Rivals of Aether

Rivals of Aether

Lilac the Dragon Girl (Remastered)
Showing 11-20 of 158 entries
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Update: 7 Dec, 2024 @ 12:37pm

v4.20

Buffs:

Grounded DSpecial can now go off ledge.

Nerfs:

Reinstated the Mark timer. This was a feature that was intended to encourage an attacking playstyle and discourage hit and run mentality which is so easy to do when you can literally zip around all open space.
The marker now goes away after 250 frames or on parry, this gives purpose to the marking mechanic a bit more by encouraging you to take advantage of the bonus while its temporary. (This is still more frames than the original timer was)

FSpecial has always been difficult to balance because there is nothing like it in base cast. The closest equivalent to it is Zetterburn Up Special but even then Lilac's goes way further and has the same knockback for the entire duration while also being able to fly to the top of the screen for snipe KOs. While this move has a cooldown the benefits outweight the drawbacks. To address this I am making knockback decrease linearly throughout the hitbox's lifespan and also reducing scaling. She already can very easily fly to the top of the screen through a variety of methods anyway.

FSpecial Base Knockback 5 -> 8
FSpecial now has a Final Base Knockback of 5.
FSpecial hitbox 5 (the actual boost part) Knockback scaling 1 -> .6
FSpecial hitpause scaling 0.2 -> 0.6

Reduced the volume of the whip soudn on some of the strongs as combined with the strong hit sound effect it was way too loud.

AI will now only taunt once before resuming fighting
AI also will only do UAir if it actually gives her a lift upwards, ie the first time each airtime.

Added anticheap check for qwerty MX.

Added Dialogue Buddy compatibility with Majin Sonic

Update: 21 Nov, 2024 @ 11:24am

v4.19

Lilac now has a custom rail grinding animation on the Final Rush stage by ATalksToSelf

Added Dialogue Buddy support for Diddy Kong and Serial-N

Update: 1 Oct, 2024 @ 4:02pm

v4.18

Players no longer become permanently invincible when rolling into springs. The roll now proceeds for the full duration while also halting your movement.

Removed Mallow alt and replaced it with an alt of Sparkster from Rocket Knight Adventures

Added dialogue buddy support for Don Amy, SD-V and Charizard

Update: 13 Sep, 2024 @ 4:15pm

v4.17

Removed the line that set the hurt sprite to being crystalised due to the fact that Lilac is now Small Sprites and therefore doesn't need it anymore.

Optimised file size of all main sprites, saving about .3-.4MB

Corrected a bunch of colours that were multiple values for no reason.

Update: 31 Aug, 2024 @ 11:23am

v4.16

Altered the AI to taunt upon taking stocks

Changed the default colour for Outskirts Invasion intro to match Lilac's hair colour instead of using the normal dust colour, just wanted it to actually be purple!

Lilac can now bounce off Venus' runes with her FSpecial (Dragon Boost) as if they were walls.

Lilac can now get a speed boost by running down or Dive Kicking into the slopes on the Aether version of Yoshi's Island 1 by Flophawk.

Update: 18 Aug, 2024 @ 6:09am

v4.15

Added support for Lood's Spring Yard Zone stage. Dive kicking into a slope and holding in the direction you are facing will, if you are doing downwards, cancel your landing lag into dash state and enter your faster dash speed normally only available by using a Dragon Boost.
You can also enter this state by running down a slope on this stage.

Altered the properties of Dragon Boost to allow it to follow the slopes on Spring Yard Zone Aether stage and rotate with the slopes, to the point that if it reaches a point where it becomes the wall it will launch Lilac upwards..
Adjusted the code and added an extra hurtbox to allow for the functionality of the Dragon Boost to fly upwards.

Changed a few files to Indexed mode and also cut the Wall-E taunt Pangu Lagoon to half so that the song is of a lower file size (I'm not bothered by quality, its Wall E, his tapes are incredibly old and faulty by this point.

This means that Lilac's file size has been reduced from 7.3MB to 4.82MB, saving about 2.5MB worth of space on your hard drives

Update: 4 Aug, 2024 @ 8:05am

v4.14

Removed echoing sound effects on attack that would occur during hitpause sometimes

Fixed a typo in the spawn position of a sparkle effect during cyclone where it was the wrong variable.

Added Star/Screen KO compatibility by way of voices and sound effect, voices will only play if voices are turned on.
Also added Screen Ko unique sprite.

Added Dialogue Buddy support for Twilight Sparkle

Update: 21 Jul, 2024 @ 9:50am

v4.13

Removed Angle Flipper 10 on FSpecial and FSpecial2

Altered the colours of the SpaceyBat alt slightly

Removed a lot of Hitbox Group -1 on the character due to bugs involving hitting articles, aside from Dragon Boost which needs it in order to function

Added Scoop compatibility

Update: 14 Jun, 2024 @ 4:22pm

v4.12

Buffs:

DSpecial Cyclone final hit Base Knockback 0.5 -> 4
DSpecial Cyclone final hit has knockback scaling of .2 now.

Nerfs:

First hit of DSpecial and Cyclone Knockback 3 -> 2.5
Star marked hit Knockback 5-> 2.5
Removed Angle Flipper 9 on all hits so its now possible to SDI out of the move.
Removed Hitstun Multiplier on final hit.

NSpecial Startup 6-> 8
NSpecial Endlag 12 -> 14 (This is to make it so that close range projectiles don't go into a Cyclone so easily. I was a bit concerned of a potential endless loop between projectiles and Cyclone)

Moved the projectile spawn point forward by 10 frames so you can't mark people standing directly behind you.

Increased walk animation speed
Increased dash animation speed to better match the speed that Lilac is travelling at
Reanimated Dash, shrunk it down to 6 frames as a way to better convey speed
Added dialogue buddy compatibility for SSL Neera
Adjusted some Abyss Runes. Rune A is now just higher jumps and named `Super Feather Potion` while Rune B is now called Accelerator Potion but does the same job.

Update: 30 May, 2024 @ 10:04am

v4.11

Gamefeel changes (the numbers are reduced but these aren't really nerfs)

Jab Base Knockback 6 -> 5
Jab Angle 60 -> 50
Jab Endlag 12 -> 13
Ftilt Base Knockback 7 -> 6
Ftilt Knockback Scaling .55 -> .5
Ftilt Hitpause Scaling .6 -> .5
Dtilt Knockback Scaling .55 -> .5
Dtilt Hitpause Scaling .55 -> .5
Nair Final Hit Angle 45-> 70
Dair Spike Knockback and Hitpause scaling .6 -> .5

Lilac will now snap to platforms if performing a Dragon Boost into a platform that would very marginally clip the bottom of her sprite instead of bouncing off it or cancelling it.

Fixed the Spring's jank collision physics on certain stages... hopefully for good this time (it never is lol)

Springs now actually follow moving platforms.

Springs now collide with solid articles and can land on top of them, useful for custom stages which use article platforms. It also means they can stack on solid stage control.

Added an indicator above the spring to indicate which Lilac it belongs to.

Fixed the hurtbox of DSpecial being unnecessarily wide when ending in the air.

Revamped the CSS to use custom name pop ups in line with my newer characters.

After boosting across the screen Lilac will run back around, hard brake at the end and wink at the player. This is so that the player can get a better look at how the alt they are choosing looks in game itself.