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Revision as of 13:10, 26 October 2024 by Darkly77 (talk | contribs) (INITIAL \o/)
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Patch v1.1.0.0 was released October 25th, 2024. It was released alongside the Abyssal Terrors DLC, and features new content, tweaks, and a multiplayer co-op mode. The Steam release post is here.

Overview

Features

  • Local multiplayer for up to 4 players (compatible with Steam Remote Play Together)
  • Added accessibility option to enable retrying a failed wave
  • Added an option to disable the music tracks that lead to copyright issues
  • Steam Trading Cards have been enabled

Balancing

Items


Weapons

  • Cacti Club.png Cacti Club: 80% Melee Damage scaling => 80/85/90/100%, 50% Ranged Damage scaling => 50/60/70/80%
  • Chain Gun.png Chain Gun: price 270 => 300, damage 3 => 2, crit damage x2 => x1.5
  • Chopper.png Chopper: range 125/135/150/180 => 135/150/165/180, HP scaling 20% => 15/20/25/30%, tier 4 crit chance 20% => 25%
  • Crossbow.png Crossbow: price 18/36/66/140 => 16/34/62/132, damage 8/10/12/15 => 10/12/15/18
  • Excalibur.png Excalibur: cost 260 => 230
  • Fighting Stick.png Fighting Stick: renamed to Quarterstaff, +2%/5%/9%/15% XP Gain
  • Flamethrower.png Flamethrower: burning damage 3x5/4x6/5x8 => 1x3/3x5/5x8, range 300/350/400 => 250/300/400, projectile speed 1000 => 800/900/1000
  • Gatling Laser.png Gatling Laser: price 300 => 290, -50% piercing damage => -25%
  • Hammer.png Hammer: damage 30/60/100 => 35/70/110, knockback 25/30/40 => 30/40/50, +2/4/6 Knockback
  • Jousting Lance.png Jousting Lance: damage 25/30/35/50 => 20/25/30/50, price 18/34/68/118 => 20/36/72/132
  • Laser Gun.png Laser Gun: cooldown 105/100/95/85 => 95/90/85/75
  • Lightning Shiv.png Lightning Shiv: crit chance 5/10/15/15% => 4/6/8/10%, projectile crit chance 3% => 4/6/8/10%, 100% Elemental Damage scaling => 80%, price 15/31/61/122 => 18/36/66/142, projectile damage 5/8/12/15 -> 5/6/8/11
  • Medical Gun.png Medical Gun: cooldown 45/40/35/25 => 40/34/27/20
  • Obliterator.png Obliterator: projectile speed 1500 => 2000
  • Pistol.png Pistol: crit chance 3% => 5%/10%/15%/20%
  • Plank.png Plank: 50/55/60/65% damage scaling => 50/60/70/80%, tweaked hitbox
  • Rock.png Rock: damage 20/30/40/60 => 20/35/50/70
  • Rocket Launcher.png Rocket Launcher: explosion size slightly increased
  • Scissors.png Scissors: crit damage x2 => x2/x2.15/x2.3/x2.5
  • Scythe.png Scythe: +100% Life Steal scaling, price 260 => 285
  • Sniper Gun.png Sniper Gun: spawned projectiles crit chance 3% => 20%, crit damage x2/x2 => x3/x4
  • Stick.png Stick: crit damage x2 => x1.5, damage 8/8/12/20 => 8/9/10/12, cooldown 40/36/31/27 => 42/38/34/30
  • Torch.png Torch: cost 12/26/52/105 => 10/22/45/91, burn damage 3x3/5x4/8x6/12x8 => 3x3/5x5/8x6/12x9, melee/elemental damage scaling 50% => 50/65/80/100%, gives +1 burning spread in tiers III and IV, tweaked hitbox
  • Wand.png Wand: cost 15/31/61/122 => 12/26/52/105, burn damage 3x3/5x4/8x5/12x6 => 3x3/5x5/8x6/12x9


Characters

  • Apprentice.png Apprentice: can now start with Medical Gun, can no longer start with Pistol
  • Artificer.png Artificer: +100% Damage with Tool weapons
  • Bull.png Bull: changed tag "Max HP" to "Armor"
  • Chunky.png Chunky: can now start with Taser and Revolver, can no longer start with Hand
  • Cryptid.png Cryptid: can't start with Sharp Tooth anymore
  • Cyborg.png Cyborg: 250% Ranged Damage converted into Engineering => 200%, replaced "stat_engineering" tag with "structure" tag
  • Demon.png Demon: can now start with Wrench
  • Doctor.png Doctor: doubles HP Regeneration => +100% HP Regeneration modifications
  • Engineer.png Engineer: added "structure" wanted tag
  • Entrepreneur.png Entrepreneur: can now start with Quarterstaff, Hatchet, Ghost Flint, Crossbow, Claw and Plank, can no longer start with Wand
  • Explorer.png Explorer: can now start with Hand, Wrench, Jousting Lance, Thief Dagger and Ghost Axe, no longer has the "Pickup" tag, now has the "Consumable" tag
  • Farmer.png Farmer: can now start with Quarterstaff, Slingshot and Thief Dagger
  • Fisherman.png Fisherman: can now start with Plank, Pruner and Scissors, can no longer start with Screwdriver
  • Generalist.png Generalist: can now start with Scissors, Ghost Flint, Fist, Shredder and Ghost Scepter, can no longer start with Pistol
  • Gladiator.png Gladiator: can now start with Hatchet and Lightning Shiv
  • Glutton.png Glutton: can no longer start with Hatchet
  • Golem.png Golem: can now start with Crossbow and Ghost Scepter
  • Hunter.png Hunter: can now start with Scissors and Shotgun
  • Jack.png Jack: +75% damage against bosses => +125%, +250% Enemy Health => +175%, +50% Enemy Damage => +35%, -75% enemies => -70%, increase in materials dropped now also affects trees, can now start with Spiky Shield, can no longer start with Pistol
  • King.png King: can now start with Jousting Lance, Rocket Launcher and Fireball
  • Knight.png Knight: +5 Armor => +3, can now start with Quarterstaff, Plank, Rock, Fist, Knife, Scissors and Cacti Club, can no longer start with Spiky Shield
  • Lich.png Lich: can now start with Thief Dagger, Spiky Shield, Lightning Shiv and Rock
  • Loud.png Loud: can now start with Screwdriver, can no longer start with Revolver, Taser and Wand
  • Lucky.png Lucky: can now start with Jousting Lance, Torch and Pruner
  • Mage.png Mage: +33% Elemental Damage modifications => +25%, -100% Engineering modifications => -50%
  • Masochist.png Masochist: can now start with Torch, can no longer start with Ghost Scepter
  • Multitasker.png Multitasker: can now start with Rock and Ghost Flint, can no longer start with Pistol
  • Mutant.png Mutant: +200% XP Gain => -66% XP required to level up, can now start with Lightning Shiv
  • Old.png Old: can now start with Revolver
  • File:One-Armed.png One-Armed: can no longer start with Screwdriver, Ghost Flint, Pistol, Fist, Crossbow, Wand, Chopper and Laser Gun
  • Pacifist.png Pacifist: can no longer start with Spiky Shield
  • Ranger.png Ranger: can now start with Shotgun and Slingshot
  • Renegade.png Renegade: can now start with Shuriken and Slingshot
  • Saver.png Saver: can now start with Revolver, Fist, Chopper and Pruner
  • Sick.png Sick: can now start with Cacti Club, Pruner, Ghost Flint, can no longer start with Hand
  • Soldier.png Soldier: can now start with Lightning Shiv
  • Speedy.png Speedy: can now start with Ghost Flint and Pruner, can no longer start with Wrench
  • Streamer.png Streamer: added "structure" wanted tag, can now start with Ghost Scepter, can no longer start with Quarterstaff, Rock, Jousting Lance, Knife, Lightning Shiv and Claw
  • File:Well-Rounded.png Well-Rounded: can now start with Fist, Slingshot and Wrench


Enemies

  • Helmet Aliens: health increased (8+3/wave => 8+4/wave)
  • Loot Aliens: health decreased in earlier waves, increased in later waves (50+25/wave => 5+30/wave)
  • Junkies: health decreased (15+5/wave => 5+5/wave), 0% Knockback resistance => 50%
  • Spawners: stay further away from the player (400 => 450)
  • Small Chargers: 100% Knockback resistance => 80%
  • Big Chargers: 100% Knockback resistance => 90%
  • Buffers, Lampreys, Shooters: 100% Knockback resistance => 95%
  • Slashers: 100% Knockback resistance => 90%, drop more materials & items/consumables
  • Tentacles: drop more materials & items/consumables

Elites

  • Colossus: deals less damage, 1st phase projectiles are slower
  • Gargoyle: tweaked 1st and 3rd phases, more 2nd and 3rd phase projectiles
  • Croc: spawns less projectiles in 2nd phase, 2nd phase charge cooldown increased, projectile ring size slightly increased
  • Mom: reduced number of enemies spawned and number/damage of slashes in 2nd phase
  • Butcher: cooldown reduced in phase 1 & 3, more projectiles in phase 2
  • Rhino: cooldown reduced


Changes

  • Wave 20 on endless mode now lasts for 90 seconds
  • Bugs can now be reported by pressing F8 in game. Game data will be attached to the report to help us diagnose issues.
  • Save files have been upgraded and are not compatible with previous versions. A new save file will be created on the first launch using your existing save.
  • Slightly increased the chance of finding the same weapons or weapons of the same sets in the first five shops
  • Waves with elites are now displayed in the pause menu
  • Long item text can now be scrolled with the right joystick
  • Shop materials now flash when trying to spend more than the available materials
  • UX improvements to character and weapon selection
  • Updated formatting of weapon and structure damage modifiers in tooltips
  • Updated formatting of burning damage in tooltips. The burn duration is now displayed first, followed by damage.
  • Having multiple Scared Sausages now only increases the damage and no longer the duration of its burn effect (chance of activation still stacks)
  • Number of loot aliens spawned are no longer affected by modifiers to the number of enemies
  • Structures' shooting animation speed now scales with increases of structure attack speed (=removed hidden ~3 shots/sec cap from animation length)
  • Added a new "structure" tag which is separate from the old "stat_engineering" tag and assigned it to relevant items
  • Fruits now no longer heal instead of healing 1 HP when having -3 Consumable Healing stat or less
  • Pocket Factory.png Pocket Factory now counts as 1 structure (for Streamer.png Streamer etc.)
  • % Structure Attack Speed now appears in the Secondary Stats container
  • Plasma Sledgehammer renamed to Plasma Sledge to allow display of weapon classes
  • Faster enemies get slowed down more when hitting you (proportionally to their speed)
  • Bonus % damage applied by items & other effects is now rounded instead of rounded down
  • Effects to enemy damage and health from all sources are now applied as a multiplier rather than additively which has many implications, including making items like Peacock and Celery Tea display the right amount of modifications applied and making 182% runs harder
  • Updated the description of "Strange Book.png Strange Book" to "permanent Elemental Damage" to reflect its actual effect
  • Renamed the "Builder" challenge to "Industrialization"
  • Adjusted the volume of some sounds
  • Bosses and charging enemies can more reliably push other enemies out of the way to avoid being stuck
  • Tooltips now track damage/healing done for structures and the Lucky.png Lucky and Bull.png Bull characters
  • Weak enemies now get despawned in priority once the enemy limit for a wave is reached
  • The weapon inventory in shops now display more weapons simultaneously if playing characters with increased weapon caps (Multitasker.png Multitasker)
  • Weapons can no longer have more than ~3 seconds of cooldown before their first shot at the beginning of a wave
  • Locking items in single player can now be done using the same button as in the coop shop
  • King.png King and Fairy.png Fairy icons now appear on the first copies of the items they affect
  • Renegade.png Renegade icon now also appears when getting an item from a crate
  • Damage dealt numbers are now formatted with commas
  • Limited items now display how many of them you have next to the max number you can have
  • "Consumable" and "Luck" tags are now separated


Fixes

  • Fixed a bug where the additional value added to existing materials after the max number of materials on the ground has been reached did not take the "materials dropped" modifiers into account (affected Jack)
  • Knockback now always pushes enemies away from the player
  • Charging enemies now behave more predictably when attacking close to the player
  • Fixed bug triggered when pause is pressed while go button is held
  • The amount of enemies is now more reliably affected by items and characters that increase/decrease it
  • Enemy groups now reliably spawn together, instead of occasionally scattering over the map
  • Fixed a bug where Farmer's and Streamer's negative materials dropped effect wasn't affecting trees
  • Fixed a bug where Grind's Magical Leaf's tooltip was only displaying the stats gained by the first copy of the item
  • Fixed issue that could cause enemies to stop moving at low speed settings
  • Fixed inaccurate extra cooldown value shown in Revolver and Chain Gun tooltips
  • Fixed incorrect text color for some short weapon cooldowns in tooltips
  • Fixed incorrect rounding of damage in Incendiary Turret tooltip
  • Fixed damage from Scared Sausage not being included in Incendiary Turret tooltip damage
  • Fixed issues that could cause damage dealt for Scared Sausage to be reported incorrectly
  • Fixed a bug where the queue of enemies to spawn would fill up faster than it was emptied when having too many enemies to spawn
  • Fixed a bug where the cursor would move to the newly combined weapon after buying a combinable weapon in the shop instead of staying in the shop
  • Increased precision of short weapon cooldowns in tooltips
  • Increased precision of Garden and Pruner cooldowns in tooltips when Improved Tools are used
  • Fixed UI bugs when locking multiple baits
  • Fixed the gameplay options UI layout overflowing the screen for some languages
  • Tooltips no longer clip outside of the screen
  • Fixed the Revolver being on long cooldown at the start of waves
  • Added the "Range" tag to "Baby Gecko"
  • Added the "Elemental Damage" tag to "Alloy"
  • Added the "Attack Speed" tag to "Community Support"
  • Added the "Attack Speed" tag to "Improved Tools"
  • Added the "Damage" tag to "Power Generator"
  • Added the "Damage" tag to "Silver Bullet"
  • Added the "HP Regeneration" tag to "Octopus"
  • Added the "Ranged Damage" tag to "Sharp Bullet"
  • Removed the "Armor" tag from "Triangle of Power"
  • Fixed Japanese localization
  • Fixed the Garden's description sometimes showing the wrong cooldown
  • Fixed a bug where spinning enemy projectiles' damage was not being initialized properly
  • Fixed a bug where some information was not getting serialized/deserialized properly and was messing up some descriptions when loading a run
  • Scared Sausages now display the correct amount of damage done in the tooltip
  • Fixed the Spicy Sauce appearance not appearing
  • Fixed the rounding of enemy damage numbers which should result in smoother increase over the waves
  • Fixed a bug where rewards with descriptions that are too long would push the whole Progression screen down


Modding info

  • Created a "Brotatools" plugin that appears on the bottom dock in the Godot Editor. It helps simplify the creation process by generating most of the resource files for new content and linking them together. It also imports, resize and link sprites automatically from a folder following the structure and naming conventions of the presskit.


Special thanks to...

  • ArosRising for creating a ton of helpful documents and the Brotato MultiTool
  • DarkTwinge for making the Balance Mod
  • Everyone who contributed to the Brotato wiki
  • Everyone who participated in the betas and reported bugs and gave feedback