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Rabbit and Steel News

1.0.0.7 Patch Notes

Even smaller hotfix. Perhaps this is one of things where they slowly halve in size until there isn't anymore hotfixes.

There was a crash that some players were encountering when they tried to kick players, and I wanted to fix that immediately.

1.0.0.7 Patch Notes


-Fixed issure where a crash could occur if you kicked a player, or if a player was disconnected

-Fixed issue where your window wouldn't center correctly when resized
-Fixed issue where if multiple lobbies in the lobby list couldn't be displayed, the error would pop up multiple times

-Fixed issue where Druid's Sapphire Defensive had a cooldown, even though it wasn't supposed to
-Fixed issue where Altair Dagger and Shinsoku Katana could have an unlucky result even when Rabbitluck was active
-Fixed issue where a cooldown wouldn't be displayed in the adjusted values if your items brought the cooldown down to 0

1.0.0.6 Patch Notes

Small one today, but probably the last of these hotfixes.

I'm fairly confident that I've now fixed most of the bugs with desyncing.
If you see a 1.0.0.7... that means my confidence was misplaced.

In the backend, the way rabbits move forward in their adventure has been refactored slightly.
Now, players will be unable to move more than one room ahead of their party members. The host will continuously send messages to party members left behind, telling them to move forward. If for some reason they don't (such as their internet dropping out), then they will be kicked from the lobby after 15 seconds.

This should also fix issues where, occasionally, loot and store items would fail to spawn for players that lagged.

Be sure to update your game, as you won't be able to play in lobbies with players on a different version.

1.0.0.6 Patch Notes


-Fixed issue where players would occasionally desync when moving forward
-Fixed issue where players would occasionally not have any store items
-Fixed issue where players would occasionally not be able to choose loot

-Fixed issue where one of Mav, the Seamstress Frog's single-player patterns was lacking warnings
-Fixed a number of typos

-Now, the "Proceed" area will be hidden while other people are selecting characters

1.0.0.5 Patch Notes


More bug fixes!
I'm starting to get out of the quick-and-easy fixes into the annoying-to-reproduce kind of bugs.
As such, some things in this patch are less "I fixed it" and more, "I think I fixed it".

If anything in these notes *isn't* fixed, feel free to inform me in whatever way you'd like. I'm most active in the Discord, but I try to check the Steam forums as well.

Again, update your game! If you aren't on the same patch as others, you won't see their lobbies!


1.0.0.5 Patch Notes


-Fixed issue where your stats wouldn't be correct after purchasing a level from the shop

-Fixed issue where Dragonhead Spear's 3 second cooldown would be added later in the calculations than it was supposed to, causing issues when combined with items like the Firescale Corset or Mermaid Scale
-Fixed issue where the Lullaby Harp wouldn't affect abililties that had multiple uses
-Fixed issue where Demon Horns, Firescale Corset, and Flamewalker Boots wouldn't update your stats correctly when first picked up

-Fixed issue where Heavyblade's Garnet Secondary's effect didn't match its description (To match the description, it now gives 1 use every 3 moves, and its GCD was shortened from 1.5 seconds to 1.4 seconds)
-Fixed issue where Defender's Garnet Defensive would reset the counter on your Special (it now leaves the counter as it is)

-Fixed issue where you would never fight Maxi the Crafter Frog or the two mice in the Outskirts while playing Normal Mode
-Fixed issue where setting your game to Cute Mode allowed you to enter the credits sequence while online
-Fixed issue where spectating a run would increment your win counter and count towards boss kill times
-Fixed issue where moves with multiple uses would show different uses remaining for different clients
-Fixed issue where filtering lobbies by destination would bug out the list, where you couldn't return to an unfiltered state without exiting the menu entirely
-Fixed issue where, when playing single player, you would occasionally crash when moving to a new area

-Fixed issue where the swear filter wasn't working for chat messages
-If you'd like to turn off the swear filter, it's a config setting in your save file. Go to C:\Users\YourName\AppData\Local\RabbitSteel\SaveFile , open onlinesettings.ini, and set "SwearFilter" to "0". Note that if you aren't hosting the lobby, messages will still be filtered if the host has their filter turned on.

-Changed the hallway map at the top of the screen to be unaffected by your HUD alpha settings
-Changed the "Clicks Only" mouse control setting to keep your mouse locked on screen while active

-Fixed a number of typos and misleading text across varying languages


[h3]Below are a number of things I've *tried* to fix. However, these bugs happen very infrequently, so I'm very unsure if I have. If any of these still happen to you, please let me know.[/h3]

-Attempted to fix issue where the character select would get into weird states where there were blank spots, and characters wouldn't spawn on all clients
-Attempted to fix issue where you would occasionally be "left behind", where the other members in the party would proceed without you

New co-op roguelike with almost perfect reviews is surging on Steam

On first appraisal, they seem like two games that are impossible to blend. Dead Cells meets Final Fantasy XIV - how would that work? One is a punishing, pixel-art roguelike where death and impermanence are central to the entire premise, not just mechanically, but in terms of atmosphere and tone. The other is a sweeping MMORPG, driven by experience points, leveling up, and playing together with friends. Just launched onto Steam, a new roguelike somehow unites these seemingly mutually exclusive experiences, and it's already pulled in glowing reviews as well as thousands of players.


Read the rest of the story...


RELATED LINKS:

New indie co-op roguelike recreates MMO raids with rabbits

1.0.0.4 Patch Notes

More bug fixes!
I think things are starting to get under control.

Perhaps now I can once again sleep soundly, knowing people aren't crashing or softlocking... at least, not as frequently as they were the past few days.

Also in this build; a small nerf to a couple of the off-GCD abilities in the game, which were causing some problems here and there. Since a few of them could get to a cooldown of 0 (sometimes quite easily with the right party composition), they essentially could become abilities that did things as often as you could physically press the button. So, I'm clamping down on that a little bit.

Again, you will not be able to play with people, or see lobbies from those on a different patch than you. Make sure you're updated!





1.0.0.4 Patch Notes


- Removed the lock on Lunar Mode (it is now unlocked by defeating a boss on Hard)
- However, the World First Race password "RABBITSTOTHEMOON", when entered into the credits screen, will still unlock the other difficulties, if you'd like to have them immediately on a new save



- Fixed issue where, when playing alone or online, a controller disconnecting could cause the game to never take any more inputs from controllers

- Fixed issue where players would desync after boss battles, with the host being able to move onto the next area without their party
- Fixed issue where players could crash if they joined a lobby just as someone else was leaving
- Fixed issue where, if a player joined or left a lobby while you were looking at the inventory, a number of different bugs could occur (including the game crashing)
- Fixed issue where breaking open a treasure chest and proceeding to the next area would cause the loot table to be open over combat

- Fixed issue where Tassha, the Snowfur Wolf would no longer take damage from Druid's Secondary and Special after disappearing and reappearing
- Fixed issue where lag while entering the Tassha fight could cause clients to crash

- Fixed issue where Avy, the Starry Frog would move in odd ways during her Phase 1, sometimes desyncing between players
- Fixed issue where the Gladiator Set wouldn't unlock when the condition was fulfilled against the final boss

- Fixed issue where Feathered Overcoat's effect could persist, even while you weren't invincible
- Fixed issue where if your input buffering was high, double-tapping an ability with multiple uses would cause it to queue up twice
- Fixed issue where Heavyblade's Ruby Secondary was incorrectly granting Ultracharge instead of Supercharge
- Fixed issue where Royal Staff would sometimes calculate incorrectly
- Fixed issue where, when playing online, some players might not recieve the effect of Butterfly Ocarina, or other items that have effects at the end of battle
- Fixed issue where the Ancient Rabbit's palette swaps were incorrectly colored on a few frames
- Fixed issue where Obsidian Rod's description said that it capped at 800 damage, when it actually capped at 1000
- I think I intended it to be 800, but lets make it 1000 why not
- Fixed issue where Wizard's Garnet Secondary would not proc "when a % chance succeeds" items
- Fixed issue where Book of Cheats would occasionally give the player the "hbs_none" status effect
- Fixed issue where Defender's Ruby Secondary said it gave 2 counters to her Special per charge, when it actually gave 1
- The description was fixed, and it still gives 1 per charge

- Fixed issue where the "Musical Chorus" trinket would activate when other players moved, not just the player with the trinket


[h2]Pattern Adjustments[/h2]

- In Avy's Lunar Difficulty Phase 1, during the portion of the fight where you have to continuously move while alternating color matches and spreads, the timing and visuals of when the colormatch, spread, and movement check warnings appear has been adjusted (only the warnings have been adjusted, and the mechanic itself is still the same)


[h2]Item and Ability adjustments[/h2]

Many off-GCD abilities now have "hidden cooldowns", which are minimum amounts of time between when they are able to be activated, no matter what items and synergies you have.

Druid's Opal Defensive
- Now has a cooldown of 5 seconds
- Now has a hidden cooldown of 1 second

Druid's Garnet Defensive
- Now has a cooldown of 5 seconds
- Now has a hidden cooldown of 1 second

Heavyblade's Emerald Secondary
- Now has a hidden cooldown of 1 second

All other off-GCDs
- Now have hidden cooldowns of 700 milliseconds
- (This was always the case with Bruiser's Defensive; it has now just been applied more broadly to all off-GCDs)

- Changed the text on the following abilities and items to clarify their effects:
- Occult Dagger
- Teacher's Knife
- Tactician's Rod
- Sniper's Primary and all of its upgrades

- Fixed a number of incorrect item descriptions in Japanese and Chinese (with the help of the Discord members who report them, thank you!)