Some upcoming stuff in 2.2.12 broke the elemental shield so here's an update to fix that + some extra stuff.

Changelog (shields):
  • Fixed elemental rise ability breaking visually in 2.2.12
  • Force stasis turning handles better when using an analogue stick
  • Added compatibility for PrettyShield mod
    • As a bonus, Thorn and Ash shields have new visuals when PrettyShield is loaded
    • srb20007.png
Changelog (physics):
  • Fixed rolling extremely fast causing your speed to suddenly invert
  • Tails flight speed properly obeys water and speed shoes

Attachments

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Changelog (physics):
  • Flare's wheel spin now works correctly
Changelog (shields):
  • Fixed a lua error when using the shields file by itself
  • Purged some code accidentally left in
  • Cool!
Reactions: SusSped
Here's a hotfix for the lite physics and a small update to the shields.

Changelog (rshields)
  • Fixed using shield abilities while having the spin flag causing various bugs
  • Added a sound effect to the force stasis release
  • Force stasis now allows you to redirect momentum downwards by pressing jump
  • Thorn shield ability will no longer cause an invalid color error
Changelog (rphys lite)
  • Fixed roll control being inverted at very high speeds (there's apparently an overflow somewhere in the hardcode, smh srb2)
  • Corrected acceleration while rising during Tails flight
  • Fixed some of Fang's changes being accidentally purged
  • Restored momentum preservation on ice
  • Gamma works
  • Cool!
Reactions: SusSped
This mod has been sitting neglected for a while because I got tired of dealing with lua limitations and moved the main project over to a custom build. However, the shields and "lite" physics of this mod are still relevant so in addition to splitting the shields into their own file I've rebranded reveries lite to rphys lite and made some updates to it.

I don't feel like making a changelog, but you can read the overview post for what each version contains now. Also, there is a new semi-blacklist for characters that only disables momentum preservation and still maintains the other physics changes of the mod. A few characters that had issues with friction were put under this category instead of being restricted from the mod entirely.
There were a few issues with the RushChars sol transformation, so I've corrected those.

I've also included the ability to swap between super and sol forms for characters that support both. Once you've fulfilled the conditions to attain both forms (50 rings, all 7 chaos and sol emeralds) press the fire button while transformed to swap to the other form. As usual, this does not apply to the lite version.
  • Added support for RushChars
This update requires version 2.2.10 to work. Be sure to update your game before playing.

Global:
  • Revisions made to acceleration and physics
    • Several slope issues have been fixed thanks to 2.2.10 features
    • Significantly reduced the impact of jumping on slope launches
  • Jump heights increased again: from 72 (Knuckles) 128 (Sonic) 156 (Amy) to 100 (Knuckles) 150 (Sonic) 200 (Amy)
    • I stopped caring about preserving forced character routes especially since the whirlwind and elemental shields already let Knuckles get on Sonic routes in v2
  • Better custom character support
    • Mario in particular now functions correctly (he had at least 5 different conflicts with this mod)
    • Adventure Sonic, Iclyn, and others are fully supported
  • All characters can run on water when above the hardcoded speed adjust threshold (velocity of 52 fracunits/tic or higher)
  • Going underwater will not reduce your acceleration
  • Fixed momentum preservation on ice and in 2d mode
    • 2d mode speed behaves consistently, unlike vanilla
    • Axis2d support is essentially impossible so that still doesn't work
  • Removed the hard speed cap
  • Fixed super forms using the wrong air drag values

Sonic specific:
  • Comet Dash renamed to Acro Helix
    • Now has a slight rising effect
    • The "wall drop dash" functions much more consistently, especially when used right next to a wall
    • Fixed the custom helix trail malfunctioning in reverse gravity and different scales
  • Has dash frames for running at high speeds
    • Featuring reusable sprites by SuperPhanto - get the source mod here
  • Recurl Spin renamed to Trick Spin
    • No longer reduces your air control
Tails specific:
  • Tailspin reworked into a momentum-stopping flight cancel
    • Removed wall bonk penalty
    • Using this while carrying a player will throw them into a spin at a speed slightly faster than Tails was moving
  • Can now use the Flight Drop Dash after a Tailspin by continuing to hold spin until landing
    • This will restore all of your speed prior to using the Tailspin
    • After use, Tails will continue to twirl along the ground and can damage enemies
  • Removed the second flight burst to make the moveset less complicated
Knuckles specific:
  • No notable changes outside of the aforementioned jump height
Fang specific:
  • Fixed corks failing to fire at reduced scales
Amy specific:
  • Rolling Vault reworked to be less stiff and provide more consistent speed
Metal Sonic specific:
  • Removed overdrive
    • Dash mode is back (note that Reveries dash mode is activated by reaching a speed of 52 fracunits/tic or higher)
  • Rocket Boost renamed to Rush Thruster
    • Flames change color along with Metal Sonic's jet fume
  • Lunge renamed to Spin Charge
    • Is always available under the same conditions as Sonic's Trick Spin
    • Has a half second charge period before it goes off (timing is important)
    • Boosts your speed by up to 15 fracunits/tic instead of capping at 45
  • Fixed the ability's interaction with springs
Shields:
  • Thorn Shield reverted to its v1 behavior of only being immune to spike damage
    • Note that, as of 2.2.10, several hazards which previously dealt normal damage now deal spike damage
    • Does not replace the Pity Shield in competitive gametypes because its revenge passive is unfair in a pvp scenario
  • Fixed a few bugs with the Elemental Shield
  • Ash Shield returns, rewarded to all players who do not already have a shield when someone opens an Armageddon Monitor
  • Armageddon Monitor's new behavior is disabled in competitive gametypes
    • You'll get the vanilla Armageddon Shield instead (which always worked best as a pvp shield anyways)
    • Ash Shield is also obtained from intentionally detonating an Armageddon Shield
  • Force Shield ability always aims in the direction of the camera regardless of control style and allows you to rotate the camera with strafe keys
    • This mostly benefits Automatic mode
  • Added a particle effect to the whirlwind jump
Here's a small content update with a batch of bugfixes. I wasn't entirely satisfied with the current super form implementations, so I've upgraded them a bit: all vanilla characters may reuse their abilities in the air while super. (this does not apply to the lite version)

supersonic.gif
supertails.gif

Corrected the following issues:
  • Fixed the lite version's steam jets not giving you enough height
  • Fixed Milne getting glued to the floor after using her lance attack
  • Fixed the Tails Doll being unable to jump
  • Fixed Amy's spiral hammer interaction with water slides
  • Fixed a few minor bugs with the Super Sonic float
  • Fixed multiple ChrispyChars bugs
    • Pointy won't dissolve in the lite version now
    • Companion super works again
    • Super Pointy no longer stutters into peelout animation on the ground
  • Fixed a console error occuring if the player's map spawn shared coordinates with a spring-type object
Corrected the following issues:
  • Fixed a bug where Tails could phantom spin
  • Added missing flag to Fang's super corks
  • Prevented a possible infinite loop
Also added thorn.soc which makes the Thorn Shield appear in vanilla. You can find it attached in the discussion tab.
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