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Rivals of Aether News

Patch 1.4.14 Notes

As a summer of action packed majors and grassroots events comes to a close, we're taking this opportunity to make some cool changes across the cast. Read on for the full notes below.


  • Holding special will no longer count as holding jump during a wall cling.
  • The purple kill effect now ignores Kragg's pillar and rock (necessary for optimization).


  • Dspecial cancel can now drift during the initial flip if Zetterburn's horizontal speed is low enough.
    This allows you to gain speed after momentum is killed by hitting a wall, but does not affect normal Dspecial cancel.


  • Orcane can now drift during the endlag of non-teleport Uspecial.
  • Dspecial cooldown between dropping the puddle and spawning bubbles reduced from 60 > 30.
  • Uspecial now has a minimum speed boost on startup.
    Orcahop is exactly the same, but using Upsecial without upward momentum is much better.


  • Fstrong sourspot KB scaling decreased from 1.1 > 1.0.
  • Fstrong hitboxes moved to match the visual.
  • Fstrong sweetspot size increased from 10x10 > 12x12.
    This makes sure the sourspot doesn't reach farther forward than the sweetspot.


  • Rockless Nspecial KB Scaling increased from 0.4 > 0.55.
  • Rockless Nspecial endlag reduced from 6 > 4.



  • Super clone will now switch to evade mode when his target is invincible.
  • Non-super clones will now be destroyed when the real Forsburn is hit (unless it has already started exploding with Dspecial).


  • Fair hit lockout reduced from 4 > 0.
  • Fspecial ledge snap threshold increased from 13px > 20px.
  • Aerial Fspecial dash speed increased from 12 > 14.
  • Uspecial speed boost when holding left or right after rising increased from 2 > 3.
  • Aerial Dspecial's endlag can now be cancelled into Fspecial.


  • While moving horizontally, Uspecial snaps to ledges within 16px.
  • Double jump, airdodge, and walljump are no longer refreshed when touching the ground while moving with Uspecial or in between the two movements.


  • Pressing down while reopening Uspecial will no longer lock you out of fastfalling the next time you cancel Uspecial.
  • Ori can now drift during the startup of Dspecial.
  • When Spirit Flame does no knockback, it will no longer overheat an enemy Sein or remove Shovel Knight's dynamo charge.


  • You can now hold backward to throw the bubble behind you during grounded Dspecial.


  • Ftilt and Jab-special swapped. Pressing special after jab 2 will now do a tail swipe that spawns a petal wave, creating grass behind it. Ftilt now shoots a low-angle seed.
  • Dtilt hit 1 (both hitboxes) knockback matched to hit 2 (so that hitting an extended hurtbox with hit 1 and missing with hit 2 won't be so punishing).
  • Fstrong post-charge frames decreased from 12 > 8 (full startup: 18 > 14).
  • Fstrong multihits hitpause decreased from 4 > 2.
  • Uspecial bite Base KB decreased from 10 > 9.
  • Uspecial bite KB scaling increased from 0.85 > 1.05.
  • Fspecial active frames increased from 3 > 4 (makes it less likely to pass through someone moving toward you while also making it easier to parry for the opponent).


  • Fstrong endlag increased from 18 > 20 (27 > 30 on whiff).
  • Air acceleration while charging strong attacks reduced from x1.0 > x0.5.
  • Dspecial mine now makes a sound when hit out of the air.


  • Ghost Glove endlag when shooting more than 2 projectiles increased from 12 > 24.
  • Uspecial non-sweetspot damage reduced from 6 per hit, total 18 > 5 per hit, total 15.
  • Uair repeating hits active frames increased from 2 > 4 (no more empty frames between them).



Let us know what you think in the comments.

New Netcode Open Beta is Available now on Steam!

The time has come! The new netcode that we have spent parts of the last two years working on is now available on Steam. The feature is not ready to go live yet, but we want your help to stomp out all the bugs and put the finishing touches on all the new features.



How do I get it?




The New Netcode Open Beta can be accessed on Steam. Find Rivals of Aether in your Steam Library then Right Click it to bring up the option menu. From there:

  1. Select Properties. Once that opens, navigate to the Betas Tab.
  2. Then open the Dropdown menu and select nectode_branch - New Netcode Beta.
  3. Finally once it is selected, you can close the menu.
  4. After you select this branch, you should see that Rivals has an update queued. If you do not see that, then close Steam and reopen it until Rivals of Aether has an update. When you open the game, you will know you are on the right branch if you see the New Netcode Open Beta Loading Screen.


How can I help?




You can get started by joining the Official Rivals of Aether Discord. Once you join, you'll want to navigate to the #new-netcode channel. From there you can discuss the beta with other players or find players to play with and against.

If you run into bugs, you'll want to navigate to the #bug-submission channel. There you can easily submit bugs with the help of BeetleBot. You can use this command generator form to get your bugs in a bot-friendly format.

If your bug gets approved, then you can track it on our Rivals Netcode Open Beta Trello. On this Trello, you'll be able to track our fixes and see what is coming in the next update and what is marked as fixed already. With your help, we can make the online experience as amazing as possible!



What Features are in this Open Beta?


The new netcode has many improvements over what Rivals of Aether currently has. The biggest change is that online multiplayer is increasing from the previous two player limit. Let's go through the changes one by one.



First of all, Ranked Matches have been reworked from the December 2018 Update. The first improvement is that the matchmaking has been updated. It will now match you with players in the same tier as you. (example: Bronze to Bronze. Gold to Gold. etc.) After a short period of time, it will expand to one tier above and one tier below you but you can't match with someone past that.

We like the star system and ranking up from the 2018 update, but we didn't like how it discourages people from playing their secondaries when they reach a high ranking because you are more likely to lose on your secondary. So we have made a ranking system for each character including random. Ranking up each character will be part of the fun! Each tier will have a different reward. Rank up to Silver to get the first Emote for your character. Rank up to Gold to get your character's Ranked Skin!

Ranked remains a best 2 out of 3. And yes, you can still counter-pick. But you can only change to a character within the same tier or lower than the character that you queued up with initially. Stars will be awarded to the character that won the last game in the set and losses will be awarded to the character that started the search.



Next, Casual Matches have been updated and overhauled now that lobbies have increased past our previous 2 player limit. Casual Matchmaking allows for you to search for three types of Casual Matches - 1v1, 2v2 and Free-for-All. You can even queue up for all three options at once! Casual Matches remain best 2 out of 3. When playing Free-for-All, the set ends when one player reaches 2 wins, so can continue past 3 matches. Both Casual 2v2 and Casual Free-for-All require four players in order to for the set to begin. If one player leaves then the remaining players search for a replacement and start a new set after finding one.



Next up, Friendly Matches have been improved as well. The biggest change is the lobby size has increased not just to 4 players but you can have even more spectators. This allows players to spectate even 2v2 matches or do rotations while their friends play. You can also turn on Teams in Friendly Matches at any time as long as all players in the lobby agree. Friendly Lobbies will be the place to go to get either casual or competitive matches with your friends.



Next up we have improved the Online Settings for online play. The biggest change is that Regions now determine your matchmaking settings. By default, all regions will be able to be matched with you, but you can turn off any region other than your own. Be warned, lowering your region options can greatly increase your search times!

Next we have added a new feature called Wi-fi Mode. If you have played Rivals of Aether extensively, you will notice that the New Netcode has better ping and smoother connections than the past. However, this can cause issues if you have an erratic connection such as a wireless connection. If you experience lag spikes, you can turn on Wi-fi Mode in the settings which should have your connection function similarly to the old Netcode. When the setting is on, your input lag will increase but the connection should be more stable and be less susceptible to lag spikes. Only turn on Wi-fi Mode if you are having issues with lag spikes as it will increase your input lag when playing online.

Where's Rollback?!




If you have been following the development of Rivals, you would know over 2 years ago, we announced that we were working on rollback netcode. If you are unfamiliar with rollback netcode, you can read more about it here. Since then, we have been working on redoing the netcode in tandem with all our other development. We made a ton of progress thanks to YellowAfterlife, Ampersandbear and Juju Adams. You can thank them for all the improvements you see in the above section. We did make a lot of progress toward getting rollback working with Rivals. We got the game state to be saving and loading correctly without desyncing. But we weren't close to having the save and load times small enough to run smoothly. The game was running around 1-2 frames per second initially.

Thanks to YellowAfterlife and Juju, we were able to optimize the game a lot over a couple of months and managed to get the frame rate up to 55-60 FPS on PC. But this still wasn't functional because we still needed the game to be able to run multiple game logic frames in a single frame in order to roll back and we were right up against the edge . The months were flying by and while we made great progress, the steps to get where we wanted were uncertain. We had to make a call if we were ever going to get the Definitive Edition actually released. The netcode revamp had already consumed a ton of development time. We decided to stop working on rollback and continue developing the new netcode using a lock-step solution similar to the old Rivals netcode.

But it's not all doom and gloom. The optimizations that we made really do improve the game and help it run on Switch much more smoothly. All those improvements are still on this branch. They might result in some new gameplay bugs that we don't see on live, but we'll get those stomped out during this open beta. Even without Rollback, the gameplay itself does feel way smoother on the New Netcode and I hope you all find good matches with low ping!

Make Your Mark: Panda Etalus

Events with the Make your Mark banner offer a prize like no other - a chance for the winner to get their very own skin in the game. We've been working hard behind the scenes on our latest one and are excited to finally reveal Panda Etalus. This skin is inspired by FullStream's win at Genesis 6 and his team Panda Global.



Because this is a full reskin (meaning every frame has been drawn over to give Etalus an adorable panda face), this skin is priced at $3.99. We are splitting the revenue 50/50 with FullStream and hope to see him at many more events this year!

https://store.steampowered.com/app/1055580/Rivals_of_Aether_Panda_Etalus/

Rivals Championship Series: Season 3 Top 50

For fans of competitive of Rivals, last week was an exciting time as we slowly revealed our Top 50 players from season 3. Now that the full list is out you can view it in convenient video form:

https://youtu.be/soHLncxmZ8A
Congratulations to these players for earning their spot last season and thanks to everyone who played all year at our official events. If you want to learn more about the upcoming season, check out the full schedule of where you can find our tournaments (and meet the devs).

Don't forget to sign up for the free entry online event in July as well. All players who particpate will receive their very own Champion Forsburn skin to show off their competitive spirit.

Register here: https://smash.gg/narcs4-july



Rivals Championship Series Season 4 Schedule Revealed

Season 4 of the Rivals Championship Series kicked off last weekend at Smash'N'Splash 5, and this year we're revealing the entire regular season schedule at once. You can register for some events right now (with more to follow this month) so you can start planning your year of competitive Rivals.

Rivals Championship Series 2019 Schedule


Event
Location
Date
WI Dells, WI
May 31st - June 2nd
Online
July 20th
Las Vegas, NV
August 2nd - 4th
Chantilly, VA
August 8th - 11th
Laurel, MD
Sept. 14th - 15th
Heat Wave 3
Tempe, AZ
Oct. 19th - 20th
DreamHack Atlanta
Atlanta, GA
Nov. 15th - 17th
RCS Online Major
Online
Dec. (Date TBA)




Download PDF Version


Season 4 Events Primer

One of the first things fans will notice this year is that there's now more time between events. Even though there's no shortage of great tournaments to be a part of, we would rather make the pacing more manageable instead of forcing attendees to pick and choose.

Our goal for the circuit is to make each event one worth traveling to. Each stop on the circuit promises new cities, more games, high quality production, and the biggest stages for Rivals players to compete on. This year we’ve continued the tradition of representing our community alongside the greater FGC, and have even expanded to some exciting new events to keep tournaments bigger and better.



This season also features much fewer online events than previous years. While online events are easy to join, we've heard loud and clear that players prefer the competitive integrity of offline events for the official circuit. The ones we do feature on the circuit this year will be huge, but not a place to get your weekly or monthly tournament fix like previous seasons. Make sure to visit our discord server and check out the tournament section for more casual daily online events.

Finally, one other notable reason we’ve slimmed down our event schedule is to allow the flourishing grassroots scene room to grow. This is something we’ve been honored and humbled to see happening, and this year seemed like the right time to let these events really come into their own. These are events where Rivals is the focus, the schedule is dedicated to it, the stream is dedicated to it, and the fans are coming out for it - so make sure to support these events when you can.

We hope you're excited to watch and attend our events this year! Let us know what you think of the schedule in the comments below.