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13 new items ({{Color|tier1|0}}, {{Color|tier2|5}}, {{Color|tier3|4}}, {{Color|tier4|4}}):
13 new items ({{Color|tier1|0}}, {{Color|tier2|5}}, {{Color|tier3|4}}, {{Color|tier4|4}}):


''Bait, Garden, Riposte, Spicy Sauce, Tentacle, Adrenaline, Improved Tools, Peacock, Silver Bullet, Bloody Hand, Extra Stomach, Giant Belt.''
''Adrenaline, Bait, Bloody Hand, Extra Stomach, Garden, Giant Belt, Improved Tools, Peacock, Riposte, Silver Bullet, Spicy Sauce, Tentacle.''


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<div class="statscard-grid statscard-grid">

Revision as of 13:48, 14 February 2023

Summary

Characters

4 new characters: Cyborg, Glutton, Jack, Lich.

Cyborg.png

Cyborg
Character
  • You start with 1 Minigun
  • Ranged Damage modifications are increased by 250%
  • 100% of your Ranged Damage are temporarily converted into Engineering halfway through a wave (1 Ranged Damage = 2 Engineering)
  • Engineering modifications are reduced by 75%
  • Melee modifications are reduced by 100%
  • Elemental modifications are reduced by 100%

Glutton.png

Glutton
Character
  • +50 Luck
  • +1 % Explosion Damage when picking up a consumable while at maximum health
  • Consumable have a 100% chance to explode for 10 (500% Melee Damage.png) damage when picked up
  • +25 % Items Price
  • -25 % XP Gain

Jack.png

Jack
Character
  • +50% damage against bosses and elites
  • +200% materials dropped from enemies
  • -75% Enemies
  • +250 % Enemy health
  • +50 % Enemy damage
  • Note: On higher danger levels, only Elites spawn, never hordes

Lich.png

Lich
Character
  • +10 HP Regeneration
  • +10 % Life Steal
  • 100% chance to deal 10 (Max HP.png) damage to a random enemy when you heal
  • Damage modifications are reduced by 50%

Changes to Characters

  • Arms Dealer.png Arms Dealer:
    • +25% Damage modifications => +33% (Buff)
  • Demon.png Demon:
  • Farmer.png Farmer:
    • 5% Harvesting growth => 3% (Nerf)
    • +30 Harvesting => +20 (Nerf)
    • +1 Harvesting when eating a consumable while at full health (Buff)
  • Mage.png Mage:
    • -100 Melee/Ranged Damage/Engineering => -0; and:
    • -100% Melee/Ranged Damage/Engineering modifications instead (Buff)
    • Editor note: This means that Mage can now take non-elemental weapons without them suffering a major damage penalty (eg. SMG/Shotgun).
  • Wildling.png Wildling:
    • -3 Melee/Ranged Damage => -0 (Buff)
    • +25% Life Steal with Primitive weapons => +30% (Buff)

Weapons

3 new weapons: Jousting Lance, Pruner, Revolver.

Jousting Lance.png

Jousting Lance
Medieval
  • Damage: 25 (50%Melee Damage.png 30%Speed Stat.png)
  • Critical: x2 (3% chance)
  • Cooldown: 1.58s
  • Range: 250 (Melee)
  • +2 % Speed
  • -10 % Damage while standing still

Pruner.png

Pruner
Support
  • Damage: 10 (50%Melee Damage.png)
  • Critical: x1.25 (3% chance)
  • Cooldown: 1.14s
  • Knockback: 2
  • Range: 150 (Melee)
  • Spawns a garden that creates a fruit every 15/14/12/10 seconds

Revolver.png

Revolver
Gun
  • Damage: 15 (Ranged Damage.png)
  • Critical: x2 (3% chance)
  • Cooldown: 0.43s
  • Knockback: 15
  • Range: 450 (Ranged)
  • Cooldown is 3.47s every 6 shots

Changes to Weapons

  • Ghost Scepter.png Ghost Scepter: Base damage increased (Buff)
  • Ghost Scepter.png Ghost Scepter: Cooldown decreased (Buff)
  • Hammer.png Hammer: 100% Melee Damage scaling => 150%/175%/200% (tier II/III/IV) (Buff)
  • Laser Gun.png Laser Gun: Base damage increased (Buff)
  • Obliterator.png Obliterator: Slightly slower projectile (Buff)
  • Plank.png Plank: Damage scaling starts at 50% instead of 25% Melee/Elemental/Engineering (Buff)
  • Plank.png Plank: Cooldown reduced (Buff)
  • Plasma Sledgehammer.png Plasma Sledgehammer: 100% Melee/Elemental Damage scaling => 150%/200% (tier III/IV) (Buff)
  • Screwdriver.png Screwdriver: Tool, Precise => Tool (Tweak)
  • Screwdriver.png Screwdriver: +3 Knockback (Buff)
  • Slingshot.png Slingshot: Reduced scaling from getting upgraded (Nerf)
  • Thief Dagger.png Thief Dagger: Damage increased (Buff)
  • Thief Dagger.png Thief Dagger: Chance for material on crit increased (Buff)
  • Thunder Sword.png Thunder Sword: 100% Melee/Elemental Damage scaling => 125%/150% (tier III/IV) (Buff)

Items

13 new items (0, 5, 4, 4):

Adrenaline, Bait, Bloody Hand, Extra Stomach, Garden, Giant Belt, Improved Tools, Peacock, Riposte, Silver Bullet, Spicy Sauce, Tentacle.

✔️

Max HP.png HP Regeneration.png Life Steal.png Damage.png Melee Damage.png Ranged Damage.png Elemental Damage.png Attack Speed.png Crit Chance.png Engineering Stat.png Range Stat.png Armor.png Dodge Stat.png Speed Stat.png Luck.png Harvesting.png

📦 👁️ Materials.png 🏷️

Bait.png

Bait
Item
  • +8 % Damage
  • Special enemies appear at the beginning of the next wave

Garden.png

Garden
Item
  • Spawns a garden that creates a fruit every 15 seconds

Riposte.png

Riposte
Item
  • +2 Melee Damage
  • 50% chance to deal 1 (300%Melee Damage.png) damage to an enemy when dodging their attack

Spicy Sauce.png

Spicy Sauce
Limited (4)
  • +3 Max HP
  • Consumables have a 25% chance to explode for 5 (50%Max HP.png) damage when picked up

Tentacle.png

Tentacle
Limited (5)
  • +3 % Crit Chance
  • +20% chance to heal 1 HP when killing an enemy with a critical hit

Adrenaline.png

Adrenaline
Unique
  • +5 % Dodge
  • 50% chance to heal 5 HP when dodging an attack

Improved Tools.png

Improved Tools
Unique
  • +10 % Attack Speed
  • Reduces the attack cooldown of your structures by 0% (50%Attack Speed.png)

Peacock.png

Peacock
Item
  • +25 % XP Gain
  • +100 % XP Gain during the next wave
  • +50 % Enemy damage during the next wave

Silver Bullet.png

Silver Bullet
Item
  • +25% damage against bosses and elites

Bloody Hand.png

Bloody Hand
Item
  • +12 % Life Steal
  • +2 % Damage for every 1 % Life Steal you have
  • You take 1 damage per second (does not give invulnerability time)

Extra Stomach.png

Extra Stomach
Unique
  • +1 Max HP when picking up a consumable while at maximum health (max +10 per wave)

Giant Belt.png

Giant Belt
Unique
  • Critical hits deal 10% of an enemy’s current health as bonus damage (1% for bosses and elites)

Lucky Coin.png

Lucky Coin
Unique
  • +2 Luck for every 1 % Crit Chance you have
  • -2 Armor

Changes to Items

(Buff)(Nerf)(Tweak)

Misc Changes

  • Fruits now get attracted at the end of a wave
  • Added a button in the Gameplay options to reset them to their default values
  • Bosses now drop legendary crates (Buff)
  • Flying enemies no longer spawn projectiles when hit by melee weapons (Buff)
  • Monk elite attacks tweaked
  • Tentacle enemy: drops more materials (Buff)
  • Increased the minimum distance from the edges of the map where structures can spawn
  • A scrollbar is now displayed when a description is cut off
  • Reworded "Chance for double materials" into "Double Material Chance"
  • Tweaked how damage from luck stacks (Nerf)

Fixes

Changes

  • Fixed a bug where enemy projectiles were not affected by the difficulties' damage increase (boss projectiles' base damage is decreased to compensate)
  • Fixed a bug where weapon set effects were not properly deserialized when resuming a run after exiting the game
  • Fixed Alien Baby.png Alien Baby being improperly tagged
  • Fixed a bug where Wisdom.png Wisdom would make the % Damage stat go up when hovering it in the level up screen
  • Fixed a bug where the "Recycling" challenge's value wasn't being reset between runs
  • Fixed a bug where enemy projectiles weren't being affected by the "Enemy Damage" accessibility option
  • Fixed a bug where Anvil.png Anvil could upgrade Wildling.png Wildling's weapons past tier II
  • Fixed a bug where some effects were not applied correctly when going back to the weapon selection screen from the difficulty selection screen
  • Fixed a bug where projectile spread was not getting properly deserialized from save files
  • Fixed a bug where the ticks for the last 5 seconds of a wave were slightly desynchronized
  • Fixed a bug where loot aliens sometimes didn't drop materials
  • Fixed a bug where Landmines.png Landmines, Spicy Sauce.png Spicy Sauce and Rip and Tear.png Rip and Tear were not tagged as Explosive
  • Fixed a bug where having the font size at 125% would keep you from selecting a difficulty
  • Fixed a bug where Turrets were being affected by Range
  • Fixed a bug where damage dealt would increase when having less than -100% Damage and negative flat damage
  • Fixed a bug where structures would sometimes not spawn
  • Fixed a bug where turning off the HP bar option while in-game would crash the game
  • Fixed Vigilante Ring.png Vigilante Ring's tracking value

Notes