][p]Also fixed in an unnumbered hotfix on Tuesday 11/25:[/p]
  • [p]Fixed not being able to pick a tag online if you're player 2 or above.[/p]
  • [p]Added trigger tricking for GameCube controllers.[/p]
  • [p]Added support for GameCube digital only triggers.[/p]
  • [p]Fixed not being able to cycle forward (with right bumper) your palette color in casual queue.[/p]
  • [p]Input display toggle is now accessible in replays.[/p]
[p][/p]

Patch 1.4.3.2 Hotfix Notes

[p]Hey all, here's the detailed notes from our hotfix released last evening. We apologize that our big controller update has been rocky, but we're working hard on getting things playing smoothly for everyone again with as frequent updates as possible. These changes will allow us to support more controllers in a better way (without emulation) and provide the best compatibility once we iron things out. [/p][p][/p][h3]Controllers:[/h3]
  • [p]Steam Controller glyphs now properly show up and are bindable.[/p]
  • [p]Steam Deck glyphs now properly show up and are bindable.[/p]
  • [p]Changed "Sensitivity Settings" tab name to "Analog Settings".[/p]
  • [p]Added right and left trigger deadzones as an option under Analog Settings.[/p]
  • [p]Default GCC deadzone upped 5% -> 20% (now matches the default Xbox deadzone).[/p]
  • [p]All analog axis will now record their starting position on plug in and use it as it's 0,0.[/p]
  • [p]Added a bunch of default controller mappings, should prevent inverted stick for those that were having issues with that.[/p]
[h3]Misc:[/h3]
  • [p]Airdodging horizontally on the first frame of a fullhop will now perform a wavedash.[/p]
    • [p]This already happened with shorthops, so this is for consistency.[/p]
  • [p]Replay menus now work properly.[/p]
  • [p]Free cam now works properly.[/p]
  • [p]Added parry as a counter option in training mode.[/p]
  • [p]Input displayers should show up only when intended now (not showing your opponents input online).[/p]
  • [p]Analog tab sliders now increment by 1% instead of 5% for more granular tuning.[/p]
[h3]Note:[/h3]
  • [p]Trigger tricking is being ironed out. When this makes it live it will be accompanied by digital GCC trigger buttons counting as a full 1.0 trigger press.[/p]
[p][/p][p]Also included previously (version # did not increase for this):[/p]
  • [p]The default controls popup will no longer constantly reappear.[/p]
  • [p]Fixed a bug preventing you from being able to pick a tag.[/p]
  • [p]Fixed lobby codes spamming Ctrl+v[/p]
[p][/p]

Patch 1.4.3.0 - Clowning Around

[h2]Clown Ranno Epic Mid-Month Bundle[/h2][p]Bust out the pies, pins, and party tricks as you clown on your opponents with the latest Ranno skin. It's safe to say we pulled out the whole circus for this one. [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]On top of the new Ranno skin, emote, and icon, this latest bundle also includes the Clown Critical Hit Effect plus the amazing unicycle Clown Taunt. You can even ride across the whole stage with the taunt - as long as you've got the balance. [/p][p][/p][p][/p][p][/p][h2]New Shop Items[/h2][p]Check out the new palettes, icons, and other cosmetics arriving this update to customize your look![/p]
  • [p]Orange Low Poly Clairen Palette[/p]
  • [p]Midnight Abyss Fleet Palette[/p]
  • [p]Black Low Poly Olympia Palette[/p]
[p][/p][p][/p]
  • [p]Purple Clown Ranno Palette[/p]
  • [p]Yellow Clown Ranno Palette[/p]
[p][/p]
  • [p]King of Diamonds Icon[/p]
  • [p]Queen of Hearts Icon[/p]
  • [p]Jack of Clubs Icon[/p]
  • [p]Avatar Leffox Icon[/p]
  • [p]Avatar  Tinderbit Icon[/p]
[p][/p][p]Plus all related Clown Ranno Items are also available separately as always outside of the bundle:[/p]
  • [p]Clown Ranno Skin[/p]
  • [p]Clown Ranno Emote[/p]
  • [p]Clown Ranno Icon[/p]
  • [p]Clown Ranno Critical Hit[/p]
  • [p]Clown Ranno Taunt[/p]
[p][/p][h2]Controller Input Overhaul[/h2][p][/p][p]We've improved how controllers work under the hood with a new input overhaul this patch! This allows us to support more controller types with native support just like we already do for Xbox and GameCube controllers. We changed the core of the controller support from RawInput to SDL in order to support more controllers and work toward supporting the Gamecube adapter on Linux machines in the future.[/p][p][/p][p]As part of this overhaul we've had to reset button mappings, but your tags, cosmetics, and advanced controller settings are still saved. You can rebind controls in the new controller settings menu or on the character select screen as usual. [/p][p][/p][p][/p][p]Here's more details on the changes:[/p][p][/p][h3]New Controller Features[/h3]
  • [p]A popup now appears on first play so you can see and choose a default control scheme.[/p]
  • [p]Easily view your controller settings with the new full-screen controller menus. [/p]
  • [p]Switch Pro and PlayStation now have menu button visuals just like Xbox and GCC.[/p]
  • [p]Input displays are now available in training mode and automatically visible in replays. [/p]
[p][/p][p][/p][h3]New Mouse and Keyboard Features[/h3]
  • [p]Mouse buttons are now supported and able to be bound.[/p]
  • [p]Added new default options for Arrow Keys, WASD, and WASD with Mouse.[/p]
  • [p]Keyboard players can now adjust angles just like box controllers do with Mod X and Mod Y.[/p]
  • [p]Keyboard players can now double tap to dash (can also be bound on Dpad).[/p]
  • [p]The 'alt' key can now be bound.[/p]
[p][/p][p][/p][p][/p][h3]Bug Fixes and General Improvements[/h3]
  • [p]Fixed bugs relating to not being able to control certain menus when the game is out of focus. Now all controllers are meant to be usable even if the game is out of focus while keyboard is only usable while the game is in focus. We are still fixing new bugs that come up on this front.[/p]
  • [p]Fixed bugs relating to live controller swapping where opening certain menus with one input would prevent another input type from using the menu. Most menus are meant to be swappable on the fly now and we are still fixing bugs on this front until it's seamless.[/p]