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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

1.0.3.0 Patch Notes

Hello Rabbits!

The Toybox Mode is finished!
It's in the Extras, and becomes available when you've unlocked all playable characters and item sets.






You can play with the Toybox both alone, in local co-op, and online! Everything should work exactly the same as a normal run.
It even has it's own public lobby listing separate from the main game, though I don't really expect it to get much use. It's mostly there so you can meet up with people without being Steam friends.



Even if you have the mode itself unlocked, actually using an item in it will require you to have won at least 1 run holding that item, on any difficulty.

For the upgrade gems, they become available after winning with one on any character, so you don't need to unlock those separately.

Once you've chosen your items, you can try them out against the Training Dummy in the center, or...

Fight a giant rainbow treasuresphere!



What does the sphere do, you ask...?
Uh, nothing! It just sits there and has a lot of health.
But, trying to see what combination of items destroys it fastest might be fun.

This "fight" might seem like an odd inclusion, but it is the start of some grander plans.
Eventually, I'd like the toybox to be the place where modders test their creations, as well as a place where people can fight modded bosses and try modded items quickly without having to go into a full run.

...That is, when mod support is a bit more developed.

After this update, I'll be taking a short vacation (as I've been working pretty hard on the game since last September). After that I'll start work on Steam Workshop support, and allowing you to mod bosses into the game.

Though, while I say a short vacation, I'll be mostly playing games and drawing for fun, as well as doing some grass-touching. So you'll still be able to reach me via email or the Discord; I might just be slower to respond than normal.

With that out of the way, here are the full patch notes!




- A config option has been added to use lower-quality character select sprites. If your game crashes because of lack of RAM when loading into a lobby, go into:
C:\Users\YourName\AppData\Local\RabbitSteel\SaveFileNonSynced\config.ini
And change the value for "lowQualitySprites" to "1".
Currently this is only implemented for the character select, because it's by far the place that uses the most memory. But, if memory continues to be an issue for low-end PCs, I'll make this affect the rest of the game as well.

- All characters now move slightly faster, and items that increase or decrease your movement speed affect your character less
Previous formula: 7 + (stat)*0.8
New formula: 7.7 + (stat)*0.7

- Loot and Abilities that apply a temporary speed boost or slow your speed down slightly now overwrite each other, rather than stack; with a faster speed overwriting a slower one

- The SFX for "Stop Moving" and "Keep Moving" has been adjusted to match the timings for when you have to stop or keep moving

- The priority for things that shield you from damage has been adjusted. Items/Statuses will now shield you in the following order, with lower effects not happening if a higher effect shields you first
1) Rockdragon Mail
2) Red Tanzaku
3) Stoneskin Status
4) Graniteskin Status
5) Emerald Chestplate
6) Phoenix Charm
(Previously, behavior was inconsistent, with some items activating at the same time)



- Ruby Special now applies a palette-dependant Burn effect, so multiple players taking this upgrade can all apply their own Burn



- Ruby Special now applies a palette-dependant Burn effect, so multiple players taking this upgrade can all apply their own Burn



- Ruby Primary now applies a palette-dependant Burn effect, so multiple players taking this upgrade can all apply their own Burn



- Fixed issue where invulnerability length when using Emerald Special was shorter than intended



- The size and damage of Hydrous Blob has been increased, 250 damage > 300 damage, size 240 > 340
- Boulder Shield now only reduces your movement speed slightly (was "significantly" before)



- Fixed issue where Avy's Phase 2 enrage would hit for 2 hearts after the first jump
- Fixed issue where a pattern during Matti's second Phase 2 summon phase would persist even after all the smaller mice were defeated
- Fixed issue where Sohko would enrage more quickly than intended for her pattern where she stands in the center of the screen
- Fixed issue where a 5th Tassha would appear when you were defeated by her
- Fixed issue where the "Cardinal" pattern used by enemies like Illie, Ranalie and Shira wouldn't disappear correctly when the enemy is KO'd or it changes to Phase 2
- Attempted fix of issue where a boss's HP is suddenly reduced to 0 at the beginning of fights (please let me know if this still happens)
- Fixed issue where the behavior of Obsidian Hairpin + Oni Staff would be inconsistent (Oni Staff's effect will always come second now)

- Fixed crash that could happen if an Assassin disconnected right after using Vanish, or if someone disconnected while having the "Super" effect

- Fixed issue where certain items like "Old Bonnet" and "Eaglewing Charm" wouldn't work on abilities that had their damage reduced to 0 by items like Timespace Dagger and Darkglass Spear
- Fixed issue where Stoneskin would proc "on gaining invulnerability" items twice
- Fixed issue where when an ally gives you Stoneskin, it would erase an area around the person who gave it to you, rather than an area around yourself
- Fixed issue where the descriptions for Potions would have extra newlines
- Fixed issue where, when playing with Text Size set to "Large", item descriptions could run off the edge of the screen
- Fixed issue where Book of Cheats effects that dealt damage weren't affected by loot, abilities or status effects that increased overall damage
- Fixed issue where item procs would stop happening altogether if too many happened in quick succession

- Fixed issue where the "Shining Arms" trinket would be in the wrong position when moving to the left

- Fixed issue where clearing a boss on Cute Mode would unlock Hard Mode, when the unlock condition said Normal Mode

- Fixed issue where a player leaving could result in another player suddenly losing an item
- Fixed crash that could happen very very rarely when playing online with another player
- Fixed crash that could happen when a large number of players tried to join your lobby at once
- Fixed crash that could sometimes happen if you applied a debuff to the Training Dummy or a Treasuresphere and then moved forward
- Fixed issue where the number of wins you have would be displayed incorrectly in your Collection if you had over 100
- Fixed issue where the sprite in the Music Room would move too quickly while playing "Emerald Lakeside (Off Vocal)"
- Fixed issue where "Online Player SFX Volume" wouldn't effect the sound of someone getting hit
- Fixed issue where, if you were looking at the Inventory when a new player joined, their character's inventory wouldn't be visible until you closed the Inventory
- Sound will no longer cut out from two players using the same ability at the same time

- Fixed a number of typos across various languages


[h2]1.0.3.1 Hotfix[/h2]

- "Adjusted Values" now show up over loot and abilities in the Toybox
- Restored the previous functionality of how abilities that temporarily change your speed (such as Winged Cap and Fairy Spear) work, with a new cap of multiplying your speed by 2x its normal amount

- Fixed issue where an error message would show up upon changing stage as Defender
- Fixed issue where certain boss attacks were too loud
- Fixed issue where the game would occasionally crash upon taking an upgrade
- Fixed issue where two sets of Desert Earrings would proc infinitely off each other
- Fixed issue where changing lobby settings on the Toybox menu would put you back on the normal run menu

[h2]1.0.3.2 Hotfix[/h2]

- Silver Coin now works in Toybox Mode
- Fixed crash when you proceeded forward solo in Toybox Mode on controller
- Fixed issue where the wrong images would load for cutscenes if you clear two stories in one run
- Adjusted volume of "Stop Moving" "Keep Moving" SFX
- Fixed crash that could be sometimes caused by Desert Earrings
- Adjusted "Heavy" status effect's speed to be more in line with the pre-patch speed (it is still slightly faster)

[h2]1.0.3.3 Hotfix[/h2]

- The "Low Quality Sprite" config option now applies to all character sprites in the game
- In the event that two of your attacks deal the same amount of base damage, Nightguard Gloves will now buff both
- Fixed issue where Avy, the Starry Frog's enrage wouldn't proc Red Tanzaku's effects

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!