This is a small update enhancing playing experience, we've adjusted the camera zoom for a more action RPG feel, and enhanced sound effects to feel less repetitive.
This is a small update enhancing playing experience, we've adjusted the camera zoom for a more action RPG feel, and enhanced sound effects to feel less repetitive.
In this update we focused on improving the games visuals and feedback to have a smoother gameplay experience. Changes: Updated color scheme to enhance vibrancy and improve differentiation between background and foreground elements. Improved visual effects feedback when picking up
In this update we focused on improving the games visuals and feedback to have a smoother gameplay experience. Changes:
Updated color scheme to enhance vibrancy and improve differentiation between background and foreground elements.
Improved visual effects feedback when picking up elements and interacting with objects.
Implemented analog controller support for elemental leveling and scrolling through dialogues.
Made adjustments to the controller scheme to align with PS controller controls for better clarity.
Implemented performance enhancements for smoother gameplay experience.
Balance Changes:
Slightly buffed the Final Boss to better align with the difficulty level of the previous map.
Changes: Dash now features i-frames to enhance players' ability to dodge bullets. Elemental Skills now have unique cooldowns, allowing for seamless switching between elements without carrying over the cooldown. Bosses' health has been reduced, and their attack patterns have been
Changes:
Dash now features i-frames to enhance players' ability to dodge bullets.
Elemental Skills now have unique cooldowns, allowing for seamless switching between elements without carrying over the cooldown.
Bosses' health has been reduced, and their attack patterns have been adjusted to increase the frequency of their attacks.
New shrines have been added to provide temporary buffs to the player.
The camera has been slightly zoomed in to improve the visual experience.
Various interactions now include added sound effects for enhanced immersion.
We hope these changes will further enhance your gaming experience. Thank you for your continued support and feedback.
With this update, the leveling up system has been revamped to provide a unique experience in each run. In addition, new passives have been incorporated for each element, along with the introduction of dual elemental passives and elemental switching. Moreover, we have introduced m
With this update, the leveling up system has been revamped to provide a unique experience in each run. In addition, new passives have been incorporated for each element, along with the introduction of dual elemental passives and elemental switching. Moreover, we have introduced monster elemental affinity and weaknesses, among other significant enhancements.
Changes:
The leveling up system has been reworked to be elemental restricted.
New passives have been added for all elements and certain combinations of elements.
The level restriction on skills has been removed.
After unlocking 3 skills in an element, no further skills will be presented.
Elemental monsters now exhibit resistance and vulnerability to specific elements, prompting strategic element selection.
Players will now become temporarily invisible upon entering a new zone or using a portal to prevent immediate attacks.
A new NPC, Lady Aria of Valoria, has been introduced in the resting zone, with more NPCs to be added in the future.
Balance Changes:
Players are now limited to 1 divine relic.
Bosses have been bolstered and are more resilient across the board.
Minor adjustments have been made to skills.
Piercing abilities now have a limited number of pierces.
Bug Fixes:
Addressed a crashing issue related to how hit-boxes were handled.
Resolved a bug where the score did not display properly at the end of the run.
Fixed a bug that allowed for skill duplication.
Rectified a bug causing multi shots to spread out, making aiming more challenging.
Exciting Changes Coming in the Next Update In the upcoming update, we are introducing major changes aimed at addressing the current linear feel of leveling into an element and the lack of uniqueness in each element's playstyle. To enhance the gaming experience, the following chan
Exciting Changes Coming in the Next Update
In the upcoming update, we are introducing major changes aimed at addressing the current linear feel of leveling into an element and the lack of uniqueness in each element's playstyle. To enhance the gaming experience, the following changes will be implemented: Changes:
Players will now choose a single element at the beginning of the game.
Unlocking skills outside of the chosen element will no longer be possible.
A second element can be unlocked during gameplay.
Players will have the ability to switch between their two elements during combat.
Each element will now provide access to three unique skills in addition to a basic skill.
New passive skills will be introduced.
Hybrid skills and passives will be available, requiring a specific combination of elements.
Monsters will now have elemental affinities, resulting in varying levels of damage based on the element used against them.
These changes will allow players to experiment with different elemental combinations and create diverse builds. The ability to switch between elements during combat will enable players to adapt to different types of monsters and utilize various elemental synergies, such as freezing or electrocuting adversaries.
With these updates, we aim to provide a more engaging and dynamic gameplay experience, offering players a wider array of strategic possibilities.
Changes Localization: You can now change to any of the following languages. (Español, Français, Deutsch, Português, Русский, 日本語, 简体中文, 한국인, Türkçe) Maps update: Maps now feel less empty and full of monsters. So use your abilities well and dismantle the horde. Enemies attacks are
Changes
Localization: You can now change to any of the following languages. (Español, Français, Deutsch, Português, Русский, 日本語, 简体中文, 한국인, Türkçe)
Maps update: Maps now feel less empty and full of monsters. So use your abilities well and dismantle the horde.
Enemies attacks are now better telegraphed
Light system updated for the better.
Loading screen added when changing scenes
UI improvements over the board.
Projectiles now have a speed decay to feel more realistic
A lot of changes has been going on behind the scene and are coming in a series of updates very soon. What to expect: First and foremost localization is finally here for the following languages (Español, Français, Deutsch, Português, Русский, 日本語, 简体中文, 한국인, Türkçe) The story of a
A lot of changes has been going on behind the scene and are coming in a series of updates very soon.
What to expect:
First and foremost localization is finally here for the following languages (Español, Français, Deutsch, Português, Русский, 日本語, 简体中文, 한국인, Türkçe)
The story of aether will start to unravel with a lot of side quests and new npcs that you'll meet in your adventure.
The lighting system have been reworked, and looks much better now with a fantasy feel to the game.
The map design has been altered to feel less empty and more exciting with each feeling like a unique biom hosting a special element.
Monsters are now more abundant, so prepare for an intense fight.
Attacks are now better telegraphed to help you deal with hord of monsters coming your way
Future updates Some systems are still a work in progress and will need your feedback to tinker them to a more enjoyable gameplay loop.
Elemental system rework for better elemental synergies
The game felt a little too easy and unrewarding, so a little bit of tweaks were made. Now it should feel a little bit harder but fairer and more rewarding when making a strong build. Changes: Added a new UI over the health bar to easily track cooldowns during combat Monsters stat
The game felt a little too easy and unrewarding, so a little bit of tweaks were made. Now it should feel a little bit harder but fairer and more rewarding when making a strong build.
Changes:
Added a new UI over the health bar to easily track cooldowns during combat
Monsters stats adjusted (ranged monsters are now slower)
Ice,Lava,Boss Zones scales a bit more in term of health and damage
Relic crit chance and damage lowered across the board.
Changes: New meta progression system added (Meditation Circle) Difficulty selector removed and replaced with a new difficulty system Upon beating the game on a difficulty, you'll unlock the next difficulty. (Normal, Nightmare, Hell) Higher Difficulties increase Shard drop rate (N
Changes:
New meta progression system added (Meditation Circle)
Difficulty selector removed and replaced with a new difficulty system
Upon beating the game on a difficulty, you'll unlock the next difficulty. (Normal, Nightmare, Hell)
Changes: Skill upgrades revamped, upgrades are now more effective and diverse. Monsters no longer get stronger with time. Added a new rest area between zones where you can heal and get a reward depending on your performance. (will evolve it in later updates to contain npcs, shops
Changes:
Skill upgrades revamped, upgrades are now more effective and diverse.
Monsters no longer get stronger with time.
Added a new rest area between zones where you can heal and get a reward depending on your performance. (will evolve it in later updates to contain npcs, shops, and new perks)
Added a UI scale slider in graphic settings
Enemy density lowered in desert and snow biome to scale more linearly.
Adjusted fonts in the start screen and headings.
Added biometric lights and effects to the tutorial and starting area.
Changes: Camera Zoomed out slightly for better visibility during combat. Minimap UI added on the topleft without opening the map. Healthbar added over the player. Added New Window Resolutions that supports 21:9 and 32:9 screens. Added "game" tab to the settings menu to hide some
Changes:
Camera Zoomed out slightly for better visibility during combat.
Minimap UI added on the topleft without opening the map.
Healthbar added over the player.
Added New Window Resolutions that supports 21:9 and 32:9 screens.
Added "game" tab to the settings menu to hide some of the new UI changes.
Balance Changes:
reduced health buff to enemies from 12% -> 10% per timer stack.
What do you get when you combine the elemental combat system from Wizard of Legend, with the gameplay progression from Risk of Rain 2? The result is Aether. Read the full article here:
What do you get when you combine the elemental combat system from Wizard of Legend, with the gameplay progression from Risk of Rain 2? The result is Aether.
Read the full article here: https://www.gamingonlinux.com/2023/11/aether-combines-risk-of-rain-2-with-wizard-of-legend
Changes: Lava Zone Added as zone 4 (after ice zone) New Enemy type added: Fire Bat Elementals Spawned from higher shrines no longer spawn small elementals Higher shrine is now surrounded by elemental monsters Saber Attack is no longer interruptable. Bug Fixes: Fixed a bug where m
Changes:
Lava Zone Added as zone 4 (after ice zone)
New Enemy type added: Fire Bat
Elementals Spawned from higher shrines no longer spawn small elementals
Higher shrine is now surrounded by elemental monsters
Saber Attack is no longer interruptable.
Bug Fixes:
Fixed a bug where monsters spawned from shrines didn't get buffed correctly.
UI Changes: it's now easier to navigate the UI using the controller you can now scroll with the controller using the right analog (aim_up , aim_down) Balance Changes: Slightly buffed monster damage in later stages Bosses can no longer be knocked back Relic stats slightly lowered
UI Changes:
it's now easier to navigate the UI using the controller
you can now scroll with the controller using the right analog (aim_up , aim_down)
Balance Changes:
Slightly buffed monster damage in later stages
Bosses can no longer be knocked back
Relic stats slightly lowered
rare and above relics drop rate reduced in normal shrines and normal chests
Final Boss no longer Moves around (making the fight less chaotic)
Changes: Time buff reduced by half (monsters won't be as tanky or as punishing as time goes on) Relic stats slightly buffed over the board/ Greater Elemental lightning strike speed reduced.
Changes:
Time buff reduced by half (monsters won't be as tanky or as punishing as time goes on)
Changes: Cast Recovery stat removed and merged with cast speed (10% cast speed will now give 10% cast recovery as well) New Relics Added Relics changed to feel more impactful Relic icons changed Special effects are now described with more details Adjusted Relic drop rate (higher
Changes:
Cast Recovery stat removed and merged with cast speed (10% cast speed will now give 10% cast recovery as well)
New Relics Added
Relics changed to feel more impactful
Relic icons changed
Special effects are now described with more details
Adjusted Relic drop rate (higher tier relics now drop more reliably from bosses and higher ranked maps)
Enemy skills now have a purple outline to better distinct from players skills
Bug Fixes:
Fixed a bug where after a run the timer buff would still linked for the first two minutes of the new run
Fixed a bug where if you instantly pick a skill after leveling up the leveling UI would disapear
Fixed a bug where healing was less than what expected
Changes: Adjusted Enemy Melee Attacks to be more predictable Adjusted some enemy projectiles Hit boxes. You can now exit meditation UIs (leveling,relic,skills) with the ui_cancel(O/B) command Changed lightning and wind element colors to be easier to distinguish from the backgroun
Changes:
Adjusted Enemy Melee Attacks to be more predictable
Adjusted some enemy projectiles Hit boxes.
You can now exit meditation UIs (leveling,relic,skills) with the ui_cancel(O/B) command
Changed lightning and wind element colors to be easier to distinguish from the background
Aether - Steam Next Fest!! Join us this Wednsday, for an awesome livestream, where we explore the world of Aether together. Watch the developers of Aether run throught the game and tryout different elements to overcome the various bosses and challenges in the world.
Aether - Steam Next Fest!!
Join us this Wednsday, for an awesome livestream, where we explore the world of Aether together. Watch the developers of Aether run throught the game and tryout different elements to overcome the various bosses and challenges in the world.