Rising Thunder Patch Works Towards Fixing Disconnect Issues, Adds Special Move Variants

By now, lucky fighting game fans have been able to get their hands on Rising Thunder through the indie title’s alpha test. Developed by Seth Killian and Radiant Entertainment, the studio headed by Evo organizers Tom and Tony Cannon, Rising Thunder is a fighter that aims to be accessible at all skill levels and shake up the way we look at the genre.

While opinions have been generally positive, the one thorn in Rising Thunder’s side has definitely been its online component. Issues have been raised over the last week concerning frequent disconnects during netplay, and the team has taken the first step towards correcting these problems with a patch released earlier today.

In addition to fixing bugs, this update also adds some new visual and audio effects, introduceds two new special move variants, and tweaks the existing roster a bit. The full list of changes can be found below.

Rising Thunder Patch Notes, Build 1235

New Special Move Variants

  • Edge’s Binary Flux (S1v2) is a new double-projectile which powers up his S2!
  • Chel’s Stinging Wind (S3v2) is a new advancing attack with faster startup and recovery!

Bug Fixes

  • Fixed one major disconnect issue. You should no longer see the “Waiting…” message after the first game in a match.
  • Computers with slow load times should no longer display an odd camera angle and “Waiting…” message when loading is complete.
  • Improved performance during normal gameplay and rollbacks.
  • Change Character and Change Loadout buttons are now disabled while searching for a match.
  • Fixed desync with multiple hit volume overlaps.
  • Fixed issue where some moves were not properly dizzying opponents.
  • Fixed combo counter malfunction that sometimes permanently maxed out the juggle limit.
  • Fixed a bug where some moves were not triggering proper knockback after block damage KO.
  • Fixed a bug that prevented Talos from falling gradually after wall bounce.
  • Fixed a bug that caused characters to get stuck beyond screen boundaries after using Kinetic Deflect against a cornered opponent.

Character Updates

  • Extended hurt-boxes on some moves to better match their active hitboxes:
    • Chel’s c.M, c.H, and F+M
    • Crow’s far s.H
    • Edge’s far s.M, far s.H, c.L, and c.M
  • Standardized block pushback caused by normal sweep attacks:
    • Chel’s c.H, Edge’s c.H, Talos’ c.H, and Vlad’s c.H
  • Corrected an issue that gave the first hit of Chel’s F+H and Edge’s close s.H -> H an extra frame of hit stun.
  • Chel’s Overdrive damage has been reduced from 275 to 250.
  • Edge’s Overdrive damage has been reduced from 300 to 275.
  • Edge’s Gathering Storm (S1v1) recovery has been increased slightly.
  • Edge’s Relentless Pursuit (S3) behaves more intuitively after passing under a jumping opponent and stops automatically when reaching a wall.
  • Talos’ crouching Light attack startup has been reduced by 1 frame.
  • Talos’ feet now become projectile invulnerable during air Spartan Rush.
  • Talos’ fully charged Titan Smash (S2) no longer causes extreme pushback against cornered opponents.

(This is not intended as a comprehensive balance pass. These changes should have relatively minor impact on how characters are played.)

Visual Improvements

  • Added a new look for Kinetic Advance shadows.
  • Armor hits are conveyed more clearly with VFX.
  • Lifebar displays combo damage, block damage, and armor damage more accurately.
  • Smoothed out animation timing for Talos air throw, making it easier to identify the follow-up window.
  • Fixed a strange movement issue with Crow’s forward throw against Dauntless.

Audio Improvements

  • Armor hits now have unique SFX to stand out from normal hits.
  • Kinetic Deflect activation has SFX.
  • Sound mix updates.

The developers also mentioned on Twitter that this patch was accompanied by their largest wave of invites yet, so be sure to check your email if you’ve yet to receive an alpha code.

Source: Rising Thunder