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Rabbit and Steel News

1.0.2.1 Patch Notes (Hotfix)

Fix some bugs, cause a few more!

- Fixed issue where Vanish, when given to you by another player, wouldn't ever break
- Fixed issue where the Art Gallery was extremely slow to load if you had your framerate set to uncapped, or were playing with vsync on
- Fixed issue where, in Matti's first summoning phase during multiplayer Hard or Lunar, defeating certain adds wouldn't erase their patterns

1.0.2.0 Patch Notes

Hello Rabbits!

I was originally going to wait until the Toybox Mode was also done to update the game.

The Art Gallery... I'm sure some people will get something out of it, but it's mostly for my own sake, to look back on the game's development within the game itself. It isn't exactly a huge piece of content that will excite everyone.

But... the bug reports have slowly piled up over time. A lot of them are things I'd really like to fix ASAP.
So, I'm updating the game, mostly to fix those. It isn't a big update, content-wise.

Though, it might be a big update for the Druid Rabbits among you! I had passed over her in the last balance patch, but a lot of her upgrades also needed some serious work. So hopefully this patch rectifies that a little bit.





- Art gallery has been added! Please enjoy some concept art and developer commentary. (Currently English only)

- Added support for Mouse 4 and Mouse 5

- Treasurespheres now have different 'sizes', with Small containing 3 items, Medium containing 4 items, and Large containing 5 items. The amount of treasure will still change based on the number of players you have, however, the first two chests in Outskirts will always be Large chests, regardless of your party size (except during the tutorial).



- Most Trinkets that sit on your head will now comically fly off your head when you are KO'd, rather than resting on your chest (thanks to the random Steam commenter who suggested it!)

- If a player leaves during loot selection, it no longer skips loot for the rest of the players
- Enemy debuffs will now apply and stay on characters even when they're KO'd (including Timestop, Teleport, No Defense, etc..)
- You now must START a run Solo in order to unlock "Clear a stage solo" trinkets, they will no longer unlock if players leave just before the boss fight

- Adjusted the "Thorns" visual effect to wear off closer to the actual timing of the hit
- Adjusted the visual for "Match Colors" to include a faded version of the shape in the middle of the circle
- Adjusted the Stage Contrast colors for Pale Keep and Moonlit Pinnacle

- Adjusted how hitstop works in the game, hopefully fixing a few issues with pattern desyncs between players




- The effect of Stoneplate Armor has been changed, now gives "Graniteskin" at the start of battle (which is a version of Stoneskin that slows your speed dramatically, and increases damage dealt)
- Bloodhound Greatsword now deals 380 damage, with a cooldown of 12 seconds (to prevent weird behavior with debuffs not refreshing)
- The VFX of the Crescentmoon Dagger was adjusted (as it's actually quite powerful but it looked very weak)





- Opal Secondary > Now summons a butterfly that hits for 170 damage 5 times (basically it turns your Secondary into a second Special)


- Sapphire Primary > Effect changed; now hits for 100 damage, and additionally activates when you use any ability


- Ruby Primary > Now hits for 500 damage and has a GCD of 2.8; visual effect was also changed
- Ruby Secondary > Now hits once for 1000 damage after 8 seconds
- Ruby Special > Damage increased 320 > 450; radius was also almost doubled

- Garnet Primary > Now gives Flash-Dex every 6 skills (was previously every 10)
- Garnet Special > Damage increased 210 > 280; radius also increased about 1.5x

- Emerald Primary > No longer slows movement when used
- Emerald Special > Now deals 300 damage 8 times over 24 seconds, cooldown was reduced to 24 seconds (was previously 240 damage 10 times)
- Emerald Defensive > Effect changed; now gives Super for 8 seconds in a radius every 30 seconds, cooldown cannot be changed or reset, and activates automatically






- Fixed issue where setting your resolution too high would cause the top of the game window to go off your monitor screen
- Fixed issue where you couldn't change your name if you were playing in Handheld Mode
- Fixed issue where certain text in fan translations would crash the game
- Fixed issue where trying to create a lobby when you were offline would cause you to softlock
- Fixed issue where the host wouldn't get a message in their chat when they changed the number of players allowed
- Fixed crash that could occasionally happen when you changed Stages
- Fixed crash that could occasionally happen when you are asked to enter a name for a character

- Fixed issue where the "Emerald Lakeside (Off Vocal)" unlock wouldn't work if you didn't reach the victory screen before 30 minutes had passed, rather than the actual run's time

- Fixed the position of timed loot's cooldowns on your mini-hotbar when you were using Front, Back, Front Cross and Back Cross
- Fixed issue where numbers next to mini-hotbars could be misplaced when you had certain settings
- Fixed issue where the "Reset" message wouldn't happen when your cooldown was "reduced" instead of "reset" (such as Ancient's Secondary's effect on her Special)

- Fixed issue where, if you had the Lunar Palette unlocked for a character but not the Adept Palette, someone else selecting the Adept Palette would lock you out of using your Lunar Palette
- Fixed issue where your cursor would be offset if you were browsing the inventory when a player left

- Fixed issue where Luck wouldn't affect Critical Hit rate
- Fixed issue where Vanish would break when you used your Defensive, despite it specifying "attacks"
- Fixed issue where Stoneskin wouldn't erase bullets in a radius around you when it wore off, despite it saying it did so

- Fixed issue where Heavyblade's Garnet Primary's extra hit wouldn't trigger "when your Primary is used" effects (They now will, including things like Fairy Spear, so watch out!)
- Fixed issue where Heavyblade's Garnet Secondary's count wouldn't reset between battles
- Fixed issue where, if you used Bruiser's Defensive in the middle of a Teleport, it would move you in the direction of the Teleport (it now stops you in place)
- Fixed issue where Wizard's Garnet Secondary was giving Ultracharge, not Omegacharge

- Fixed issue where Mermaid Scale and Oni Staff would affect abilities like Bruiser's Emerald Special, when they weren't supposed to
- Fixed issue where Redwhite Ribbon wouldn't lengthen "random" buffs given by items like Desert Earrings or Usagi Kamen
- Fixed issue where Necronomicon wouldn't Charge your Special if it was off cooldown

- Fixed issue where an extra Tassha would appear when you defeated her
- Fixed issue where Ranalie would become untargettable too early into her enrage cast
- Fixed issue where one of Menna's Lunar multiplayer patterns would never enrage
- Fixed issue where one of Avy's Phase 2 Lunar singleplayer patterns could be impossible to dodge

- Fixed a number of typos across different languages
- Some wording of Chinese item descriptions was adjusted to make it more clear



That's all for now!
Thank you everyone for playing, and for a very successful Heavyblade Plushie campaign last week!
There's still time to pledge if you'd like to; though it's already very well funded:
https://www.makeship.com/petitions/heavyblade-rabbit-plushie


See you next time with... well probably with the hotfixes for this patch, if I'm being honest.
But the next major patch will have the Toybox mode in it!

Help make a Rabbit & Steel plush doll a reality!

Hello Rabbits!

Small bit of news today.

I'm running a petition on Makeship to create a Heavyblade Rabbit plushie!




https://www.makeship.com/petitions/heavyblade-rabbit-plushie



If you've never seen a Makeship campaign before, here's how it works:

We'd need 200 pledges before June 11th for the plush to be made. To pledge, you put forward $2 initially, and if the plushie is made and shipped, you'll be charged the remaining amount, and have your own miniature Heavyblade Rabbit. If for some reason the plush is never made, your money will be refunded.

Plushies have been a frequent request as far back as Maiden & Spell, so it'd be cool to finally make it happen. If you're interested, consider pledging!

The Makeship people say it should be possible for her plush to have a sword accessory, if that's a point of concern.

That's all for now. I'm still working away at the Art Gallery and Toybox mode, and I'll update you when those are closer to being done!

1.0.1.0 (and 1.0.1.1) Patch Notes

The balance update is here!
Wizard rabbit is playable!
The story is now in Chinese as well!
Yay!

向等待的中国玩家致歉!
故事现已在游戏中展开。


1.0.1.0 Patch Notes




The Haste status effect now moderately increases movement speed.

Luck Potion - Text corrected from "significantly" to "slightly"; this was always the case, but the text was just wrong.



Eaglewing Charm - Added significant movement speed increase

Metronome Boots - Movement speed increase slight > moderate
Winged Cap - Movement speed increase slight > moderate
Thief's Coat - Movement speed increase slight > moderate

Witch's Cloak - Added slight movement speed increase
Starry Cloak - Added slight movement speed increase
Reaper Cloak - Added slight movement speed increase
Wolf Hood - Added slight movement speed increase
Ninja Robe - Added slight movement speed increase
Kunoichi Hood - Added slight movement speed increase
Shinobi Tabi - Added slight movement speed increase
Sunflower Crown - Added slight movement speed increase
Midsummer Dress - Added slight movement speed increase
Grasswoven Bracelet - Added slight movement speed increase
Maid Outfit - Added slight movement speed increase

Shrinemaiden's Kosode - Was always a significant movement speed increase when you had a buff, but the text said it was only "slight"

Quartz Shield - Effect changed
Old Effect: Set your Defensive cooldown to 30 seconds, and reset it when a loot item with a cooldown activates (with a hidden 2.5 second cooldown)
New Effect: Sets your Defensive cooldown to 30 seconds, and when a loot item with a cooldown activates, reduces your Defensive's cooldown by the loot's cooldown

Nova Crown - Effect changed
Old Effect: Set your Special's cooldown to 30 seconds, then reset and charged it every 8 seconds
New Effect: Sets your Special's cooldown to 30 seconds, then reduces that cooldown to 1 second every 8 seconds and charges it

Those two items' effects were changed because I constantly got bug reports from people confused about how they work with moves with no cooldown. They still have many of the same strengths as before. Hopefully it's easier to predict how the new effects will work with various items and abilities before you take them.



Amethyst Bracelet - 20% damage increase > 30% damage increase
Demon Horns - 25% damage increase > 30% damage increase
Gladiator Helmet - 30% damage increase to abilities/loot with cooldowns > 20% damage increase to abilities/loot with cooldowns

I was trying to keep a consistent buff amount, where an item without any drawbacks would buff something about 20%, and items with drawbacks would be 30% or more depending on how big the drawback was.
The Gladiator Helmet broke this rule; and while I don't think it was *too* strong by itself necessarily, it was objectively better than some other loot items that could appear in the same chests, like Tactician's Rod.
Amethyst Bracelet and Demon Horns, however, both have drawbacks, so they've been buffed accordingly.

Flame Bow - 150 damage > 180 damage
Spiderbite Bow - 50 damage + 30 damage poison for 5 ticks > 50 damage + 40 damage poison for 5 ticks

Purification Rod - Now has a CD of 18 seconds and gives "Elegy" for 5 seconds (previously just gave Smite for 10 seconds, making it objectively worse than the Holy Greatsword)

Jade Staff - Now only requires you to use 2 Specials instead of 3

Cloud Gaurd - Invuln time 8 seconds > 5 seconds.
This one might upset people, but it was very very easy for Bruiser to get just one item or upgrade to make her completely invincible with this item; and it's even easier now that there are even more items that give movespeed. It's still possible to make a "continue moving for 100% invincibility" with this item, but it's been made more difficult than before.


ABILITY CHANGES




- Opal Primary - Now deals 250 damage in a radius around you, instead of a ranged blast. Decreases all other cooldowns (including loot) by 2 seconds each time its used.
- Saph. Primary - GCD is now 0.5 seconds, damage is 100
- Ruby Primary - Has a larger radius and deals 450 damage, with a cooldown of 4 seconds
- Garnet Primary - Deals 240 damage; you gain Flash-Str when you use your Defensive
- Emerald Primary - Deals 240 damage in a larger radius, no longer slows you down, slightly increases movement speed at all times

- Opal Special - Damage increased 280 > 360
- Saph Special - Now deals 90 damage 4 times to a larger radius, and erases bullets in a small radius around your opponent
- Garnet Special - Damage increased 280 > 380

- Defensive (Astral Seal) - Now has a cooldown of 20 seconds, with 2 uses per cooldown. Field lasts 10 seconds by default, and gives "Astra", which boosts all damage by 15%. (She can now have 100% uptime on her seal. This makes Wizard Rabbit's base DPS as high as Bruiser Rabbit, as long as she can stay within her seal)

- Opal Defensive - No longer lays down a field, and instead gives Astra for 7 seconds. Cooldown is decreased to 15 seconds.
- Saph. Defensive - Field now gives "Ghost", and lasts for 3 seconds.
- Ruby Defensive - Field now gives "Nova" (50% damage boost) and lasts for 8 seconds.
- Garnet Defensive - Field now gives "Rabbitluck" and lasts for 5 seconds
- Emerald Defensive - No longer lays down a field or gives buffs. All damage is increased by 20% at all times. Gains 3 uses per cooldown. Your movement speed is locked at its base value, and you're no longer affected by abilities or loot that slows you down




- Saph. Primary - Now deals 70 damage 4 times
- Ruby Primary - GCD 1.6 > 1.5, stops you in place for less time than before

- Saph. Secondary - No longer able to activate manually; instead activates every 10 times you deal damage
The text for this in game currently has a number of typos, it activates every 10 hits and still resets your Defensive if it has 5 seconds or less on its cooldown.
I'll fix the text in the next minor patch.

- Ruby Secondary - Deals 180 damage, no longer has a GCD, now has a cooldown of 4 seconds




- Ruby Primary - Damage increased 350 > 400, time slowed reduced to only 400ms
- Emerald Primary - Damage increased 300 > 320, now only slightly reduces movement speed

- Saph. Defensive - Now gains 2 uses per cooldown
- Garnet Defensive - Chance of procing Super increased 20% > 40%
- Emerald Defensive - Damage amount increased 10% > 15%, now fixes your movement speed to a value slightly higher than your base (regardless of other loot effects)




- Ruby Secondary - Damage 85x2 > 90x2, and now only slows movement on use, rather than stopping it completely
- Ruby Special - Now displays a countdown next to the move, showing how long before "Burn" wears off
- Ruby Defensive - Now can no longer be reset by loot or abilities

The Ruby Defensive + Garnet Secondary build was just tooooo much, sorry about that! I'm mostly okay with you finding ways to make yourself almost immortal, but making your entire party immortal from any distance was a lot.




- Primary + all Primary upgrades - Now slow you down less, and for a shorter time. Arrow fires faster

- Opal Primary - Damage increased 350 > 400
- Ruby Primary - Reworked; now applies Burn instead of its previous effect
- Garnet Primary - No longer slows you down at all
- Emerald Primary - Reworked; now has an un-resettable, unchangeable 10 second cooldown, and deals 600 damage

- Saph. Secondary - Damage increased back to 100, debuff now deals slightly more damage (150 > 200), and will automatically deal 100x2 to any enemy you apply any debuff to
- Emerald Secondary - Debuff does more damage (150 > 200)



- Ruby Secondary - Now deals 100 damage to all enemies and grants Berserk, with a 2 second GCD and 4 second cooldown
As of the current build, I forgot to put in a cooldown. Enjoy it while it lasts, I'm fixing it in the next patch

- Saph. Defensive - Cooldown reduced from 4 seconds > 3 seconds, but cooldown can no longer be affected by items. Also no longer erases bullets at destination of jump.




- Opal Primary - Now increments Special counter for 2 each time its used
- Ruby Primary - Now hits once for 650 with a cooldown of 4 seconds, charges your Secondary twice while not incrementing Special at all, range is increased
- Emerald Primary - Now only stops you in place for 1 second instead of 2

- Opal Secondary - GCD 1.6 > 1.2, now attacks a radius around you for 170 instead of being a ranged attack, increases Special counter by 2
- Emerald Secondary - Now attacks a radius around you for 170 instead of being a ranged attack, your movement speed is slightly increased at all times

- Opal Special - Damage increased 500 > 600

- Opal Defensive - Now increments Special counter for 5 each time its used

- Fixed issue where using Ruby Secondary and Sapphire Special together could result in having more charges than needed to reset your Special until you used another ability
- Fixed issue where her Defensive wouldn't activate "On gaining invicibility" loot effects




- Azel, the Whispering Crow - Fixed issue where, on one of her singleplayer attacks, she would never enrage

- Aus + Nimi, the Axewielder and Archer Mice - Fixed issue where, on one of their multplayer attacks, they would never enrage
- Orn, the Oakspear Mouse - Fixed issue where one of her Hard patterns was accidentally doing Normal Mode things
- Matti, the Paladin Mouse (Phase 1) - Fixed issue where, in Hard Singleplayer, she could begin knocking you back in the incorrect direction, resulting in a pattern that was very difficult to dodge

- Kuu + Pi, the Silver and Gold Dragons - One of the "Normal" difficulty attacks could occasionally create patterns that were impossible to dodge, so it has been adjusted slightly

- Final Boss - Fixed issue where the super special attack could desync, and come out early or late for people who weren't the host

- Tassha, the Snowfur Wolf - Removed knockback from her Hard Multiplayer attack. This was left in by mistake; I removed it from the Singleplayer just prior to release, but forgot to also remove it from Multiplayer. I thought I would just leave it in, since it was what it was; but after watching a lot of people struggle with the attack (as players are likely to go to the Arsenal as their first Hard Mode stage), I decided to correct the mistake and remove it.

- Merran, the Steeltooth Wolf (Phase 1) - Changed her "Tornado Slash" on Normal to be more like Hard mode, as it was pointed out by numerous players that the previous Normal Mode was actually harder




- An option for "Large Text" has been added to "More Options". This doesn't work on all text in the game quite yet, but it will make item descriptions and timers larger

- If you are playing solo or in Handheld mode, the Keyconfig screen has been adjusted to be more ledgible

- Fonts have been adjusted to include French/Spanish characters

- Color Match circles have been adjusted so that colors that might appear similar to colorblind players spin in different directions at different speeds
- The visual effect for "cleaving one side" has been slightly adjusted
- The visual effect for Defender's Primary and Spellsword's Primary has been slightly adjusted




- Fixed issue where your unlocks could reset after finishing a run
- Fixed issue where you could crash during Matti's phase 2
- Fixed issue where you could crash in the leadup to the final boss
- Fixed issue where Mink, the Greyeye Wolf, had the wrong color eyes in her portrait
- Fixed issue where Battlemaiden Armor would behave oddly with abilities with no cooldown like Defender's Special
- Fixed issue where the effect from getting shielded by Stoneskin looked incorrect
- Fixed issue where players would report unlocking something to others in their lobby, even if they had already unlocked it
- Fixed issue where Mermaid Scales wouldn't work on certain items/abilities that started battles on cooldown
- Fixed issue where Secondaries without GCDs would trigger Altair Dagger's effects
- Fixed issue where Winged Cap and Fairy Spear effects wouldn't be sent over the internet correctly
- Fixed issue where the rating bar would show "Failed" for a frame directly after you defeated an opponent
- Fixed issue where you could occasionally see loot by opening your inventory before opening a treasure chest
- Fixed issue where the number for Druid's Garnet Secondary would fail to appear

- A decent number of display issues in Japanese/Chinese have been fixed
- A decent number of typos and mistakes have been fixed across all languages


SAME HOUR 1.0.1.1 HOTFIX BONUS!!


- Fixed issue where Sniper Rabbit's Sapphire Secondary upgrade would hurt herself and her allies when she gave out buffs


SLIGHTLY LATER 1.0.1.2 HOTFIX


- Adjusted visual of "Keep Moving" and "Stop Moving" to make it more clear when you're supposed to stop/keep moving

- Fixed issue where players would show as getting a lot of different unlocks every fight
- Fixed issue where Bruiser's Ruby Secondary didn't have a cooldown
- Fixed issue where Wizard's Opal Primary didn't reduce the cooldown of her Defensive unless it had no charges
- Fixed issue where Wizard's Emerald Primary reset their movement speed intead of its stated effect
- Fixed issue where the description of Potions in English looked odd
- Fixed a number of incorrect Ability and Item descriptions

1.0.0.8 Patch Notes

Even more bug fixes, plus a few features that will help mitigate some ongoing issues.

There's really just one thing in here that was critical enough for me to do another hotfix, can you tell what it is?

I also have some other good news for Chinese players; the Chinese translation of the story is reportedly almost finished. Hopefully I can get it into the game soon. Thanks for your patience! Sorry for the wait!

据报道,这个故事的中文翻译即将完成。 希望我能尽快让他们进入游戏。 谢谢你的耐心! 抱歉,久等了!


You won't be able to play with people on a different version, so be sure to update!


1.0.0.8 Patch Notes


- Your game will now save a separate, local "backup" save in case Steam Cloud decides to overwrite your save.

There is currently nothing in game yet that will let you choose a save file, but if you've lost progress, you can go to your backup save file at
C:\Users\YourName\AppData\Local\RabbitSteel
And copy "SaveFileBackup" into "SaveFile".


- Moving your character using your mouse now works differently during Turbulent Winds

The "deadzone" is greatly increased, and it always works like the "Static" setting of the mouse. An arrow appears showing how far you have to drag the mouse to slide in that direction.




- Added config setting for Switch controllers

This isn't in the options screen, it is a toggle you can change in your configsettings.ini, where it will swap "A"/"B" and "X"/"Y" to match a Switch Pro Controller. Look for "switchControllerDisplay" in
C:\Users\YourName\AppData\Local\RabbitSteel\SaveFileNonSynced\config.ini
This setting isn't synced via Steam Cloud.


- Fixed issue where the lobby list would sometimes show lobbies from players on a different version from you (and sometimes crash your game doing so)
- Fixed issue where changing the max number of players while in a lobby wouldn't have any effect
- Fixed issue where players could get stuck in an infinite loop of rolling for loot if someone lagged

- Fixed issue where, if you had set your input buffering very high, you would do an attack upon your character spawning in
- Fixed issue where, when players left the game, other players might not be able to buy certain store items

- Fixed issue where you couldn't queue an input for Defensive Special directly after using another move
- Fixed issue where taking items that increased your max health could cause desyncs in health between players
- Fixed issue where certain Haunted Set and Timegem Set items would give strength to abilities that did no damage

- Fixed issue where extra DPS from levels were being calculated before the effect of items like Old Bonnet or Haunted Gloves, instead of after
- Fixed issue where Heavyblade Rabbit's Special would jump into Karsi's damaging fire orb if you were holding down Change Target (the button that slows movement)
- Fixed issue where Sniper Rabbit's Garnet Secondary would reset charges on Opal Special, even though it's not supposed to
- Fixed issue where Aquamarine Bracelet would start on cooldown, even though it isn't supposed to
- Starry Cloak will now always calculate after Quartz Shield (it depended on the order you picked the items up before)
- Windbite Dagger will now always calculate after Twinstar Earrings (it depended on the order you picked the items up before)
- Regen Potion will now always happen after any other loot effect that can restore your HP after battle
- The base strength of any individual attack is now capped at 50000, to prevent overflows when sending information about it over the internet (Note, this is the BASE attack strength before critical hits, you can still crit for over 50000)


- When you're using the "Bottom" setting for your Mini Hotbar, Charge effects have been moved from above the hotbar to below it

- Fixed issue where one of the final boss's effects would look incorrect in Japanese
- Fixed even more typos in various languages