The Developer mino_dev has released a free DLC update to Rabbit & Steel for the PC.
I actually reviewed the game not too long ago and shared my thoughts about it in depth.
Here is some quick info about this DLC from the developer.
Overview:
RABBIT & STEEL: Extra Mode is a free content update to the rabbit-eared raiding roguelike!Fight through the Kingdom's underground with up to 4 player co-op against a plethora of new enemies and raid bosses. Featuring 3 new stages, a new final boss, 4 new character classes, 80 new items, and a conclusion to the Moonlit Kingdom's story!
Patch Notes:
HOTFIX 2.0.0.1
- Fixed issue where, when first opening the DLC, your stage would constantly get reset to the Darkhouse Depths
- Fixed issue where your framerate would get set to 1 frame higher than it should
- Fixed issue where your game would crash upon beating a boss when you would see a story event afterward
- Fixed issue where you'd unlock the Cultist Set even when you didn't meet the conditions to unlock it
- Fixed issue where Grenadier's Garnet Primary would occasionally crash the game
HOTFIX 2.0.0.2
- Fixed issue where having vsync enabled would cause the game to lag
- Fixed the left arrow on the map not working correctly
- Fixed Pyromancer Rabbit's Sapphire Special not having a cooldown reduction, despite it being listed in the description
- Fixed issue where the Depth's area boss could KO you even when you had a Phoenix Charm
- Fixed a number of typos across languages
HOTFIX 2.0.0.3
- The change to input was reverted; you can now hold down as many abilities as you like
- Refactored how Cone Spreads are drawn (hopefully this will improve performance for many!)
- Fixed a number of texture sheets (Hoping this also helps performance)
- Fixed an issue where an enemy with a debuff despawning would sometimes crash the game
- 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)
- Fixed an issue where certain trinkets displayed incorrectly when more than one player had the same trinket equipped
- Fixed an issue where items like Dragonhead Spear that add cooldown to abilities would not count towards the "Miner's Set" unlock
- Fixed an issue where certain trinkets would flash during the Aurum midboss when they shouldn't have
- Fixed an issue where Ancient's Emerald Secondary would not disappear during the Aurum midboss mechanics
- Fixed an issue where Defender's character select sprite displayed incorrectly
- Swapped the position of two trinkets obtained in Subterra Sanctum on the menu, to make them consistent with other areas
- Fixed an issue where Farrah's position would desync between clients during her fight
- Fixed an issue where the "clear" sprite would display in Chinese for languages other than Chinese
- Fixed an issue where the "Quickdraw" status effect wouldn't display correctly for other clients
- Adjusted one of Flamebeast's Lunar patterns so that the "match number" circles have a consistent radius
- Fixed a number of typos across multiple languages
(Very Incomplete) Patch Notes
GENERAL CHANGES
- New content was added! Lots of it! I'll let you discover it for yourself.
- "Random Stage" is no longer available from the start of Cute mode (you must win each other stage first, like other difficulties)
- The priority for which enemy is targeted when using "free aim" has been adjusted to take the enemy's radius into account
- 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)
- -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) (Items that applied Ghostflame have been buffed to make their DPS roughly equivalent to what it was before with crits)
- Enemies that are too far off screen will no longer get hit by most attacks
- An option was added to turn off "Hitstop"
LOOT CHANGES
- Most "Poisons" got damage buffs
- "Decay" was changed so that it can be applied twice, for double damage
- To accompany the Decay change, Lost Pendant and Poisonfrog Charm have switched their effects around (though they still apply the same status as before)
- Spark was nerfed to only hit the afflicted enemy + the 2 enemies closest to it, rather than all enemies
- 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)
- "Queen's Crown" has a new effect. It's old effect has been moved to a new item called "Pointed Ring".
- Rockdragon Mail's cooldown can no longer be reset by loot or ability effects....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!
- Youkai Bracelet and Kyou no Omikuji's effects have been changed.
ENEMY ADJUSTMENTS
- A number of "Normal" multiplayer patterns were adjusted to be slightly easier
MODDING ADJUSTMENTS
-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.
- 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.
Hopefully this doesn't break any mods! (theoretically it shouldn't change anything outside of a training dummy/treasure room context)
- The "Decay" status's key has been edited; so any mods that use it might break
- tset_uservar_aflplayer_pos and ttrg_player_afflicted now use "s_aflPlayerId" instead of "r_aflPlayerId"
- Added "^" (power) and "%" (mod) to tset_strength, tset_uservar, tset_randomness, tset_hbsstr, tset_critratio
- sqVar1, sqVar2, and sqVar3 are now initialized to 0 (previously, only sqVar0 was initialized)
- Minimum hidden cooldown is now 300ms for all abilities (was previously 400 for most abilities, and 700 for abilities without a GCD)
- 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)
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!
- bp_showgroups and bp_showorder now have a "permanent" variable that will make them last until the end of battle
- 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)
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.
BUG FIXES
- Too many to list
- In fact, I've honestly lost track of them, and didn't note every one down as I fixed it

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