Rivals of Aether II
Steam News 9 April 20261mo ago

Hotfix 1.6.0.3 Notes

Online Updates If a player connects after the match is already cancelled and everyone has been disconnected, it will now send them back to the main menu and show the match cancelled pop-up. In Casual queue if a player l…

Update log

Full Rivals of Aether II update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

3 fixes4 additions7 changes3 removals
  • Server
  • Balance
  • Gameplay
  • Store
  • UI and audio
addedOnline UpdatesIn Casual queue if a player leaves on Results and the server would now have fewer than 2 players, it will follow normal Back-to-Matchmaking logic as in our other non-backfill modes.
changedOnline UpdatesThe server will now force out of the StartingMatch state when a backfilled player connects, as the window of time between that and when the backfill ticket was initially matched could be long in some cases.
changedOnline UpdatesThe server will now also force out of the StartingMatch state when a Vote begins.
fixedOnline UpdatesIn Casual queue, with backfill active, the StartingMatch state duration has been changed from a fixed 10 seconds, to 30 seconds minus any time you spent on the CSS before everyone readied up, with a minimum value of 10 seconds. The goal of this change is to still give backfill some time to work even when players are readying up quickly, as in practice players were all readying up quite quickly especially if one or more players were always readying up instantly. Groups who do not want to wait can always turn off Backfill with a Rule Change Vote. We may change this behavior further in the future, and would like to add additional emote options for letting other players know if you want to wait for players to backfill, or are eager to get into gameplay.
changedGameplay UpdatesGlide toss window length: 4 > 5 frames. This makes glide tossing slightly more lenient, both on the ground and in the air, as it felt a little too strict.
changedGameplay UpdatesVertical knockback velocity will now decay much faster when touching a ceiling. This mostly only affects weak/medium knockback, since heavy knockback will cause a ceiling bounce, but it also affects states like Olympia's crystalize, since it cannot ceiling bounce.

Online Updates

  • If a player connects after the match is already cancelled and everyone has been disconnected, it will now send them back to the main menu and show the match cancelled pop-up.

  • In Casual queue if a player leaves on Results and the server would now have fewer than 2 players, it will follow normal Back-to-Matchmaking logic as in our other non-backfill modes.

  • The server will now force out of the StartingMatch state when a backfilled player connects, as the window of time between that and when the backfill ticket was initially matched could be long in some cases.

  • The server will now also force out of the StartingMatch state when a Vote begins.

  • In Casual queue, with backfill active, the StartingMatch state duration has been changed from a fixed 10 seconds, to 30 seconds minus any time you spent on the CSS before everyone readied up, with a minimum value of 10 seconds. The goal of this change is to still give backfill some time to work even when players are readying up quickly, as in practice players were all readying up quite quickly especially if one or more players were always readying up instantly. Groups who do not want to wait can always turn off Backfill with a Rule Change Vote. We may change this behavior further in the future, and would like to add additional emote options for letting other players know if you want to wait for players to backfill, or are eager to get into gameplay.

Gameplay Updates

  • Glide toss window length: 4 > 5 frames.

    • This makes glide tossing slightly more lenient, both on the ground and in the air, as it felt a little too strict.

  • Vertical knockback velocity will now decay much faster when touching a ceiling.

    • This mostly only affects weak/medium knockback, since heavy knockback will cause a ceiling bounce, but it also affects states like Olympia's crystalize, since it cannot ceiling bounce.

  • Item pickup sound has been updated to be more audible.

  • Armada Fleet now has a visual indicator for when the ships are about to start moving.

  • Frozen Harbor now has a visual indicator for when the ice pillars are about to respawn.

  • Bug fix: Items thrown vertically near a wall will no longer collide with the wall.

    • This means Slade can now throw a bomb upward while his back is against a wall without blowing himself up.

  • Bug fix: Items will no longer spawn while playtesting in the character select screen.

  • Bug Fix: Fixed a bug that would grant the wrong achievement when getting a KO with another character's articles.

    • For example, KOing Kragg with his own rock shards would grant your own character's KO achievement.

  • Bug fixFixed a bug that could cause cubed players to become actionable if Neutral Special was interrupted before ending.
  • Bug fix: Glide toss ground friction is no longer overridden by on-ice ground friction.

    • This bug was making his glide tosses go much farther than intended.

  • Initial coin velocity is now 25% less influenced by the attack's damage.

    • This makes the coins travel less distance, especially with stronger attacks.

  • Forward Special 4 Down multihits shield stun increased by 2 frames.

    • This prevents certain opponents from parrying after shielding the previous multihit.

  • Bug fix: Forward Strong's late hit now has a hit sound.

Source

Steam News / 9 April 2026

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