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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

100000 Rabbits!

Hey, rabbits!

...Wow, there are a lot more of you than the last time I wrote a blog post!

It's been a whirlwind of a week for myself, a number of amazing happenings set against a haze of hotfixing bug after bug after bug.

There's still more bugs, by the way. There were 5 more reported in the Discord just while I was writing this post. I guess a lot of things can go wrong when your game runs over the internet.

But I'm taking a short break from all of that to talk about things!




That's right, the game has sold over 100k copies in its very first week!
That's... a very very large number. Overwhelmingly so.

There were a lot of great games that came out the very same day as Rabbit & Steel... not to even mention some of the stuff that came out earlier in the week. And yet, you all have decided to give my weird little game your time and attention. For that, I'm humbled and thankful.

When I started making the game, one of my goals was to make something that did a bit better than my previous game, Maiden & Spell. Maiden & Spell about broke even in terms of the time and money I put into it.

This game has done... much better than that. I think I will be safe in my solo indie development endevours for the forseeable future.

So, thank you, everyone. Here's to the updates and new games yet to come.





Most of the really, really critical bugs should be patched out now. There are still a few lingering issues I'd like to tackle here and there, and I'll likely get to those soon.

My goals with the game going forward is as follows (subject to change).

[h3]Immediate future plans:[/h3]

1) A balance patch!

Everyone says Wizard Rabbit is too weak, and I kind of agree. Her Defensive is hard to use, a lot of her upgrades are terrible, her DPS is kind of middling for a lot of effort playing her, etc. etc.. I'd also like to touch up Sniper Rabbit a little bit, although her situation isn't quite as dire.

I'd also like to add more "movement speed up" effects to loot items that are currently in the game. There's a lot of stuff that slows you down, but few things that speed you up. Being extremely slow can be funny, but being extremely fast can be funny too.



2) A "toybox" mode!

Basically, a little extra room where you can try out any item combos you'd like against a training dummy. Currently, the plan is to make it so that only items you've won a run with are available; but that's still just a plan.

3) An art gallery!

I've got a lot of concept art that's currently just sitting in a Discord thread; I'd like to throw it in the game proper. Plus, it'd be a way to look back on some of the Story cutscene art, if you'd like to.

[h3]Further future plans:[/h3]

1) More classes, more bosses!

I can't really give a specific date to this, but... instead of a trickle of small updates that add a few new items here, another boss pattern there... I'd like to do a big DLC! Like a real one! New stages, new music, new bosses, the works. Probably for free!

Since the game is multiplayer, I feel like it will be easier to drag your friends back to the Moonlit Kingdom a few months down the line for a lot of new content releasing at once, instead of trying to get them to play to see one new class or boss at a time.

No idea when all of that will come together, but I'm in the process of writing it all down so I can at least give Hagane an idea of how much I'll be asking of him. It'll probably be a while.

2) More mod support!

I need to figure out how to make Steam Workshop work with Gamemaker. I have no idea how hard that is... seriously, I haven't looked into it at all.

But, with the way the game is programmed, I think custom loot items and bosses should be pretty achievable. Custom classes... are a bit more difficult; can't really promise anything there.


Anyway, those are the plans! I'll update you on progress periodically in blog posts similar to this one.





We had a World First Race last week! It was... quite eventful.

For those who weren't following the event closely, I'll summarize what happened.

On the first day... we got a Lunar Clear within 3 hours! A team found a way to cheese the whole game. That's a roguelike for you, I guess. Their strategy involved 3 Dancers and 1 Druid, all with the Garnet Defensive Special, keeping 100% Rabbitluck uptime while the Druid spammed their Defensive.

Everyone, including the team that won, felt that this was... a bit anticlimactic. So, we decided to add a new rule that everyone had to use a different class, and continued the race.

The first clear with that new rule in place came almost exactly 48 hours after the event began. Second and third place came in soon after.

So, here's all the winners, and the times that each boss was defeated!



Again, no real prizes other than the fun that everyone had. Thanks to everyone who participated and made it a truly special event. And extra special thanks to Saya, who helped me run the whole thing.




The OST is finally on Steam!

https://store.steampowered.com/app/2984870


It's also available on Spotify and Bandcamp, if you'd prefer:
https://rns-ost.tumblr.com


It is set at 10USD; that's what Hagane wanted to price the album as, and I didn't want to undercut him here on Steam. So 10USD! Sorry if that's a bit pricey.

That's all for now!
Thank you all for playing.

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