Full notes
Full Aether Drift update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- UI and audio
- Gameplay
- Balance
- Maps
- Performance
Overview: With the advent of our Discord Server, online multiplayer, and the IndieGala bundle sale, we wanted to make sure that we can put our best foot forward! We've revamped a couple core mechanics, added some sleek and shine to the Multiplayer Menus and polished a load of bugs! This is the best version of Aether Drift yet, we hope you enjoy!
New Content:
Entirely new Character Select Menu for Multiplayer
Includes new voice lines for the announcer
Makes navigation much smoother
Acts as a match-hub
Can now change Cheat Codes on Character Select Menu
Entirely new Item Select Menu ( easier item usage! )
Entirely new Level Select Menu for Head to Head modes
Allows easy selection of Arenas
Added a ‘Random’ button, for random maps!
Updates/Changes:
Made Drifting Fields slightly easier
Made it easier to reach the boss on both Mobius Sector and Zoa’s Palace
Gauntlet now requires only one crystal to unlock
Satellites can now be parried with good timing
Shield Guardians no longer deal contact damage
Improved the visuals of the level-up bar
Now shows overall level progress
Shows goals (crystals, medallions)
Lowered the HP of Mobius Core and Mobius Aether Dragon
Made it easier to reach Mobius on Mobius sector
Updated Satellite animations
Slightly increased the amount of HP that spawns on maps
In Head To Head, you can now adjust the healthpack Spawn Rate
Improved Display of FPS counter
Improved visibility of hitboxes for ‘show hitboxes’ option, all of them should appear correct now
Spike Traps, Homing Spikes, and Stationary Spike Traps all now can be dodged by going into the Phantom.
Spike traps will freeze in single player if you Aether Slip
Player Hitboxes are now circular, instead of rectangles. This makes multiplayer fights more consistent, and adds more room to maneuver in singleplayer.
The single player hitbox is still the size of your halo.
Added a countdown before multiplayer games start
Parrying a player successfully instantly resets the cooldown of Parry
Changed Parry from a ‘Step’ to a ‘Begin-Step’ on Player Attacks and Rourke’s Bullets"Essentially, parrying now checks before all player-damage checks, guaranteed. Sometimes players were being damaged even after a successful parry. You can now instantly parry again after successfully landing one too. This should make that much more reliable, and add the ability for more Mind Games!"
While inside a Phantom Wall in the Aether, the outline of the wall shows up Now you’re not getting lost in phantom walls while your slip is down!
Super Speed Powerup now can coast along walls if the angle of incidence is low enough, instead of instantly stopping
Point counters now are colored based on who got the points in Multiplayer
In stock Head To Head, if two players die within 5 frames of eachother on their last stock, the match will count as a tie
Random characters are rerolled if ‘rematch’ is pressed
The Big Hit Sound Split!
All players/enemies that had unique hit sounds before are now split into two categories: Impact and Weapon
Player hit sounds are randomized, to add variation
Wrong hit sounds no longer play when using powerups as different characters (ie bombs making quake hit sounds)
New Sound Effects!
New Shifter/Drifter Shifter sound effects
New Ambient Satellite Sound Effects
Updated Satellite Fire SFX
New Satellite charging their lasers SFX
New Ambient Laser Sound Effects / Laser Firing Sound Effects
New Ricochet Bullet SFX
New Chain Gunner SFX
New Moon Launcher SFX
Mine Arming and Placing SFX
Tank Firing SFX
Tank Spawning Enemies SFX
Pocket Moon SFX
Rourke Hit Sounds
Balance Changes
Increased the Hitbox sizes of Large Characters to make them more consistent
Players now can see a timer that shows the duration of stuns ( from parry, daggers, aurion pierce, etc ).
JHIN:
Strike Bomb hitbox is now circular to match the explosion radius better
KRAX:
Krax’s Whirlwind Blade now has a circular hitbox to match the effect
Krax can no longer drift “This would only ever be used by accident. It can be re-enabled by using the Pit Stop cheat code on Krax, which gives him 1000 Fuel. Otherwise, it’s just a worse dash that no one ever used.”
MING:
Ming can no longer reflect at her Chakram and her Body at the same time “This was a bug/oversight, but it definitely was there. Now it’s not.”
YOJIMBO:
Now has a larger hitbox, to fit his sprite
In singleplayer, Yojimbo now gains 4 seconds of invulnerability upon activating Birdzerk mode ( doesn’t happen in pvp )
Moved Yojimbo’s reflect hitbox out 35 pixels from his base"His new hitbox would sometimes just ‘poke out’ and get damaged by bullets before he could reflect them. Now he shouldn’t."
ROURKE:
Can Parry Golden Bullets back at Rourke
“Parried gold bullets used to just disappear. Now there’s the potential to hit Rourke with a well-timed parry, if you’re that good.”
Slipstream bonus from 5.5 to 5 spd
Grenade hitbox is now circular to match the explosion radius better
Grenades now bounce off of Phantom Walls
They’ll travel out of walls, but can’t enter them ( so Rourke can use them while inside a Phantom Wall )
Confetti (Gold Jester) now works in Multiplayer"Rourke’s mobility was just too oppressive. With all his options, he had the best kit for consistently staying away from any opponent, if the player was good enough. Hopefully this makes Rourke players stay on their toes."
QUAKE:
Now has a larger hitbox to fit her sprite
Fist wall friction scalar-per-frame from .95 to .97
Super Quake Punch no longer full-stops on slight wall touches
Quake can slide along walls when hit at an angle less than 15 deg
Quake can Super Quake Punch while in Phantom Walls
Quake can Super Quake Punch while in Spawn
Super Quake Punch can no longer break shields occasionally on impact
Quake users must now launch enemies as projectiles to break shields
Quake is now invulnerable while Super Quake Punching in Player Vs. Enemy environments. This invulnerability lasts for .5 seconds after impact. (doesn’t happen in PVP)"Quake had this problem where she just felt too clunky. Missing a super punch by a hair would instantly kill her momentum, and that was no fun."
LORD ZOA:
Fixed a bug where Lord Zoa used the wrong hitbox in Head 2 Head
Along with other Hitbox changes, his is still the smallest, although it’s twice as large as what the glitch made it appear as
Charge Timer from .3 seconds to 1 second
Now takes longer for Lord Zoa to charge his dash, where 2 damage is given
Dash Hitbox active time from 4 to 8 frames
Hitbox is now STATIC (won’t rotate after creation)
Fuel from 300 to 250
Increased max dash speed from 18 to 26
Baby Drifters now inherit Lord Zoa’s momentum when summoned
Baby Drifters can no longer target bullets
Baby Spawn Cooldown from 12.5 to 10 seconds"Lord Zoa has a weird place as a character. While not the most competitively viable he can still be rather annoying to deal with These changes make it easier to predict his attacks, and to hit him ( especially as Rourke, who had an awful time before the hitbox fix )"
Bug Fixes
Fixed crash related to camera not being initialized properly
Fixed Lord Zoa’s inconsistent Hitbox
Fixed using the Mouse with Lord Zoa in multiplayer
Fixed Yojimbo gaining Birdzerk off of Hammer Swings
Widened all phantom walls to accomodate for Yojimbo and Quake’s new hitboxes
Includes minor changes to the following maps: Rat Maze, Forgotten Skyline, Asteroids, Gyroscope, Crumbling Pathways and Halls of Menace
Moved some spike traps on Rat Maze that were unfair to large player hitboxes
Fixed Soft Lock on Basic Tutorial after completing reflect section
Fixed Reflect not being triggered sometimes
Fixed Bug where Ming could reflect from herself and her chakram at the same time
Fixed Frame 1 Ming Reflect being incorrectly angled, causing missed reflects to hit occasionally
Fixed bug where Quake didn’t update Quake Punch’s flames properly when hit
Fixed bug where sometimes Quake’s Super Punch didn’t knock back enemies far enough, or knocked them back too far
Fixed the Parallax Scrolling on Rifts finally, after the GMS update broke them
Made Rifts fade out of existence and shrink too
Level Game Over sends to wrong menu in MP
Have to reselect character on name-change
Fixed Charging Sounds persisting if parried while holding attack
Fixed bug where Attack hitboxes would decay if the game paused
Fixed bug where certain powerups deactivated if the game paused while they were in use
Now only one player can be using the ‘Sniper Rifle’ powerup at once. It caused very weird things to happen when more than one player was sniping.
Fixed bug where shield HP would regenerate on Aether enemies while in the phantom
Fixed bug where knockback would disappear while in the Phantom
Fixed bug where some shields could be broken from opposite dimensions
Fixed bug where Yojimbo’s crushing blow always played at max volume
Fixed bug where Aether Slip wouldn’t cooldown while a powerup was active in multiplayer -> caused unreliable Aether Slipping
Fixed Bug where using Custom Control Schemes would break multiplayer controls if a keyboard/mouse player connected
Fixed crash where beating Mobius Sector with a capture point live would crash the game
Fixed bug where Satellites could still attack after being killed
Fixed bug where Spinning Lasers would continue to rotate while paused
Fixed crash if the game was paused on frame 1 of a round starting
Fixed bug where clusters couldn’t be stunned
Fixed Drifter Shifters not fleeing properly from anyone but Jhin
Fixed particles only drawing to one player in NEON maps
Fixed Drifter Soldiers and Jug Drifter eyeballs
Shield Guardians can no longer target Phantom Lasers
Did NOT remove Lancers
Phew! That was a lot! Enjoy the game, Discord Server will be coming soon Happy Drifting~ -Rat
Source
Changelog.gg summarizes and formats this update. How we read updates.
