![forsburn rivals of aether forsburn rivals of aether](https://i.ytimg.com/vi/rFkpN4SuhHI/maxresdefault.jpg)
#Forsburn rivals of aether update
I don't think I'll have an update to the March playtester build this month but I might update it in April to test out the control options once they are working. Not about spamming your opponent from a range until you can land a finishing blow. The game should be about awesome combos and the tense moment of landing a first hit. Those are the types of playstyles I want to hit. Also a spamming / kitey Kragg who keeps his distance. Stalling with Forsburn's Smoke or overly relying on the decoy would be examples of un-fun play. What I do want to remove is when un-fun strategies become the optimal way of playing a character. For me, I am okay with all of the characters appearing to be too strong in their own ways. From different sources, I have heard complaints about each of them. I do find it quite amusing that nearly every character has been accused of being "over-powered" in the March build. If the playtest goes well, expect that change in a later build with some other balance changes.Īfter I play and compile some of my own notes on the current balance, I will also be scouting through the thread and compiling some of the thoughts. I think with the pull time increase combined with the pillar causing a fall state when destroyed, the strategy of using a rock to assist your recovery on Kragg is not as strong. I do plan on removing the "Kragg can no longer pull a rock from his pillar" in my build for Saturday. I haven't had time to really focus on balance of late but I moved the tournament at my apartment to this Saturday so I hope to get some good testing in then.Īlso ugghhh. Development on single player modes has begun as well and will mostly remain a secret until close to release.Īnd Venks for their character breakdowns. Development on the 6th Character is under way and I will have news on that in early May so long as I can keep all the tasks going forward. There is also a ton more programming work that has to be done on the engine to prepare it for online that will take up the majority of April for me.
#Forsburn rivals of aether Ps4
As long as that goes according to plan, then the PC version should support up to 4 Gamecube controllers or even mixing and matching of controllers - 2 GC, 1 Xbox, 1 PS4 etc.
#Forsburn rivals of aether .dll
dll in the PC version of the game to get past the limit of only 2 DInput controllers. Once complete, I will be moving over to DInput and Keyboard. Currently I am focused on Xinput first in order to get them working with menus and keep the load a bit more manageable. I am also working on custom controls at the same time. I am working on rewriting our controller input logic in order to prepare it for networking. For the next couple of weeks, I will be tackling a ton of "less fun" tasks. This caused a pretty noticeable lag spike (although I was streaming with bad settings so it could have been that). Also, I raised a pillar through the fortress, breaking about 7 blocks. I then pulled a rock out of the ground, threw it down, and teleported outside the fortress. The only problem is that the rocks can cause some weird behavior or lag sometimes.įor instance, I was messing around with it and had my friend encase me in a small fortress of rocks. If Kragg 2 does this non-stop, he can have a TON of blocks onstage.īeing able to pick up and throw enemy Kragg rocks is pretty cool and since they can be destroyed in 1 hit by either Kragg, it shouldn't ever be a problem unless someone is actively trying to exploit the rocks.
![forsburn rivals of aether forsburn rivals of aether](https://vignette.wikia.nocookie.net/rivals-of-aether/images/7/73/RivalsofAetherlogo.png)
This turns it into Kragg 2's block, which means Kragg 1 can pull another block out. Whenever one Kragg makes a rock block and sets it down, the other Kragg can pick it up. This one only applies in Kragg dittos and it really could be considered a feature.