1. RABBIT & STEEL: EXTRA MODE
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  3. Thanks for your patience! And have fun!
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  6. If you happen to find any bugs, the easiest way to inform me of them is in the Discord!!
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  9. This is a free update, but if you really really want to give me money, please consider buying Extra Mode's Soundtrack! It should be available as I publish this post.
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  11. And if you really really really really want to give me money, there will be some more merch coming out next week! Keep an eye on the Steam posts!
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  14. Despite a lot of new content, there actually weren't too many changes to pre-existing loot or enemies. I did try to keep a log of everything, but it's entirely possible that I missed a few things. A lot can happen in a year!
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  16. If you notice a few things in particular getting nerfed, sorry! There's some places in Extra Mode where certain items were just TOO good, and I don't want to let a whole set of enemies be so extremely easy if you just get 1 item from the Spark set.
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  20. HOTFIX 2.0.0.1
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  22. - Fixed issue where, when first opening the DLC, your stage would constantly get reset to the Darkhouse Depths
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  24. - Fixed issue where your framerate would get set to 1 frame higher than it should
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  26. - Fixed issue where your game would crash upon beating a boss when you would see a story event afterward
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  28. - Fixed issue where you'd unlock the Cultist Set even when you didn't meet the conditions to unlock it
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  30. - Fixed issue where Grenadier's Garnet Primary would occasionally crash the game
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  33. HOTFIX 2.0.0.2
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  35. - Fixed issue where having vsync enabled would cause the game to lag
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  37. - Fixed the left arrow on the map not working correctly
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  39. - Fixed Pyromancer Rabbit's Sapphire Special not having a cooldown reduction, despite it being listed in the description
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  41. - Fixed issue where the Depth's area boss could KO you even when you had a Phoenix Charm
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  43. - Fixed a number of typos across languages
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  45.  
  46. (Very Incomplete) Patch Notes
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  49. - New content was added! Lots of it! I'll let you discover it for yourself.
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  53. - "Random Stage" is no longer available from the start of Cute mode (you must win each other stage first, like other difficulties)
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  55. - The priority for which enemy is targeted when using "free aim" has been adjusted to take the enemy's radius into account
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  57. - 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)
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  60. - 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)
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  62. (Items that applied Ghostflame have been buffed to make their DPS roughly equivalent to what it was before with crits)
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  65. - You can now only hold down a maximum of two abilities at once; holding down more than that won't have any effect
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  67. - Enemies that are too far off screen will no longer get hit by most attacks
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  70. - An option was added to turn off "Hitstop"
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  73. - Most "Poisons" got damage buffs
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  76. - "Decay" was changed so that it can be applied twice, for double damage
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  78. - To accompany the Decay change, Lost Pendant and Poisonfrog Charm have switched their effects around (though they still apply the same status as before)
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  81. - Spark was nerfed to only hit the afflicted enemy + the 2 enemies closest to it, rather than all enemies
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  84. - 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)
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  87. - "Queen's Crown" has a new effect. It's old effect has been moved to a new item called "Pointed Ring".
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  90. - Rockdragon Mail's cooldown can no longer be reset by loot or ability effects.
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  92. ...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!
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  95. - Youkai Bracelet and Kyou no Omikuji's effects have been changed.
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  97. - A number of "Normal" multiplayer patterns were adjusted to be slightly easier
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  99. -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.
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  102. - 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.
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  104. Hopefully this doesn't break any mods! (theoretically it shouldn't change anything outside of a training dummy/treasure room context)
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  107. - The "Decay" status's key has been edited; so any mods that use it might break
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  109. - tset_uservar_aflplayer_pos and ttrg_player_afflicted now use "s_aflPlayerId" instead of "r_aflPlayerId"
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  111. - Added "^" (power) and "%" (mod) to tset_strength, tset_uservar, tset_randomness, tset_hbsstr, tset_critratio
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  113. - sqVar1, sqVar2, and sqVar3 are now initialized to 0 (previously, only sqVar0 was initialized)
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  115. - Minimum hidden cooldown is now 300ms for all abilities (was previously 400 for most abilities, and 700 for abilities without a GCD)
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  118. - 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)
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  120. 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!
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  123. - bp_showgroups and bp_showorder now have a "permanent" variable that will make them last until the end of battle
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  126. - 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)
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  128. 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.
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  130. - Too many to list
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  132. - In fact, I've honestly lost track of them, and didn't note every one down as I fixed it
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