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Patch 2.0.1.3 Patch Notes

[p][/p][p]Hello Rabbits,[/p][p][/p][p]I'm still working on the balance update![/p][p]I was going to wait until I was done with it to update the game again, but I recently found a fairly critical bug that I wanted to fix ASAP.[/p][p][/p][p]So, while I'm here, I might as well post a few advertisements.[/p][p][/p][p]First, both vocalists who sung songs for the game have posted special videos of them singing them![/p][previewyoutube][/previewyoutube][p]Tera with Subterra Sanctum - Action! Unlike the ingame version, she played the violin herself for this one! Definitely check it out![/p][p][/p][previewyoutube][/previewyoutube][p]Kiichan with "Woven Into A Spell"! (I drew an animation for this one!)[/p][p][/p][p][/p][p]Second advertisement! The Assassin Plush, Hoodie, and Jellycat keychain are only available for one more week![/p][p][/p][p]If you want to pick one up, this week is your last chance![/p][p]https://www.makeship.com/shop/creator/rabbit-steel[/p][p][/p][p]With those out of the way, onto the patch notes.[/p][p]I was a little ways into balancing things when I discovered the bug I wanted to patch, so some items effects have already been changed.[/p][p]More changes to loot effects and character abilities are coming![/p][p][/p][p][/p]
  • [p]The game is now using the latest version of the Steamworks API (in order to fix some workshop bugs). If you are playing on Linux and see the error message "Steam API check failed", please update Proton to the latest version!![/p]
  • [p]There is now a "palette tracker" in the Collection. Click on a character, and the palettes you have are shown above them![/p]
  • [p]There is now an option to reset your Extra Mode story progress, while keeping your base game story progress.[/p]
  • [p]When you are being attacked during a story cutscene, the "Proceed" area will now be hidden[/p][p][/p]
  • [p]Reduced the requirement for continuing at a certain part in the story from "3 clears" to "1 clear"[/p][p][/p]
  • [p]When you go "In Pursuit" in the Red Darkhouse, the background stage now moves much more slowly.[/p]
[p][/p][p][/p]
  • [p]Conditional effects, like Shadow's Secondary, or loot items that require you to stand still or have a buff, will now require you to be in active combat to take effect[/p]
  • [p]When loot such as Topaz Charm or Silver Coin give you gold, the text for the gold they give you is offset from the gold you gain from the end of a battle[/p][p][/p]
  • [p]The cooldown of "Smoke Shield" has been reduced from 20 seconds to 15 seconds[/p]
  • [p]The effect of "Nova Crown" and "Quartz Shield" have been changed[/p]
  • [p]The effect of "Tiny Fork" and "Stirring Spoon" have been changed[/p]
  • [p]The effect of "Caver's Cloak" has been changed[/p]
  • [p]"Hooked Staff" and "Straw Hat" now grey out when you don't have a buff to activate their effect[/p]
  • [p]"Caramel Tea" now no longer appears in the final treasure chest[/p][p][/p]
[p][/p][p][/p]
  • [p]Fixed crash that could occasionally happen when starting a boss fight (actually the reason I'm doing this smaller patch tbh)[/p][p][/p]
  • [p]Fixed issue where the Music Room would not work correctly while waiting in a lobby[/p]
  • [p]Fixed issue where, if you were typing a message when the run started, it would send your message immediately[/p]
  • [p]Fixed issue where a player leaving while having certain trinkets equipped could cause a crash[/p][p][/p]
  • [p]Fixed issue where holding "Focus" wouldn't correctly target the center point of enemies when new ones spawned in[/p]
  • [p]Fixed crash that could occasionally happen during Farrah's first phase[/p]
  • [p]Fixed issue where spawned enemies would sometimes be included in the name displayed below the enemy's health bar[/p]
  • [p]Fixed issue where, when defeating certain spawns that displayed numbers above their head, the number wouldn't disappear[/p]
  • [p]Fixed issue where your miniature hotbar could be covered up by certain boss attacks[/p]
  • [p]Fixed issue where some warning text would appear offscreen[/p]
  • [p]Fixed issue where Maxi, the Crafter Frog, would never appear in Chaotic Mode[/p][p][/p]
  • [p]Fixed issue where Shadow's Shackles wouldn't be correctly displayed on other clients under certain conditions[/p]
  • [p]Fixed issue where Pyromancer's Special and Grenadier's Emerald Primary (and other similar effects) would fire backwards under certain circumstances[/p]
  • [p]Fixed issue where Pyromancer's Emerald Primary counted as having a cooldown for loot effects[/p]
  • [p]Fixed typo in Wizard's Sapphire Secondary (it was always a 40% boost, but the description said 30%)[/p]
  • [p]Fixed issue where Sand Shovel, Saltwater Staff, and Large Umbrella wouldn't properly activate from certain abilities[/p]
  • [p]Fixed issue where when "Artist Smock" applied Paint, the Paint would not create a random debuff upon wearing off[/p]
  • [p]Fixed issue where abilities/loot that reduced cooldowns could make cooldowns display incorrectly on other clients[/p]
  • [p]Fixed issue where, when you had a duplicate of an item that healed you after a fight, the final health amounts would desync across clients[/p]
  • [p]Fixed issue where loot and abilities that applied random debuffs wouldn't take your level into account[/p][p][/p]
  • [p]Fixed issue where uploading a workshop item could cause a crash under certain conditions[/p]
  • [p]Fixed issue where modded items wouldn't appear correctly in treasure chests[/p][p][/p]
  • [p]A number of typos across languages have been fixed[/p]
[p][/p]

2.0.1.0 Patch Notes

[p][/p][p]- Added new unlockable Levitation Rings[/p][p](Due to some changes to how trinkets work, the data for what trinket your character had equipped last play session needed to be erased. You will need to re-equip your favorite trinket when starting up the game after this update!)[/p][p][/p][p][/p][p]- Reduced Eternal Bloom's HP by about 10%[/p][p]- Removed butterfly dialog from all butterflies that show numbers above their heads as part of mechanics[/p][p]- Adjusted Farrah's 3rd mechanic to be slower on all difficulties (multiplayer only)[/p][p]- Adjusted Farrah's 4th mechanic to be more forgiving on Normal and Hard (multiplayer only)[/p][p][/p][p][/p][p]- Reduced the initial damage buff of Pyrite Earrings 10% > 5%[/p][p][/p][p][/p][p]- Buffed Hammermaid Primary, as well as many of her Primary upgrades, by 10 damage[/p][p]- Fixed issue where Hammermaid's Sapphire Primary didn't interact correctly with items like Springloaded Scythe[/p][p]- Loot now resets slightly faster than Abilities (20ms vs 100ms) in order for simultaneously reset loot/abilities to activate correctly[/p][p][/p][p]- Made a small optimization to how bullets work to improve performance[/p][p]- Made a small optimization to how some text is displayed to improve performance[/p][p]- Updated Gamemaker runtime, which may or may not fix/cause some crashing/performance problems[/p][p][/p][p][/p][p]- Fixed issue where lobby info showed the incorrect number of empty player slots before joining[/p][p]- Fixed issue where the character select would still respond to mouse inputs even when it wasn't visible[/p][p]- Fixed issue where menu icons would appear over the Dialog Log if the log was opened at the end of a run[/p][p]- Fixed issue where the Dialog Log would stay open if you opened it before a battle[/p][p]- Fixed crash that happens when playing boss dialog if the host has a mod that edits dialog[/p][p]- Fixed name appearing twice in the credits[/p][p]- Fixed issue where Hound Collar would be the incorrect color while moving[/p][p][/p][p]- Fixed issue where debuffs that stack like Freeze or Decay wouldn't show floating text on application[/p][p]- Fixed issue where buffs applied by Rainbow Cape would have the rainbow glow that's only meant for debuffs[/p][p]- Fixed issue where, when a large number of enemies were on screen at once, attacks wouldn't hit some enemies[/p][p]- Fixed issue where Sniper's "Snare" could hit for critical damage (Damage for Snare has been raised to roughly equal the damage it was doing before)[/p][p]- Fixed issue where some abilities wouldn't play a sound when their % chance condition succeeded[/p][p]- Fixed issue where the strength calculation of certain items and abilities (such as Hammermaid Special & Defensive, as well as the Haunted Gloves) would inconsistently take "Charge" into account (they now universally ignore charge in their calculation)[/p][p][/p][p]- Fixed issue where, when loot such as Phoenix Charm or Rockdragon Mail were copied by Rainbow Cape, both copies of the item would be expended at the same time[/p][p]- Fixed issue where expended potions wouldn't always count for items like Apple Plate[/p][p][/p][p]- Fixed issue where "fire2_line" and "fire2_line_repeating" fired the incorrect number of bullets[/p][p]- Fixed issue where the final boss would sometimes start phase 2 on the wrong side of the screen due to lag[/p][p]- Fixed issue where, when standing directly on top of a knockback circle, the indicated knockback direction was inconsistent with the angle you'd actually get knocked back at[/p][p][/p][p]- Fixed issue where certain story dialog wouldn't play[/p][p]- Fixed a number of typos across languages[/p][p][/p][p][/p][h2]HOTFIX 2.0.1.1[/h2][p][/p][p]- Undid fixes to fire2_line_repeating, as it was causing too many issues across the game where it was used[/p][p][/p][p][/p][h2]HOTFIX 2.0.1.2[/h2][p][/p][p]- Made the game prefer your computer's GPU over IGPU (again, I had to redo this when I updated the runtime and forgot, sorry!)[/p][p]- Fixed issue where game could crash if players joined a lobby as soon as another player left[/p][p][/p][p]- Fixed issue where Artist Smock would reapply Freeze with the wrong strength value[/p][p]- Fixed issue where Gunner Opal Secondary and Opal Defensive would gain damage from items that buffed loot, rather than items that buffed their respective abilities[/p][p]- Fixed issue where Pyrite Earring's strength calculation was incorrect[/p][p]- Fixed issue where loot that depend on how many items are "greyed out" wouldn't always recalculate their strength correctly when fighting a training dummy[/p][p]- Fixed issue where your GCD would not reset between battles if it was long enough[/p][p]- Fixed issue where the strength calculation of Fanciful Book was incorrect[/p][p]- Buffed Fanciful Book (20% per grey item > 40% per grey item)[/p][p]- Fixed issue where Gunner Garnet Defensive would give you a buff even if you weren't standing in the radius[/p][p][/p][h3]Small Fix (no version change)[/h3][h3][/h3][p]- Fixed a number of typos across languages[/p]

New Collectables!

[p]Hello Rabbits![/p][p]How has the DLC been going?[/p][p][/p][p]...It's really really hard? I... I see![/p][p]Would you believe me if I said I was actually trying to make it about the same difficulty as the base game...?[/p][p][/p][p]Who knew those red circles could do so much damage.[/p][p][/p][p]First order of business....[/p][p][/p][p][/p][p]NEW PLUSHIES, AND A HOODIE!![/p][p][/p][p]Assassin Rabbit is now a collectable plushie, and returning hydrous blob Jellycat is available as a keychain![/p][p]And, we also have hoodies! They come in the game's blue-purple gradient with a bit of star speckles on them![/p][p][/p][p](artistic depiction)[/p][p][/p][p]If you wanted to throw money at me for the free DLC, consider this your chance. Available for the next 3 weeks![/p][p][/p][p][/p][p]While I've got you here... a quick preview of what I'm working on. Some small, final few things for the game![/p][p][/p][p]First off... I will probably nerf a few of the "Hard" fights. There's just a few problem points that came out waaaaay harder than I originally intended. Just a few places, though![/p][p][/p][p]Second, I'm working on adding a few final collectables to the game![/p][p][/p][p][/p][p]More alternate levitation rings![/p][p]
Not going to lie, the unlocks for these will be a little bit of work.[/p][p]But, perhaps that's fitting for these ultimate rewards.[/p][p][/p][p][/p][p][/p][p]And, you'll be able to equip them alongside other trinkets![/p][p]...Being able to equip two trinkets might be one of the most common requests I get, but I think that's a little bit too difficult with the way I've programmed them. Sorry, I'll commit to having a better cosmetic system next game.[/p][p]But, I was able to separate out these rings from the other trinkets so that they're their own "thing".[/p][p][/p][p]These will likely be out in the game sometime this week, alongside the aforementioned boss nerfs and some other bug fixes.[/p][p][/p][p]Lastly, I'm still working on a balance patch![/p][p]That will not be out this week. Still gathering feedback and making adjustments there.[/p][p][/p][p]I was going to bundle all of this with the balance patch, but a new Gamemaker runtime is out. So, I want to try to make a build with that ASAP, and see if it fixes the crashing/lag that some players are still experiencing.[/p][p]Hopefully it fixes things. Hopefully.[/p][p][/p][p]One last announcement....[/p][p][/p][p][/p][p]Rabbit & Steel has crossed half a million copies sold![/p][p]It was getting very close just before the DLC released, and the last sale finally pushed it over.[/p][p][/p][p]Thanks again for all of your support, and for playing the game![/p][p][/p][p]See you next post, and BUY A PLUSHIE![/p]

Hotfix 2.0.0.6

[p]Hi rabbits; I intended for the previous hotfix to be the "last" one before I focused on a balance patch, but it turns out there were still so many bugs, I wanted to just put out one more patch.[/p][p]Though, I was already working on some other small things (like borderless fullscreen), which this patch also includes.[/p][p][/p][p]I am aware that many people are still having performance issues. To be honest... I have no idea what's causing them right now. The game shouldn't be doing anything that should seriously tax a computer; it's just drawing a bunch of sprites.[/p][p][/p][p]I have a feeling it's something to do with Gamemaker, the engine that the game runs on; but I'm not sure. I've been asking around and no other developers seem to be having similar issues with their games, so maybe it is something I'm doing. I don't know right now; but I'll keep trying to figure out what's wrong to the best of my ability.[/p][p][/p][p]Sorry to all those having issues![/p][p][/p][h3]HOTFIX 2.0.0.6[/h3][p][/p][p]- Borderless Fullscreen is now available as a window option (NOTE: You will have to adjust your Window/Fullscreen settings once again after this update)[/p][p]- Some display-related things have been refactored (I have no idea if this will actually fix performance issues, but it's worth a shot)[/p][p]- Added a new "Experimental Potion" to the Toybox, which removes critical hits and random damage[/p][p][/p][p]- Fixed crash when you try to kick out a client that has already left the game[/p][p]- Fixed occasional crash when starting the game or loading into a new area[/p][p]- Fixed issue where your cursor would disappear/reset its position after selecting a song in the Music Room[/p][p]- Fixed issue where a player leaving the party would mess up other player's levels[/p][p][/p][p]- Fixed issue where, if you had an item that increased the cooldown on certain abilities (such as Grenadier's Primary or Defender's Special), the display of that cooldown would be desynced across clients[/p][p]- Fixed issue where certain loot that had an effect when picked up would double their effect on some clients and not others[/p][p]- Fixed issue where occasionally, summoned enemies would appear invisible or not spawn in[/p][p]- Fixed issue where the listing of DLC story events on your map sometimes didn't match the DLC story events actually available[/p][p][/p][p]- Slowed the rate at which Aurum's midboss's rating bar decreases (so you have a longer time to defeat her to gain rewards)[/p][p]- Fixed issue where Aurum's midboss would brightly flash if your bullet visuals were set to "Bright & White"[/p][p]- Fixed one of Rih's patterns where she would summon more Jellycats without deleting her first wave[/p][p]- Fixed issue where certain fights (Matti, Eternal Bloom, Mell) would continuously call stat recalc under certain conditions[/p][p]- Fixed issue where you'd face the wrong way at the start of "In Pursuit"[/p][p][/p][p]- Fixed issue where some ability upgrades with no GCD wouldn't be affected by Pocketwatch[/p][p]- Added a hidden cooldown to Shadow Rabbit's Sapphire Defensive[/p][p]- Fixed issue where Shadow Rabbit's "Shackles" effect wouldn't be displayed online[/p][p]- Removed "charge" text from Bruiser Emerald Defensive description[/p][p][/p][p]- When loot items go on cooldown, they will now go on cooldown for 100ms less than their listed value (so that, if you have an ability that activates a loot with the same cooldown, it will activate it each time)[/p][p]- Fixed issue where randomized debuffs (including those applied by Paint) would not correctly calculate their strength from loot items[/p][p]- Fixed issue where Sweet Taffy would miss certain enemies that start fight invisible[/p][p]- Dark Crystal Rose will no longer appear in the last two chests[/p][p]- Debuffs are now capped at a strength of 50000 (due to limits on the amount that can be sent over the internet without bugs)[/p][p]- Fixed issue where Reaper Cloak and Bloodflower Brooch wouldn't randomize their hit text positions[/p][p]- Fixed issue where Staff of Sorrow would go on cooldown when you hit your Primary without activating its effect[/p][p][/p][p]- Fixed a number of typos across languages[/p]

Extra Mode Patch Notes & Hotfixes

[p]Hi rabbits, I kept having to patch the game over and over, so I'm separating out the patch notes![/p][p][/p][p]Despite a lot of new content, there actually weren't too many changes to pre-existing loot or enemies. I did try to keep a log of everything, but it's entirely possible that I missed a few things. A lot can happen in a year![/p][p]If you notice a few things in particular getting nerfed, sorry! There's some places in Extra Mode where certain items were just TOO good, and I don't want to let a whole set of enemies be so extremely easy if you just get 1 item from the Spark set.[/p][p][/p][h2](Very Incomplete) Patch Notes[/h2][p][/p][p]- New content was added! Lots of it! I'll let you discover it for yourself.[/p][p][/p][p][/p][p]- "Random Stage" is no longer available from the start of Cute mode (you must win each other stage first, like other difficulties)[/p][p]- The priority for which enemy is targeted when using "free aim" has been adjusted to take the enemy's radius into account[/p][p]- If you hit "Focus" after going into free aim, it will always target the "main" enemy first (this might be very useful in a certain Extra stage)[/p][p][/p][p]- Status effects no longer have randomized damage or hit for critical damage (this was actually a bug; it wasn't syncing crits/random damage properly between players over the internet)[/p][p](Items that applied Ghostflame have been buffed to make their DPS roughly equivalent to what it was before with crits)[/p][p][/p][p]- You can now only hold down a maximum of two abilities at once; holding down more than that won't have any effect Reverted in 2.0.0.3[/p][p]- Enemies that are too far off screen will no longer get hit by most attacks[/p][p][/p][p]- An option was added to turn off "Hitstop"[/p][p][/p][p][/p][p][/p][p]- Most "Poisons" got damage buffs[/p][p][/p][p]- "Decay" was changed so that it can be applied twice, for double damage[/p][p]- To accompany the Decay change, Lost Pendant and Poisonfrog Charm have switched their effects around (though they still apply the same status as before)[/p][p][/p][p]- Spark was nerfed to only hit the afflicted enemy + the 2 enemies closest to it, rather than all enemies[/p][p][/p][p]- Most items/abilities that have an effect after a certain amount of times you deal damage have been changed so that their own damage no longer counts (Such as Staticshock Earrings) (Sorry mouse zapping enjoyers)[/p][p][/p][p]- "Queen's Crown" has a new effect. It's old effect has been moved to a new item called "Pointed Ring".[/p][p][/p][p]- Rockdragon Mail's cooldown can no longer be reset by loot or ability effects.[/p][p]...I'm aware this item was already bad and this just makes it even worse; sorry! This was a very last-minute nerf to prevent one particular easy-to-aquire full-invuln combo that could even go through enrage. Whenever the inevitable balance patch happens, I'll change this item's effect completely![/p][p][/p][p]- Youkai Bracelet and Kyou no Omikuji's effects have been changed.[/p][p][/p][p][/p][p]- A number of "Normal" multiplayer patterns were adjusted to be slightly easier[/p][p][/p][p][/p][p][/p][p]-NOTE: Most of the "new" functionality and patterns are not yet in the mod API, and cannot be put into spreadsheets! I will add all of that in a later minor update.[/p][p][/p][p]- When you're at the training dummy/in a treasure room/in a shop/etc. and begin attacking, the "autoOn" trigger, as well as the player facing the opponent, now happens before "hotbarUsed" and "hotbarUsedProc" triggers.[/p][p]Hopefully this doesn't break any mods! (theoretically it shouldn't change anything outside of a training dummy/treasure room context) [/p][p][/p][p]- The "Decay" status's key has been edited; so any mods that use it might break[/p][p]- tset_uservar_aflplayer_pos and ttrg_player_afflicted now use "s_aflPlayerId" instead of "r_aflPlayerId"[/p][p]- Added "^" (power) and "%" (mod) to tset_strength, tset_uservar, tset_randomness, tset_hbsstr, tset_critratio[/p][p]- sqVar1, sqVar2, and sqVar3 are now initialized to 0 (previously, only sqVar0 was initialized)[/p][p]- Minimum hidden cooldown is now 300ms for all abilities (was previously 400 for most abilities, and 700 for abilities without a GCD)[/p][p][/p][p]- Some changes have been made to how critical hits and crit ratio works. There are new stats that increase the critical hit ratio of certain abilities, as well as variables to make an item always hit for critical damage (all of which will be added to the mod API at a later date)[/p][p]Because of these changes, "tset_strength_def" will also set the critical hit ratio to what it "should" be for that item, based off of its stats. If your mod put "tset_strength_def" after doing "tset_critratio", you might need to swap them around![/p][p][/p][p]- bp_showgroups and bp_showorder now have a "permanent" variable that will make them last until the end of battle[/p][p][/p][p]- The way tpat_hb_add_cooldown interacts with "stock" and "stockGcd" abilities has been slightly changed (when the "amount" is negative, aka when you're reducing the remaining cooldown on an ability with its cooldown running)[/p][p]Now it properly reduces the cooldown, and if the stock of the ability isn't completely maxed out, will rollover additional cooldown reduction to the next rolling of the cooldown.[/p][p][/p][p][/p][p]- Too many to list[/p][p]- In fact, I've honestly lost track of them, and didn't note every one down as I fixed it[/p][p][/p][p][/p][h3]HOTFIX 2.0.0.1[/h3][p][/p][p]- Fixed issue where, when first opening the DLC, your stage would constantly get reset to the Darkhouse Depths[/p][p]- Fixed issue where your framerate would get set to 1 frame higher than it should[/p][p]- Fixed issue where your game would crash upon beating a boss when you would see a story event afterward[/p][p]- Fixed issue where you'd unlock the Cultist Set even when you didn't meet the conditions to unlock it[/p][p]- Fixed issue where Grenadier's Garnet Primary would occasionally crash the game[/p][p][/p][h3]HOTFIX 2.0.0.2[/h3][p][/p][p]- Fixed issue where having vsync enabled would cause the game to lag[/p][p]- Fixed the left arrow on the map not working correctly[/p][p]- Fixed Pyromancer Rabbit's Sapphire Special not having a cooldown reduction, despite it being listed in the description[/p][p]- Fixed issue where the Depth's area boss could KO you even when you had a Phoenix Charm[/p][p]- Fixed a number of typos across languages[/p][p][/p][h3]HOTFIX 2.0.0.3[/h3][p][/p][p]- The change to input was reverted; you can now hold down as many abilities as you like[/p][p]- Refactored how Cone Spreads are drawn (hopefully this will improve performance for many!)[/p][p]- Fixed a number of texture sheets (Hoping this also helps performance)[/p][p]- Fixed an issue where an enemy with a debuff despawning would sometimes crash the game[/p][p]- Fixed an issue where beating a boss in "Chaotic Random" would count towards the wrong kinds of unlock (such as, beating a DLC boss in a base game area would count towards base game unlocks, and vice versa)[/p][p]- Fixed an issue where certain trinkets displayed incorrectly when more than one player had the same trinket equipped[/p][p]- Fixed an issue where items like Dragonhead Spear that add cooldown to abilities would not count towards the "Miner's Set" unlock[/p][p]- Fixed an issue where certain trinkets would flash during the Aurum midboss when they shouldn't have[/p][p]- Fixed an issue where Ancient's Emerald Secondary would not disappear during the Aurum midboss mechanics[/p][p]- Fixed an issue where Defender's character select sprite displayed incorrectly[/p][p]- Swapped the position of two trinkets obtained in Subterra Sanctum on the menu, to make them consistent with other areas[/p][p]- Fixed an issue where Farrah's position would desync between clients during her fight[/p][p]- Fixed an issue where the "clear" sprite would display in Chinese for languages other than Chinese[/p][p]- Fixed an issue where the "Quickdraw" status effect wouldn't display correctly for other clients[/p][p]- Adjusted one of Flamebeast's Lunar patterns so that the "match number" circles have a consistent radius[/p][p]- Fixed a number of typos across multiple languages[/p][p][/p][p][/p][h3]HOTFIX 2.0.0.4[/h3][p][/p][p]- Did a bunch of things to (hopefully) better optimize the game (let me know if I accidentally broke something...)[/p][p]- Adjusted when the "autoOff" trigger is called (it used to be called whenever you opened the item screen, but no longer does so)[/p][p]- Fixed issue where uploading a mod caused the game to crash[/p][p][/p][p]- Fixed issue where you'd get stuck in the "pick your loot" screen if you proceeded to the next area on the same frame you opened loot[/p][p]- Fixed issue where the game would incorrectly mark you having won with the base versions of abilities, even if you upgraded them[/p][p]- Fixed issue where buff text would sometimes appear over and over again when you were hit with an enemy attack[/p][p]- Fixed issue where you could select stages you hadn't unlocked by switching maps, then switching difficulties[/p][p]- Fixed issue where the Crack in the Geode music would not loop correctly in the training room[/p][p][/p][p]- Fixed issue where some trinkets' would display incorrectly after the Aurum midboss's mechanics ended[/p][p]- Fixed issue where some effects would give away your position during the Aurum midboss[/p][p][/p][p]- Fixed color of one of Pyromancer Rabbit's palettes[/p][p]- Fixed issue where Jester's Hat would proc off of loot[/p][p]- Fixed issue where Hammermaid's Sapphire Primary would proc off loot even if it didn't have a cooldown[/p][p]- Fixed issue where Heaven's/Hell's Codex would activate other items as if it had a cooldown[/p][p]- Fixed issue where Large Anchor wouldn't work off Primaries that activated indirectly (such as Hammermaid Sapphire or Druid Sapphire)[/p][p]- Fixed issue where Crown of Swords could loop infinitely with a second copy of itself[/p][p]- Fixed issue where Blood Vial and Poisonfrog Charm wouldn't work on enemies that began fights invisible[/p][p]- Fixed issue where Palette Shield would change the color of your Special, instead of your Defensive[/p][p]- Removed "Burn" from the list of debuffs applied by items and abilities that apply random debuffs (was causing too many issues and was super weak anyway)[/p][p]- Fixed issue where the effect of Venom Hood wouldn't apply to randomly applied debuffs[/p][p]- Added a 800ms hidden cooldown to 4th rabbit's Sapphire Special[/p][p][/p][p]- Increased the hitbox size of butterfly enemies 120 > 180[/p][p]- Fixed issue where the timing of one of Darkbeast's patterns was incorrect when playing with 3 or 4 players[/p][p]- Removed butterfly dialogs from some parts of fights where it made it difficult to see mechanics[/p][p]- Adjusted one multiplayer Hard Mode pattern for Arinae (was incorrect before, but rather than fixing it I just remade it)[/p][p]- Slightly adjusted some of Arinae's timings so that it'd be more forgiving to players at high pings[/p][p][/p][p]- Fixed a number of typos across languages[/p][p][/p][p][/p][p][/p][h3]HOTFIX 2.0.0.5[/h3][p][/p][p]- Added small warning to the map when you have story events remaining, but have story events turned off in options[/p][p][/p][p]- Fixed issue where extreme lag would cause Grenadier's Garnet Primary to crash the game[/p][p]- Fixed issue where "dialog" button would persist after joining a multiplayer lobby[/p][p]- Fixed issue where Floofballs could "heal" when a player left a lobby[/p][p]- Fixed issue where the final stage would display incorrectly on the "Defeat" screen[/p][p]- Fixed issue where you couldn't unlock music when fighting bosses in Chaotic Random unless you fought them on their stage[/p][p]- Fixed player jittering when KO'd during Mell's "pursuit" phase[/p][p]- Fixed issue where you could target normally untargetable NPCs (like the map in the lobby or the shopkeeper)[/p][p]- Made small optimizations to how background stages are drawn[/p][p][/p][p]- Fixed issue with one of Arinae's attacks occasionally overlapping on Hard Multiplayer[/p][p]- Removed more butterfly dialog in places where it obscured mechanics[/p][p][/p][p]- Fixed issue where Daylight Sword and Nightgleam Sword wouldn't properly proc with certain abilities[/p][p]- Fixed issue where Rainbow Cape wouldn't properly copy items that had an effect when picked up (Such as Silver Coin)[/p][p]- Silver Coin now doesn't "grey out" after picking it up, to make it consistent with how Rainbow Cape copies items[/p][p]- Buffs that effect a small area around the user (Such as those found on items in the Oceans Set) will now always effect the user, even if they jumped out of range after proc'ing the effect[/p][p]- Fixed issue where abilities like Grenadier's Primary and Defender's Special could go below the minimum 0.3 GCD speed[/p][p][/p][p]- Fixed crash that could occur when uploading a mod[/p][p]- Fixed crash when you entered a modded encounter[/p][p]- Added keys for making palette swaps/skins for the new characters[/p][p] -Grenadier: "gunner" or "grenadier"[/p][p] -Hammermaid: "hammer" or "hammermaid"[/p][p] -Pyromancer: "pyro" or "pyromancer"[/p][p] -Shadow: "shadow" [/p][p][/p][p]- Corrected a number of typos across languages[/p][p][/p]