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Steam News26 February 20197y ago

Aether Drift - V 1.25 RELEASE NOTES

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!

Full notes

Full Aether Drift update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

34 fixes24 additions26 changes8 removals
  • Server
  • UI and audio
  • Gameplay
  • Balance
  • Maps
  • Performance
addedOverview: 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!
addedNew 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
addedNew Content:Entirely new Item Select Menu ( easier item usage! )
addedNew Content:Entirely new Level Select Menu for Head to Head modes Allows easy selection of Arenas Added a ‘Random’ button, for random maps!
addedUpdates/Changes:Satellites can now be parried with good timing
removedUpdates/Changes:Shield Guardians no longer deal contact damage
max dash speed1826max dash speed increased, buffBaby Spawn Cooldown12.510secondsBaby Spawn Cooldown decreased, buff

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

Steam News / 26 February 2019

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