Hello Rabbits! The Toybox Mode is finished! It's in the Extras, and [b]becomes available when you've unlocked all playable characters and item sets.[/b] [img]https://clan.cloudflare.steamstatic.com/images//43296890/79ba680ab80edc68d8b1601c1dd9370f296fa4fa.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//43296890/1c5e58ef63e30c80a8e914bfbde319586fd02d08.gif[/img] 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. [img]https://clan.cloudflare.steamstatic.com/images//43296890/331048cf67798e1cf4f8ce6ca6d4865d7d52afd2.gif[/img] 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! [img]https://clan.cloudflare.steamstatic.com/images//43296890/ae70def3eb2e56e8270282a2a8e4989c9fe21a77.gif[/img] 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! [img]https://clan.cloudflare.steamstatic.com/images//43296890/0eb4093ed41359cddbda0611abf728954fe6b44f.png[/img] - 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) [img]https://clan.cloudflare.steamstatic.com/images//43296890/f42bc6046c417367fdaa3b492ada3a13f7e09e44.png[/img] - Ruby Special now applies a palette-dependant Burn effect, so multiple players taking this upgrade can all apply their own Burn [img]https://clan.cloudflare.steamstatic.com/images//43296890/1a7a768c54fcbe031ae5c0e0da32b7ddf5cc89cb.png[/img] - Ruby Special now applies a palette-dependant Burn effect, so multiple players taking this upgrade can all apply their own Burn [img]https://clan.cloudflare.steamstatic.com/images//43296890/668d2a2e888053cf05ebc816bd7b4e2f21ad4009.png[/img] - Ruby Primary now applies a palette-dependant Burn effect, so multiple players taking this upgrade can all apply their own Burn [img]https://clan.cloudflare.steamstatic.com/images//43296890/0b545d3e7fd07dbc045c95c2d072ad15b5792357.png[/img] - Fixed issue where invulnerability length when using Emerald Special was shorter than intended [img]https://clan.cloudflare.steamstatic.com/images//43296890/583b3c75c1570f46a4aca8bd355406b1cf1ce07d.png[/img] - 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) [img]https://clan.cloudflare.steamstatic.com/images//43296890/fbf7a6698e39e7a40c5907a30dc66b4a48e05f94.png[/img] - 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 Shining Arms 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