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1.0.3.4 Patch Notes


Still on psuedo-vacation, but I've gotten quite a few bug reports, and it'd be easier to relax knowing that they aren't issues. Most of the things on here and pretty small, and didn't take much effort to fix.

1.0.3.4 Patch Notes




- To prevent rounding errors, the calcuations for item strength has been very slightly adjusted.

For instance, in the case that an ability did 99 damage, and you had a 10% damage buff, the ability would deal 108.9 damage.
Before, this would be rounded down to 108, but now it is rounded to the nearest integer, making it deal 109 damage.


- How your wins are recorded in your Collection are now based off how the run started, rather than how it ended.

Previously, if you started a run with two players, and then someone left just before the final boss, then you won, the clear time + win statistic would be recorded in your Collection as a "Single Player" run.
Now, it would be recorded as "Multiplayer", because even though you cleared Solo, you started in Multiplayer mode.

- The Art Gallery will now remain unlocked once you have unlocked it, even if you reset your Story progress



- Fixed issue where "Super" could be active while you had "No Defense"
- Fixed issue where Rabbitluck could overwrite the effects of Youkai Bracelet and Kyou no Omikuji

- Fixed issue where the remaining uses for Defender's Special would appear incorrect online at the start of a fight
- Fixed issue where Druid's Sapphire Primary wouldn't reduce her movement speed as much as her other Primary upgrades (a leftover effect from her pre-buff Sapphire Primary I forgot to change)
- Fixed issue where Druid's Emerald Defensive could activate while you had "No Defense"
- Fixed issue where Druid's Emerald Defensive had an animation, despite being an auto-activating ability
- Fixed issue where Bruiser's Secondary could miss if you were too close to your target
- Fixed issue where the calculation for Obisdian Rod would be incorrect on Ancient Rabbit

- Fixed issue where Shadow Bracelet would buff abilities that did no damage
- Fixed issue where Lion Charm would proc off of some other players' loot
- Fixed issue where Seashell Shield would change cooldowns of abilities that were not meant to be changeable
- Fixed issue where the buff from Sacredstone Charm wouldn't be reflected online
- Fixed issue where Boulder Shield would start battles on cooldown, even though its description said it didn't
- Outside of combat, Tidal Greatsword will now reset its size and damage to its initial values if you stop attacking
- Divine Mirror and Golden Chime's counter now counts down to 0 instead of up, to match other items in the game

- Fixed issue where Fieldlimit's effect on players would be slightly different based on your framerate

- Fixed issue where the Treasure Chest after Tassha wouldn't be targettable
- Fixed issue where if you KO'd a training dummy or treasure chest via a status effect right before you moved to the next room, odd things would happen

- Fixed issue where clicking on the "Store" button while spectating would bring up the Inventory instead of the Store
- Fixed issue where buff text and large damage numbers would slowly go off the top of the screen if there were too many happening at once
- Fixed issue where some sprites were too small when using the "Low Quality Sprites" config setting
- Fixed issue where the menu would still take inputs while your were using a textbox (like if you were changing your name)

- Added some new text strings to the files so that they can be localized (previously they were fixed in English)
- Fixed some typos across various languages