From Brotato Wiki

(Expand new effects into a table (WIP))
 
(46 intermediate revisions by 3 users not shown)
Line 1: Line 1:
Brotato updates may be released in the beta branch before their full release. Details for beta updates are here. They are shown with the most recent first.
{{LinkButton|name=Updates|text=< Back to Updates}}


The current beta version is '''1.0.0.1'''.
Brotato updates may be released in the beta branch before their full release. Details for beta updates are here. They are listed from oldest to newest.


The current main version is '''{{Version|version={{GetVersion}}}}'''.
Where appropriate, coloured text shows the following: {{Color|color=pastelgreen|text=(Buff)}} {{Color|color=pastelred|text=(Nerf)}} {{Color|color=cream|text=(Tweak)}}.


== Patch 1.0.0.1 ==
The current beta version is '''1.1.0.0-beta.6'''.


=== Modding Changes ===
The current main version is '''{{Version|version={{GetVersion}}}}'''.
* Upgraded [https://github.com/GodotModding/godot-mod-loader ModLoader] to v6.
* Most mods will probably need to be updated because of that, though you might want to wait until the update hits the main branch.
* (see: https://github.com/GodotModding/godot-mod-loader/wiki/Breaking-Changes)


=== Character Changes ===


* {{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}: Updated possible starting weapons {{Color|color=cream|text=(Tweak)}}
* {{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}: 80% Dodge cap => 70% {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}: +5% Attack Speed on dodge => +3% {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}: Special enemies spawn throughout wave 20 => Baits now also spawn special enemies throughout all future waves {{Color|color=cream|text=(Tweak)}}
* {{MiniModIconbox|name=King|rarity=0|image=King.png}}: +50 Luck {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}: Renegade's % damage modification now also applies to Explosion Damage {{Color|color=cream|text=(Bug Fix)}}


=== Item Changes ===
'''Spoilers for new content is shown at the bottom of the page, see: [[Beta#New Content|New Content]].'''


* {{MiniIconbox|name=Baby Gecko}}: -1% Life Steal => +10 Range {{Color|color=pastelgreen|text=(Buff)}}
==1.1.0.0==
* {{MiniIconbox|name=Missile}}: -6% Attack Speed => -4% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Panda}}: -12% Damage => -5% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniModIconbox|name=Pocket Factory|rarity=2|image=Pocket Factory.png}}: Price increased {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|name=Sharp Bullet|rarity=1|image=Sharp Bullet.png}}: -30% Piercing Damage => -20% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniModIconbox|name=Sharp Bullet|rarity=1|image=Sharp Bullet.png}}: Unique {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Spider}}: -6% Dodge => -3% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Spider}}: -8 Harvesting => -5 {{Color|color=pastelgreen|text=(Buff)}}


=== Enemy Changes ===
===Overview===  


* Special fish enemies' collision box size increased {{Color|color=cream|text=(Tweak)}}
*4 new Characters (+8 associated challenges/achievements)
* Tweaked attack patterns of the bat/demon elite {{Color|color=cream|text=(Tweak)}}
*4 new Weapons
*14 new Items


=== Misc Changes ===
===Features===


* Added next wave's number in the "go" button in the shop
*Local multiplayer for up to 4 players (compatible with ''Steam Remote Play Together'')
*Added accessibility option to enable retrying a failed wave {{Color|color=pastelgreen|text=(Buff)}}


* Added icon popups when Golem gets stat bonuses for being under half health
===Balancing===


=== Fixes ===
====Items====


* Fixed a bug where characters were considered as items for some effects
*{{MiniIconbox|Acid}}: -4% Dodge => -2%, -2 Knockback {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Alien Tongue}}: +1 Knockback {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Baby Gecko}}: 20% chance to attract materials => 25%, limit 5 => 4 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Banner}}: -2% Lifesteal => -5 Knockback {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Barricade}}: +3 Knockback {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Bean Teacher}}: +40% XP Gain => +50% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Big Arms}}: +3 Knockback, -1 Armor => -3% Attack Speed, -5% Speed => -3% {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Black Belt}}: +3 Knockback, -8 Luck => -5 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Blood Leech}}: -4 Harvesting => -3 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Bloody Hand}}: +12% Life Steal => +10% {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Boxing Glove}}: Price 15 => 18, +1 Melee Damage {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Cog}}: +1 Knockback {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Diploma}}: +20% XP Gain => +30% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Duct Tape}}: cost 25 => 20 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Exoskeleton}}: +5 Armor => +3 {{Color|color=pastelred|text=(Nerf)}} (Undocumented)
*{{MiniIconbox|Extra Stomach}}: 10 Max HP / Wave ceiling => 8 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Eyes Surgery}}: Burning activates 10% faster => 12%, +1 Elemental Damage {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Fairy}}: -2 HP Regeneration for every Legendary Item => -3 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Gambling Token}}: cost 60 => 50 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Gummy Berserker}}: +15 Range => +25 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Helmet}}: cost 25 => 15 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Lost Duck}}: +10 Luck => +8 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Lure}}: +3 HP Regeneration => +2 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Mammoth}}: +5 Knockback {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Mutation}}: -3% Speed => -3 Knockback {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Plant}}: +3 HP Regeneration => +2 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Robot Arm}}: (Entirely new effect) => +3 Melee Damage, +3 Engineering and -1 Max HP at the end of a wave {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Scar}}: Price 30 => 20 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Scared Sausage}}: Having multiple Scared Sausages now only increases the damage and no longer the duration of its burn effect {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Sharp Bullet}}: -3 Knockback {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Sifd's Relic}}: +3 Armor {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Spicy Sauce}}: 25% chance => 33%, limited to 4 => 3 {{Color|color=cream|text=(Tweak)}}
**(Editor's Note: Spicy Sauce scales both the damage and chance to activate for each Sauce. So now you can only stack the damage 3 time: 400% => 300% of your Max HP as damage, which nerfs the most dominant [[Endless Mode]] strategy)
*{{MiniIconbox|Stone Skin}}:
**Cost 80 => 85 {{Color|color=pastelred|text=(Nerf)}}
**-2 Armor => -6% Attack Speed {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Tentacle}}: Cost 32 => 35 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Terrified Onion}}: -6 Luck => -5 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Tyler}}:
**100% Engineering scaling => 75% Engineering {{Color|color=pastelred|text=(Nerf)}}
**75% Elemental Damage {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Wisdom}}: -20% Damage => -15% {{Color|color=pastelgreen|text=(Buff)}}


== Patch 1.0.0.0 ==
====Weapons====


=== Overview ===
*{{MiniIconbox|Chain Gun}}: Damage 3 => 2, crit damage x2 => x1.5 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Chopper}}: Range 125/135/150/180 => 135/150/165/180 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Crossbow}}: Damage 8/10/12/15 => 10/12/15/18 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Excalibur}}: Cost 260 => 230 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Fighting Stick}}:
**Renamed to '''Quarterstaff''' {{Color|color=cream|text=(Tweak)}}
**+2%/5%/9%/15% XP Gain {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Flamethrower}}:
**Burning damage 5x3/6x4/8x5 => 3x1/5x3/8x5 {{Color|color=pastelred|text=(Nerf)}}
**Range 300/350/400 => 250/300/400 {{Color|color=pastelred|text=(Nerf)}}
**Projectile speed 1000 => 800/900/1000 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Hammer}}:
**Damage 30/60/100 => 35/70/110 {{Color|color=pastelgreen|text=(Buff)}}
**Knockback 25/30/40 => 30/40/50 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Laser Gun}}: Cooldown 105/100/95/60 => 95/90/85/50 {{Color|color=pastelgreen|text=(Buff)}}
** (Editor's Note: This is likely a mistake. Laser Gun's Weapon cooldown was 85 in the old patch. This is quite the buff from 85 to 50.)
*{{MiniIconbox|Medical Gun}}: Cooldown 45/40/35/25 => 40/34/27/20 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Pistol}}: Crit chance 3% => 5%/10%/15%/20% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Rock}}: Damage 20/30/40/60 => 20/35/50/70 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Scissors}}: Crit damage x2 => x2/x2.15/x2.3/x2.5 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Sniper Gun}}:
**Spawned projectiles crit chance 3% => 20% {{Color|color=pastelgreen|text=(Buff)}}
**Spawned projectiles crit damage x2/x2 => x3/x4 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Stick}}: Crit damage x2 => x1.5 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Torch}}:
**Cost 12/26/52/105 => 10/22/45/91 {{Color|color=pastelgreen|text=(Buff)}}
**Burn damage 3x3/5x4/8x6/12x8 => 3x3/5x5/8x6/12x9 {{Color|color=pastelgreen|text=(Buff)}}
**Melee/elemental damage scaling 50% => 50/65/80/100% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Wand}}:
**Cost 15/31/61/122 => 12/26/52/105 {{Color|color=pastelgreen|text=(Buff)}}
**Burn damage 3x3/5x4/8x5/12x6 => 3x3/5x5/8x6/12x9 {{Color|color=pastelgreen|text=(Buff)}}


* Added 5 new [[Enemies#Elites (Danger 2+)|Elites]]
====Characters====
* Added 6 new [[Characters]]
* Added 7 new [[Weapons]]
* Added 6 new [[Items]]
* Added 12 new [[Progress|Challenges]]


=== Changes ===
*{{MiniIconbox|Bull}}: Changed tag "Max HP" to "Armor"
*{{MiniIconbox|Entrepreneur}}: Can now start with {{MiniIconbox|name=Fighting Stick}} [Quarterstaff] and {{MiniIconbox|name=Hatchet}}
*{{MiniIconbox|Explorer}}: Can now start with {{MiniIconbox|name=Hand}}, {{MiniIconbox|name=Wrench}} and {{MiniIconbox|name=Jousting Lance}}
*{{MiniIconbox|Farmer}}: Can now start with {{MiniIconbox|name=Fighting Stick}} [Quarterstaff]
*{{MiniIconbox|Knight}}: +5 Armor => +3
*{{MiniIconbox|Mage}}: +33% Elemental Damage modifications => +25%
*{{MiniIconbox|Multitasker}}: Can now start with {{MiniIconbox|name=Rock}}
*{{MiniIconbox|Well Rounded}}: Can now start with {{MiniIconbox|name=Fist}} and {{MiniIconbox|name=Wrench}}
*{{MiniIconbox|Pacifist}}: {{MiniIconbox|name=Spiky Shield}} removed from starting weapons. (Undocumented)
** (Editor's Note: Spiky Shield used to be a support weapon before the medieval weapon class was added. Pacifist having access to spiky shield was a leftover from the past.)


==== Character Changes ====
* {{MiniIconbox|name=Mage}}: Can now start with {{MiniIconbox|name=Plank}} {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Jack}}: +50% damage against bosses => +75% {{Color|color=pastelgreen|text=(Buff)}}


==== Item Changes ====
====[[Enemies#Elites_(Danger_2+)|Elites]]====
* {{MiniIconbox|name=Big Arms}}: +10 Melee Damage => +12 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Big Arms}}: +5 Ranged Damage => +6 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Big Arms}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Community Support}}: Now unique {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Diploma}}: +10% XP Gain => +20% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Explosive Shells}}: +15% Explosion Size {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Explosive Shells}}: Price increased (100 => 120) {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Gnome}}: +5 Elemental Damage => +10 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Heavy Bullets}}: -10% Attack Speed => -5% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Jet Pack}}: -6 Max HP => -5 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Jet Pack}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Mammoth}}: +15 Melee Damage => +20 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Mammoth}}: +2 HP Regeneration => +5 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Mammoth}}: Price increased (115 => 130) {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Medikit}}: +10 HP Regeneration => +12 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Medikit}}: Price increased (90 => 95) {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Night Goggles}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Octopus}}: +5% Life Steal => +3% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Octopus}}: +5 HP Regeneration {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Potato}}: +3% Damage => +5% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Potato}}: +1 HP Regeneration => +2 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Potato}}: +5% Attack Speed {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Potato}}: Price increased (85 => 95) {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Ricochet}}: -35% Damage => -25% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Ricochet}}: Price increased (100 => 110) {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Robot Arm}}: -3 HP Regeneration => -2 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Robot Arm}}: -3% Life Steal => -2% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Spicy Sauce}}: 50% Max HP scaling => 100% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Statue}}: +30% Attack Speed while standing still => +40% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Statue}}: Price decreased (65 => 60) {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Wolf Helmet}}: +8 Elemental Damage => +10 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Wolf Helmet}}: +15 Luck => +20 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Wolf Helmet}}: Prince increased (80 => 90) {{Color|color=cream|text=(Tweak)}}


==== Weapon Changes ====
*[[Colossus]]: Deals less damage, 1st phase projectiles are slower
* {{MiniIconbox|name=Hatchet}}: 100% Melee Damage scaling => 75% {{Color|color=pastelred|text=(Nerf)}}
*[[Croc]]: 2nd phase charge cooldown increased, projectile ring size slightly increased
* {{MiniIconbox|name=Hatchet}}: +15% Attack Speed scaling {{Color|color=pastelgreen|text=(Buff)}}
*[[Gargoyle|Demon]]: Tweaked 1st and 3rd phases, more 2nd phase projectiles
* {{MiniIconbox|name=Obliterator}}: Now part of the [[Gun]] weapon set {{Color|color=cream|text=(Tweak)}}
** (Editor's Note: Elites have names in the game files. Regular enemies do not. The Wiki names aren't official. We went with "Gargoyle" for the Elite, because {{MiniIconbox|Demon}} is a Character.
* {{MiniIconbox|name=Slingshot}}: Fixed/tweaked the cooldown from 55/55/50/55 to 55/52/50/48 {{Color|color=pastelgreen|text=(Buff)}}
*[[Mother|Mom]]: Reduced number of enemies spawned and number/damage of slashes in 2nd phase


==== Enemy Changes ====
====[[Enemies]]====
* Acid junky enemies: 20 base health => 15
* A flying enemy now appears on wave 3 on danger 2+
* Bosses health: 28,000 + 100 per wave => 15,000 + 750 per wave
* Enemies spawned by elites and bosses are now affected by modifiers to the number of enemies


==== Misc Changes ====
*Big Chargers: 100% Knockback resistance => 90%
* A button now appears in wave 19's shop to switch a normal run into an endless run
*Buffers, Lampreys, Shooters: 100% Knockback resistance => 95%
* The wave number displayed on the shop now corresponds to the '''current wave''' and not the next one
*Helmet Aliens: health increased (8+3/wave => 8+4/wave)
* Changed {{MiniModIconbox|name=Lumberjack|rarity=0|image=Tree.png}} challenge icon
*Junkies: health decreased (15+5/wave => 5+5/wave), 0% Knockback resistance => 50%
* Changed the max number of structures on the map at once, from 50 to 100
*Loot Aliens: health decreased in earlier waves, increased in later waves (50+25/wave => 5+30/wave)
*Slashers: 100% Knockback resistance => 90%, drop more materials & items/consumables (3 => 4 Materials dropped, Consumable &  item chance 1% => 3%)
*Small Chargers: 100% Knockback resistance => 80%
*Spawners: Stay further away from the player (400 => 450)
** (Editor's Note: This means that especially on wave 14, melee builds now have an easier time choosing not to pop the Junkie Spawners)
*Tentacles: Drop more materials & items/consumables  (3 => 4 Materials dropped, Consumable &  item chance 1% => 2%)


==== Fixes ====
===Changes===
* Fixed a bug where the {{MiniIconbox|name=Clover}} item was not spawning.
* Fixed a bug where "Damage" modifications were not affecting the "% Damage against bosses" secondary stat
* Fixed a bug where one less elite was spawning after wave 101 than the intended number


=== New Content ===
*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.
*Waves with [[Enemies#Elites_(Danger_2+)|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.


==== Spoiler Warning ====
===Fixes===
'''{{Color|color=pastelred|text=WARNING: Everything below here is a spoiler for unlockable content.}}'''
 
==== New Challenges ====
{| class="wikitable"
!Icon
!Name
!Requirements
!Unlock
!Unlock Type
|-
|[[File:Bait.png|32x32px]]
|'''{{Color|color=cream|text=Baited}}'''
|Get 2 Bait during a run
|{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}
|[[Characters|Character]]
|-
|[[File:Tree.png|32x32px]]
|'''{{Color|color=cream|text=Forest}}'''
|Finish a wave with 10 or more living trees
|{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}
|[[Characters|Character]]
|-
|[[File:Crown.png|32x32px]]
|'''{{Color|color=cream|text=Bourgeoisie}}'''
|Get 3 tier IV weapons at once
|{{MiniModIconbox|name=King|rarity=0|image=King.png}}
|[[Characters|Character]]
|-
|[[File:Book.png|32x32px]]
|'''{{Color|color=cream|text=Student}}'''
|Reach level 20
|{{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}
|[[Characters|Character]]
|-
|[[File:Gummy Berserker.png|32x32px]]
|'''{{Color|color=cream|text=Reckless}}'''
|Finish a wave with 1 HP
|{{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}
|[[Characters|Character]]
|-
|[[File:Metal Detector.png|32x32px]]
|'''{{Color|color=cream|text=Scavenger}}'''
|Get 10 different tier I items during a run
|{{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}
|[[Characters|Character]]
|-
|[[File:Apprentice.png|32x32px]]
|'''{{Color|color=cream|text=Apprentice}}'''
|Finish a run with Apprentice
|{{MiniModIconbox|name=Fighting Stick|rarity=1|image=}}
|[[Weapons|Weapon]]
|-
|[[File:Cryptid.png|32x32px]]
|'''{{Color|color=cream|text=Cryptid}}'''
|Finish a run with Cryptid
|{{MiniModIconbox|name=Claw|rarity=1|image=}}
|[[Weapons|Weapon]]
|-
|[[File:Fisherman.png|32x32px]]
|'''{{Color|color=cream|text=Fisherman}}'''
|Finish a run with Fisherman
|{{MiniModIconbox|name=Lure|rarity=2|image=}}
|[[Items|Item]]
|-
|[[File:Golem.png|32x32px]]
|'''{{Color|color=cream|text=Golem}}'''
|Finish a run with Golem
|{{MiniModIconbox|name=Stone Skin|rarity=3|image=}}
|[[Items|Item]]
|-
|[[File:King.png|32x32px]]
|'''{{Color|color=cream|text=King}}'''
|Finish a run with King
|{{MiniModIconbox|name=Excalibur|rarity=4|image=}}
|[[Items|Item]]
|-
|[[File:Renegade.png|32x32px]]
|'''{{Color|color=cream|text=Renegade}}'''
|Finish a run with Renegade
|{{MiniModIconbox|name=Fairy|rarity=3|image=}}
|[[Items|Item]]
|}
 
==== New Characters ====
6 new characters: {{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}, {{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}, {{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}, {{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}, {{MiniModIconbox|name=King|rarity=0|image=King.png}}, {{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}.


<table class="itembox-table" style="color:#eee; background:transparent; vertical-align:top;">
*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 {{MiniIconbox|name=Jack}}).
<tr>
** (Editor's Note: When there were 50 or more materials on the ground, Jack would lose out on the triple material drop, and just get regular drops.)
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
** (Editor's Note: As a trade-off, Jack now no-longer has 100% [[Materials]] drop-rate, and is back to regular drops.)
{{StatsCard
* The ability "-50% Materials dropped" now also affects trees. (Important for {{MiniIconbox|name=Farmer}} and {{MiniIconbox|name=Streamer}}). (Undocumented)
| name   = Apprentice
** (Editor's Note: Before all the characters with "-50% materials" style abilities were the same. But now there's a difference. Farmer and Streamer also have their trees halved, while {{MiniIconbox|name=Explorer}}, {{MiniIconbox|name=Fisherman}}, and {{MiniIconbox|name=Cryptid}} have the "-50% materials from enemies. Trees are considered Neutral within the game, so the latter three characters get 100% material drops for killing trees.
| type  = character
*Knockback now always pushes enemies away from the player.
| cat    = Character
** (Editors Note: Before Knockback would be in the direction of the weapon that hit the enemy. So a weapon could knock enemies towards you at the end of its swing. Turrets could push them towards you, and spawned projectiles had a weird bug where the knockback would push enemies in a spiral around you.)
| image  = Apprentice.png
*Charging enemies now behave more predictably when attacking close to the player.
| rarity = 0
*Fixed bug triggered when pause is pressed while go button is held.
| stat1  = {{Color|green|+2 Melee Damage}} when you level up
*The amount of enemies is now more reliably affected by items and characters that increase/decrease it.
| stat2  = {{Color|green|+1 Ranged Damage}} when you level up
*Enemy groups now reliably spawn together, instead of occasionally scattering over the map.
| stat3  = {{Color|green|+1 Elemental Damage}} when you level up
** (Editor's Note: Wave 7 was known for its Chargers to sometimes spawn scattered all over the map, making them much harder to deal with.)
| stat4  = {{Color|green|+1 Engineering Damage}} when you level up
*Fixed issue that could cause enemies to stop moving at low speed settings.
| stat5  = {{Color|red|-2 Max HP}} when you level up
** (Editor's Note: Some [[Enemies]] have their speed randomized when they enter the map. Before that speed didn't scale with [[Dangers#Accessibility_Sliders_-_Additional_Difficulties|accessibility settings]]. Now it does. So before, if you played with 25% speed, enemies could have their base speed reduced to for example 62, and then be hit by a +-50 speed that wasn't affected. This caused some of the enemies to spawn with a speed of nearly 0. Reversely, this changed also made runs played with the accessibility settings turned above 100% harder.)
}}
*Fixed incorrect text color for some short weapon cooldowns in tooltips.
</td>
** (Editor's Note: Some Weapons, Minigun 4, Gatling Laser, and Chain Gun had a "weapon cooldown" of 1 frame, while the minimum weapon cooldown is coded to be 2 frames. So while at lower attack speeds, the tooltip would be red because the calculated attack speed was technically slower than the default attack speed. Even if that default attack speed was illegal. Their cooldown was changed to 2 frames.)
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
*Increased precision of short weapon cooldowns in tooltips.
{{StatsCard
** (Editor's Note: Weapon cooldown tooltip now show 3 significant numbers when their cooldown is 0.2 seconds or lower.)
| name   = Cryptid
*Fixed the gameplay options UI layout overflowing the screen for some languages.
| type  = character
*Tooltips no longer clip outside of the screen.
| cat    = Character
| image  = Cryptid.png
| rarity = 0
| stat1  = More trees spawn
| stat2  = {{Color|green|+10 Harvesting}} for every current living tree
| stat3  = {{Color|green|+3 HP Regeneration}} for every current living tree
| stat4  = Dodge is capped at {{Color|green|70%}}
| stat5  = {{Color|green|+3 Attack Speed}} until the end of the wave when you dodge an attack
| stat6  = {{Color|red|-100}} % Life Steal
| stat7  = {{Color|red|-100}} Range
| stat8  = {{Color|red|-50%}} materials dropped from enemies
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name   = Fisherman
| type  = character
| cat    = Character
| image  = Fisherman.png
| rarity = 0
| stat1  = {{Color|green|+20 Harvesting}}
| stat2  = Shops always sell a {{Color|green|Bait}}
| stat3  = {{Color|green|-95% Bait}} price
| stat4  = {{Color|green|+2 Harvesting}} for every {{Color|green|1 Bait}} you have
| stat5  = Baits make some special enemies spawn throughout all future waves
| stat6  = {{Color|red|-50%}} materials dropped from enemies
}}
</td>
</tr>
<tr>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name  = Golem
| type  = character
| cat    = Character
| image  = Golem.png
| rarity = 0
| stat1  = {{Color|green|+20}} Max HP
| stat2  = {{Color|green|Max HP}} modifications are increased by {{Color|green|33%}}
| stat3  = {{Color|green|Armor}} modifications are increased by {{Color|green|33%}}
| stat4  = {{Color|green|+40 % Attack Speed}} when you have less than 50% health
| stat5  = {{Color|green|+20 % Speed}} when you have less than 50% health
| stat6  = You can't heal in any way
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name  = King
| type  = character
| cat    = Character
| image  = King.png
| rarity = 0
| stat1  = {{Color|green|+50}} Luck
| stat2  = {{Color|green|+25 % Damage}} for every Tier IV weapon you have
| stat3  = {{Color|green|+25% Attack Speed}} for every Tier IV weapon you have
| stat4  = {{Color|green|+5 Max HP}} for every different {{Color|green|Tier IV item}} you have
| stat5  = {{Color|red|-15% Damage}} for every Tier 1 weapon you have
| stat6  = {{Color|red|-15% Attack Speed}} for every Tier 1 weapon you have
| stat7  = {{Color|red|-2% Max HP}} for every Tier 1 weapon you have
| stat8  = {{Color|cream|UNLISTED BONUS:}} Starting weapon is Tier II
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name  = Renegade
| type  = character
| cat    = Character
| image  = Renegade.png
| rarity = 0
| stat1  = {{Color|green|+2}} projectiles
| stat2  = Projectiles pierce through {{Color|green|1}} additional target
| stat3  = {{Color|green|+10 % Damage}} for every different {{Color|green|Tier I item}} you have
| stat4  = You can't equip melee weapons
| stat5  = {{Color|red|-400 %}} Damage
| stat6  = {{Color|red|-50 %}} accuracy
| stat7  = {{Color|red|% Damage}} modifications are reduced by {{Color|red|80%}}
}}
</td>
</tr>
</table>


==== New Weapons ====
==== Item Fixes ====
7 new weapons: {{MiniModIconbox|name=Claw|rarity=1|image=}}, {{MiniModIconbox|name=Fighting Stick|rarity=1|image=}}, {{MiniModIconbox|name=Chain Gun|rarity=4|image=}}, {{MiniModIconbox|name=Drill|rarity=4|image=}}, {{MiniModIconbox|name=Excalibur|rarity=4|image=}}, {{MiniModIconbox|name=Gatling Laser|rarity=4|image=}}, {{MiniModIconbox|name=Scythe|rarity=4|image=}}


{{StatsCard_WeaponToggles}}
*{{MiniIconbox|name=Bait}}: Fixed UI bugs when locking multiple Baits.
*{{MiniIconbox|name=Grind's Magical Leaf}}: Fixed a bug where the tooltip was only displaying the stats gained by the first copy of the item.
*{{MiniIconbox|name=Improved Tools}}: Increased precision of {{MiniIconbox|name=Garden}} and {{MiniIconbox|name=Pruner}} cooldowns in tooltips when Improved Tools are used.
*{{MiniIconbox|name=Incendiary Turret}}: Fixed incorrect rounding of damage in tooltip.
*{{MiniIconbox|name=Scared Sausage}}: Fixed damage not being included in Incendiary Turret tooltip damage.
*{{MiniIconbox|name=Scared Sausage}}: Fixed issues that could cause damage dealt to be reported incorrectly.


<table class="itembox-table" style="color:#eee; background:transparent; vertical-align:top;">
==== Weapon Fixes ====
<tr>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCardWeaponTabs
| name1      = Claw
| class1    = Unarmed, Precise
| image1    = Claw.png
| damage1    = 5 (20%{{StatIcon|Attack Speed}} 50%{{StatIcon|Melee Damage}})
| damage2    = 10 (25%{{StatIcon|Attack Speed}} 65%{{StatIcon|Melee Damage}})
| damage3    = 15 (30%{{StatIcon|Attack Speed}} 80%{{StatIcon|Melee Damage}})
| damage4    = 25 (35%{{StatIcon|Attack Speed}} 100%{{StatIcon|Melee Damage}})
| critical1  = x2 (10% chance)
| critical2  = x2.25 (20% chance)
| critical3  = x2.5 (30% chance)
| critical4  = x3 (50% chance)
| cooldown1  = 0.78s
| cooldown2  = 0.74s
| cooldown3  = 0.69s
| cooldown4  = 0.61s
| knockback1 = 2
| range1    = 150 (Melee)
| addTierNumbers = 1
| firstShownTier = 1
                | unlock = Finish a run with Cryptid
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCardWeaponTabs
| name1      = Fighting Stick
| class1    = Primitive, Medieval
| image1    = Fighting Stick.png
| damage1    = 10 (75% {{StatIcon|Level}} 50% {{StatIcon|Melee Damage}})
| damage2    = 15 (85% {{StatIcon|Level}} 65% {{StatIcon|Melee Damage}})
| damage3    = 20 (100% {{StatIcon|Level}} 80% {{StatIcon|Melee Damage}})
| damage4    = 30 (125% {{StatIcon|Level}} 100% {{StatIcon|Melee Damage}})
| critical1  = x1.5 (3% chance)
| cooldown1  = 1.42s
| cooldown2  = 1.25s
| cooldown3  = 1.09s
| cooldown4  = 0.92s
| knockback1 = {{Color|grey|0}}
| range1    = 175 (Melee)
| speciala1  = Alternates between thrusting and sweeping attacks
| addTierNumbers = 1
| firstShownTier = 1
                | unlock = Finish a run with Apprentice
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"></td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"></td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"></td>
</tr>
<tr>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCardWeaponTabs
| name1      = Chain Gun
| class1    = Legendary, Gun
| image1    = Chain Gun.png
| image4    = Chain Gun.png
| damage4    = x3 ({{StatIcon|Ranged Damage}} {{StatIcon|Engineering}})
| critical4  = x2 (3% chance)
| cooldown2  =
| cooldown3  =
| cooldown4  = 0.07s
| knockback4 = 5
| range4    = 500 (Ranged)
| piercing4  = 1 (-50% damage)
| speciala1  = Cooldown is {{Color|red|4.4s}} every 100 shots
| addTierNumbers = 1
| firstShownTier = 4
| tier2disabled  = 1
| tier3disabled  = 1
| tier4disabled  = 0
| tier1disabled  = 1
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCardWeaponTabs
| name1      = Drill
| class1    = Legendary, Precise
| image1    = Drill.png
| image4    = Drill.png
| damage1    = XX
| damage4    = 10 ({{StatIcon|Melee Damage}}, {{StatIcon|Engineering}})
| critical4  = x2.5 (50% chance)
| cooldown4  = 0.45s
| knockback4 = 1
| range4    = 100 (Melee)
| speciala1  = {{Color|green|100%}} chance to gain 1 material when killing an enemy with a critical hit
| specialb1  = {{Color|green|+10 % Attack Speed}} every 5 seconds until the end of the wave
| addTierNumbers = 1
| firstShownTier = 4
| tier1disabled  = 1
| tier2disabled  = 1
| tier3disabled  = 1
| tier4disabled  = 0
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCardWeaponTabs
| name1      = Excalibur
| class1    = Legendary, Blade
| image1    = Excalibur.png
| image4    = Excalibur.png
| damage1    = na
| damage4    = 200 (200% {{StatIcon|Melee Damage}} 200% {{StatIcon|Max HP}})
| critical4  = x2.5 (10% chance)
| cooldown4  = 0.66s
| knockback4 = 5
| range4    = 200 (Melee)
| speciala1  = Alternates between thrusting and sweeping attacks
| specialb1  = {{Color|red|-3 Armor}} for every weapon you have
| addTierNumbers = 1
| firstShownTier = 4
| tier1disabled  = 1
| tier2disabled  = 1
| tier3disabled  = 1
| tier4disabled  = 0
            | unlock = Finish a run with King
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCardWeaponTabs
| name1      = Gatling Laser
| class1    = Legendary, Heavy
| image1    = Gatling Laser.png
| image4    = Gatling Laser.png
| damage4    = 10 ({{StatIcon|Ranged Damage}})
| critical4  = x3 (10% chance)
| cooldown4  = 0.07s
| knockback1 = XX
| range1    = XX
| range4    = 500 (Ranged)
| piercing4  = 3 (-50% damage)
| knockback4 = 5
| addTierNumbers = 1
| firstShownTier = 4
| tier1disabled  = 1
| tier2disabled  = 1
| tier3disabled  = 1
| tier4disabled  = 0
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCardWeaponTabs
| name1      = Scythe
| class1    = Legendary, Ethereal
| image1    = Scythe.png
| image4    = Scythe.png
| damage4    = 150 (100%{{StatIcon|Melee Damage}})
| critical4  = x2 (3% chance)
| cooldown4  = 0.72s
| knockback4 = 2
| range4    = 250 (Melee)
| lifesteal4 = 100%
| speciala4  = You take {{Color|red|3}} damage per second (does not give invulnerability time)
| specialb4  = {{Color|green|+3 % Damage}} when you take damage until the end of the wave
| addTierNumbers = 1
| firstShownTier = 4
| tier1disabled  = 1
| tier2disabled  = 1
| tier3disabled  = 1
| tier4disabled  = 0
}}
</td>
</tr>
</table>


==== New Weapon Classes ====
*{{MiniIconbox|name=Revolver}} & {{MiniIconbox|name=Chain Gun}}: Fixed inaccurate extra cooldown value shown in tooltips.
One new weapon class has been added: '''Legendary'''. Each level after 1 reduces your [[Max HP]].
** (Editor's Note: The reload cooldown for the revolver is simply 8 times the "weapon cooldown" stat. However the actual cooldown for the attack speed uses both this weapon cooldown stat, and the "Recoil Duration" of the weapon. The reload tooltip calculated the reload time as 8 times weapon cooldown + recoil duration. This caused the tooltip reload time to be significantly longer than it actually was. In the case of Tier 1 Revolver, it was 3.47s vs 2.07s.)
# ---
*{{MiniIconbox|name=Revolver}}: Fixed being on long cooldown at the start of waves.
# -20 Max HP
# -40 Max HP
# -80 Max HP
# -100 Max HP
This new weapon class is applied to all the new Tier IV weapons: {{MiniModIconbox|name=Chain Gun|rarity=4|image=}}, {{MiniModIconbox|name=Drill|rarity=4|image=}}, {{MiniModIconbox|name=Excalibur|rarity=4|image=}}, {{MiniModIconbox|name=Gatling Laser|rarity=4|image=}}, {{MiniModIconbox|name=Scythe|rarity=4|image=}}.


==== New Items ====
====Item Tag Fixes====
6 new items: {{MiniModIconbox|name=Fairy|rarity=3}}, {{MiniModIconbox|name=Lure|rarity=2}}, {{MiniModIconbox|name=Pocket Factory|rarity=2}}, {{MiniModIconbox|name=Shackles|rarity=3}}, {{MiniModIconbox|name=Sharp Bullet|rarity=1}}, {{MiniModIconbox|name=Stone Skin|rarity=3}}.
*{{MiniIconbox|Alloy}}: Added "[[Elemental Damage]]"
*{{MiniIconbox|Baby Gecko}}: Added "[[Range]]"
*{{MiniIconbox|Community Support}}: Added "[[Attack Speed]]"
*{{MiniIconbox|Improved Tools}}: Added "[[Attack Speed]]"
*{{MiniIconbox|Octopus}}: Added "[[HP Regeneration]]"
*{{MiniIconbox|Power Generator}}: Added "[[Damage]]"
*{{MiniIconbox|Sharp Bullet}}: Added "[[Ranged Damage]]"
*{{MiniIconbox|Silver Bullet}}: Added "[[Damage]]"
*{{MiniIconbox|Triangle of Power}}: Removed "[[Armor]]"


<div class="statscard-grid statscard-grid">
===Modding===
{{StatsCard_GridToggles|extra_btns=1|tier_btns=1}}
Created a "Brotatools" plugin that appears on the bottom dock in the Godot Editor:
<div class="statscard-grid__main">
<div id="item_sharp_bullet" class="statscard-grid__item">
{{StatsCard
| name = Sharp Bullet
| type = item
| cat = Unique
| image = Sharp Bullet.png
| rarity = 1
| tags = piercing
| stat1 = Projectiles pierce through {{Color|green|1}} additional target
| stat2 = {{Color|red|-20%}} Piercing Damage
| stat3 = {{Color|red|-5}} % Damage
| stat4 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 25}}</small></span>
| stat5 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>piercing}}</small></span>
}}
</div>
<div id="item_lure" class="statscard-grid__item">
{{StatsCard
| name = Lure
| type = item
| cat = Item
| image = Lure.png
| rarity = 2
| tags =
| stat1 = {{Color|green|+3}} HP Regeneration
| stat2 = {{Color|green|2}} additional loot aliens appear during the next wave
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 34}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_pocket_factory" class="statscard-grid__item">
{{StatsCard
| name = Pocket Factory
| type = item
| cat = Unique
| image = Pocket Factory.png
| rarity = 2
| tags = stat_engineering exploration
| stat1 = {{Color|green|+2}} Engineering
| stat2 = Killing a tree spawns a turret
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 75}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_engineering<br>exploration}}</small></span>
}}
</div>
<div id="item_fairy" class="statscard-grid__item">
{{StatsCard
| name = Fairy
| type = item
| cat = Unique
| image = Fairy.png
| rarity = 3
| tags =
| stat1 = {{Color|green|+1}} {{Color|green|HP Regeneration}} for every different {{Color|green|Tier I item}} you have
| stat2 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 85}}</small></span>
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_shackles" class="statscard-grid__item">
{{StatsCard
| name = Shackles
| type = item
| cat = Unique
| image = Shackles.png
| rarity = 3
| tags = stat_range stat_hp_regeneration stat_engineering
| stat1 = {{Color|green|+8}} HP Regeneration
| stat2 = {{Color|green|+8}} Engineering
| stat3 = {{Color|green|+80}} Range
| stat4 = Your Speed is capped at its current value [{{Color|green|0}}]
| stat5 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat6 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_range<br>stat_hp_regeneration<br>stat_engineering}}</small></span>
}}
</div>
<div id="item_stone_skin" class="statscard-grid__item">
{{StatsCard
| name = Stone Skin
| type = item
| cat = Unique
| image = Stone Skin.png
| rarity = 3
| tags = stat_armor stat_max_hp
| stat1 = {{Color|green|+1}} {{Color|green|Max HP}} for every {{Color|green|1}} {{Color|green|Armor}} you have
| stat2 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_armor<br>stat_max_hp}}</small></span>
}}
</div>
</div>
</div>


=== Modding Notes ===
* 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.
** ''The presskit is available on [https://discord.com/invite/j39jE6k Brotato's official Discord], see: Info Hub > #start-here.''


==== List of IDs ====
New debug options in debug_service (''undocumented)'':
The new IDs for characters, weapons and items are:
{| class="wikitable"
{| class="wikitable"
!Name
!Name
!ID
!Type
!Type
|-
!Default
|{{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}
|<code>character_apprentice</code>
|[[Characters|Character]]
|-
|{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}
|<code>character_fisherman</code>
|[[Characters|Character]]
|-
|{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}
|<code>character_cryptid</code>
|[[Characters|Character]]
|-
|{{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}
|<code>character_golem</code>
|[[Characters|Character]]
|-
|{{MiniModIconbox|name=King|rarity=0|image=King.png}}
|<code>character_king</code>
|[[Characters|Character]]
|-
|{{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}
|<code>chal_renegade</code>
|[[Characters|Character]]
|-
|{{MiniModIconbox|name=Chain Gun|rarity=4|image=}}
|<code>weapon_chain_gun</code>
|[[Weapons|Weapon]]
|-
|{{MiniModIconbox|name=Claw|rarity=1|image=}}
|<code>weapon_claw</code>
|[[Weapons|Weapon]]
|-
|{{MiniModIconbox|name=Drill|rarity=4|image=}}
|<code>weapon_drill</code>
|[[Weapons|Weapon]]
|-
|{{MiniModIconbox|name=Excalibur|rarity=4|image=}}
|<code>weapon_excalibur</code>
|[[Weapons|Weapon]]
|-
|{{MiniModIconbox|name=Fighting Stick|rarity=1|image=}}
|<code>weapon_fighting_stick</code>
|[[Weapons|Weapon]]
|-
|{{MiniModIconbox|name=Gatling Laser|rarity=4|image=}}
|<code>weapon_gatling_laser</code>
|[[Weapons|Weapon]]
|-
|{{MiniModIconbox|name=Scythe|rarity=4|image=}}
|<code>weapon_scythe</code>
|[[Weapons|Weapon]]
|-
|{{MiniModIconbox|name=Fairy|rarity=3}}
|<code>item_fairy</code>
|[[Items|Item]]
|-
|{{MiniModIconbox|name=Lure|rarity=2}}
|<code>item_lure</code>
|[[Items|Item]]
|-
|{{MiniModIconbox|name=Pocket Factory|rarity=2}}
|<code>item_pocket_factory</code>
|[[Items|Item]]
|-
|{{MiniModIconbox|name=Shackles|rarity=3}}
|<code>item_shackles</code>
|[[Items|Item]]
|-
|{{MiniModIconbox|name=Sharp Bullet|rarity=1}}
|<code>item_sharp_bullet</code>
|[[Items|Item]]
|-
|{{MiniModIconbox|name=Stone Skin|rarity=3}}
|<code>item_stone_skin</code>
|[[Items|Item]]
|}
 
==== New Stats & Effects ====
Stats:
 
* <code>speed_cap</code>
 
Effects:
{| class="wikitable"
!Key
!Text Key
!Description
!Description
!Values
!Notes
!Used By
|-
|<code>accuracy</code>
|EFFECT_ACCURACY
| +/-x % accuracy
|Number (%)
|
|{{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}
|-
|<code>extra_loot_aliens_next_wave</code>
|effect_extra_loot_aliens_next_wave
| +x additional loot aliens appear during the next wave
|Number (int)
|
|{{MiniModIconbox|name=Lure|rarity=2}}
|-
|<code>guaranteed_shop_items</code>
|effect_guaranteed_shop_item
|Shops always sell x
|Key = Item ID
|Apply effect with custom_key
|{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}
|-
|<code>no_heal</code>
|effect_no_heal
|You can't heal in any way
|Bool (0/1)
|
|{{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}
|-
|<code>projectiles</code>
|EFFECT_PROJECTILES
| +x projectiles
|Number (int)
|
|{{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}
|-
|-
|<code>specific_items_price</code>
|nb_enemies_mult
|EFFECT_SPECIFIC_ITEM_PRICE
|float
| +/- x price
|1.0
|Key = Item ID
|Multiplies the max number of enemies. Applied to the min/max number of enemies per wave.
|Apply effect with custom_key
|{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}
|-
|-
|<code>stats_below_half_health</code>
|spawn_debug_enemies
|effect_stat_below_half_health
|bool
|{STAT} when you have less than 50% health
|false
|Key = stat
|If true, enemies listed in debug_enemies will spawn each wave.
|Apply effect with custom_key
|{{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}
|-
|-
|<code>stats_on_level_up</code>
|debug_enemies
|
|array
|
|[ ]
|
|Array of enemies to spawn, if enabled.
|
|
|-
|-
|<code>temp_stats_on_dodge</code>
|coop_multiple_keyboard_inputs
|
|bool
|
|false
|
|?? - Appears to allow using a single keyboard for both co-op players.
|
|
|-
|-
|<code>tier_i_weapon_effects</code>
|spawn_specific_boss
|
|string
|
|""
|
|Enter a boss name to spawn it. Works like the debug option <code>spawn_specific_elite</code> (info [[Modding Notes#Spawn Specific Elite|here]])
|
|
|-
|-
|<code>tier_iv_weapon_effects</code>
|has_dlc
|
|bool
|
|true
|
|Activates any DLCs found in <code>res://dlc</code>. Specifically, looks for ''dlc_data.tres'' files and loads them as DLCData (see global/dc_data.gd)
|
|
|-
|-
|<code>tree_turrets</code>
|enable_time_scale_buttons
|
|bool
|
|false
|
|If enabled, allows changing the game's timescale ([https://docs.godotengine.org/en/3.5/classes/class_engine.html#class-engine-property-time-scale Engine.time_scale]) by pressing the number keys 1 (x0.5), 2 (x1.0) or 3 (x2.0).
|
|
|-
|-
|<code>upgraded_baits</code>
|always_curse
|
|bool
|
|false
|
|''Currently does nothing.''
|
|
|-
|<code>special_enemies_last_wave</code>
|??
|{{Color|color=cream|text=UNUSED}}
|
|
|
|}
|}


==Patch 0.8.0.3==
===Special thanks to...===


*{{MiniIconbox|name=Landmines}}: Fixed a bug where explosion area wasn't being increased
*'''ArosRising''' for creating a ton of [[Community|helpful documents and the Brotato MultiTool]]
*{{MiniModIconbox|Giant Belt|4}}: Actually fixed tracking
** (Editor's Note: Several of the new weapons, characters, items, and balance changes for this patch can be found in the documents by ArosRising.)
*{{MiniModIconbox|name=Improved Tools|rarity=3|image=}} now modify the displayed spawn cooldown of mines and gardens
*'''DarkTwinge''' for making the [https://steamcommunity.com/sharedfiles/filedetails/?id=3058512152 Balance Mod]
*{{MiniModIconbox|name=Bloody Hand|rarity=4|image=}}: unique
** (Editor's Notes: The Balance mod laid the ground work to the knockback changes in this patch, along with a ton of the balance changes.)
*Everyone who contributed to the Brotato wiki
** (Editor's Notes: That's us!)


==Patch 0.8.0.2==
==1.1.0.0-beta.6==


===Character Changes===
===Features===
*{{MiniModIconbox|Jack|0}}: can now start with {{MiniIconbox|Stick}} and {{MiniIconbox|Spear}}
*{{MiniModIconbox|Lich|0}}: can now start with {{MiniIconbox|Ghost Scepter}}
*{{MiniIconbox|Farmer}}: +30 Harvesting => +20


===Item Changes===
*Added a Streamer Mode option with work in progress soundtracks to avoid copyright claims.
*{{MiniModIconbox|Giant Belt|4}}: Efficiency slightly decreases with endless waves
** (Editor's Notes: Brotato uses licensed music. So you can find the beloved soundtrack in many other places. Sadly this have led to content creators getting copyright claims sometimes when they have the music in their videos.)
*{{MiniIconbox|Mushroom}}: +2 HP Regeneration => +3, -3 Luck => -2
** (Editor's Notes: Turning on this option gives you an entirely new soundtrack that won't get your videos flagged. But even if you're not a content creator, you can enjoy the soundtrack.)
*{{MiniIconbox|Plant}}: +2 HP Regeneration => +3


===Misc Changes===
===Characters===


*Endless starts scaling faster after wave 35
* {{MiniModIconbox|name=Baby|rarity=0|image=Baby.png}}: 
*Tentacle enemy: drops more materials
**Can now start with {{MiniIconbox|name=Stick}} and {{MiniIconbox|name=Pistol}}
**-20% Items Price


===Fixes===
*{{MiniModIconbox|name=Vagabond|rarity=0|image=Vagabond.png}}: 
**-20 Harvesting => -50% Luck & Harvesting modifications {{Color|color=cream|text=(Tweak)}}
**Can start with {{MiniIconbox|name=Hand}}


*Fixed Tentacle, Giant Belt and Vigilante Ring's tracking values
*{{MiniModIconbox|name=Vampire|rarity=0|image=Vampire.png}}:
*Fixed a bug where turning off the HP bar option while in game would crash the game
**+1% Damage every 3% Missing Health => +1% every 1% {{Color|color=pastelgreen|text=(Buff)}}
**+1 Armor on level up => +1 Armor for every 5% missing health {{Color|color=cream|text=(Tweak)}}
**-30% Damage {{Color|color=pastelred|text=(Nerf)}}
**-10 consumable healing => -100 {{Color|color=pastelred|text=(Nerf)}}
**-100% HP Regen modifications => -100 HP Regen {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Saver}}:
**Can now start with {{MiniIconbox|name=Revolver}}


==Patch 0.8.0.1==
===Weapons===


===Character Changes===
*{{MiniIconbox|name=Cacti Club}}: Price 20/39/74/149 => 15/31/61/122 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Lich|rarity=0|image=}}:
** Can now start with {{MiniIconbox|name=Stick}} and {{MiniIconbox|name=Crossbow}}
*{{MiniModIconbox|name=Cyborg|rarity=0|image=}}:
** Stat conversions no longer take stat modifications into account  {{Color|color=cream|text=(Tweak)}}
**1 Ranged Damage for 8 Engineering => 1 for 2 {{Color|color=cream|text=(Tweak)}}
**+300% Ranged Damage modifications => +250% {{Color|color=pastelred|text=(Nerf)}}
**Can now start with {{MiniIconbox|name=Crossbow}}
*{{MiniModIconbox|name=Jack|rarity=0|image=}}:
**Only elites appear (and not hordes) {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Arms Dealer}}:
**+25% Damage modifications => +33% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Wildling}}:
**+25% Life Steal with Primitive weapons => +30%
**Max weapon tier => II ''{{Color|color=grey|text=(reverts the tweak from v0.8.0.0)}}''
**+25% Weapon Price => +0% ''{{Color|color=grey|text=(reverts the tweak from v0.8.0.0)}}''
*{{MiniIconbox|name=Pacifist}}:
**Can now start with Pruner {{Color|color=cream|text=(Tweak)}}
===Item Changes===
*{{MiniIconbox|name=Anvil}} => Unique {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Landmines}}: Explosion size increased {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniModIconbox|name=Adrenaline|rarity=3|image=}}: +5% Dodge {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Bloody Hand|rarity=4|image=}}: +3% Damage per 1% Life Steal => +2% Damage per 1% Life Steal {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|name=Improved Tools|rarity=3|image=}}: +10% Attack Speed; {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Improved Tools|rarity=3|image=}}: 100% Attack Speed scaling => 50%; {{Color|color=pastelred|text=(Nerf)}}
*{{MiniModIconbox|name=Improved Tools|rarity=3|image=}}: Now also affects landmines {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Extra Stomach|rarity=4|image=}}: Max 10 per wave {{Color|color=pastelred|text=(Nerf)}}
*{{MiniModIconbox|name=Riposte|rarity=2|image=}}: +2 Melee Damage {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Spicy Sauce|rarity=2|image=}}: +3 Max HP; {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Spicy Sauce|rarity=2|image=}}: Explosion size increased {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Tentacle|rarity=2|image=}}: +3% Crit Chance; {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Tentacle|rarity=2|image=}}: 10% chance => 20%; Limited (10) => Limited (5) {{Color|color=pastelgreen|text=(Buff)}}
===Weapon Changes===
*{{MiniIconbox|name=Obliterator}}: Slightly slower projectile {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Pruner|rarity=1|image=}}: Tool, Precise => Support {{Color|color=cream|text=(Tweak)}}
*{{MiniModIconbox|name=Pruner|rarity=1|image=}}: Base damage increased {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Pruner|rarity=1|image=}}: Fruit cooldown: 15/14/13/12 => 15/14/12/10 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|name=Screwdriver}}: Tool, Precise => Tool {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Screwdriver}}: +3 Knockback {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Ghost Scepter}}: Base damage increased {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Ghost Scepter}}: Cooldown decreased {{Color|color=pastelgreen|text=(Buff)}}
===Fixes===
* Endless:
**Fixed a bug where additional elites would not appear in endless runs in Danger 0 to 4
**Endless runs that go further than wave 20 are now counted as won runs
**Increased the minimum chance of dropping materials for enemies in endless mode from 10% to 25%
**Bosses, elites and loot aliens are no longer guaranteed to drop crates in endless mode
**Enemies have less chance of dropping consumables in endless mode
**Endless mode now stays toggled/untoggled instead of resetting to untoggled every time
*Fixed a bug where loot aliens sometimes didn't drop materials
*Tweaked the Monk elite's attacks
*Increased the minimum distance from the edges of the map where structures can spawn
*Fixed a bug where {{MiniIconbox|name=Landmines}}, {{MiniModIconbox|name=Spicy Sauce|rarity=2|image=}} and {{MiniIconbox|name=Rip and Tear}} were not tagged as [[Explosive (Item Tag)|Explosive]]
*Consumables attracted at the end of a wave now give stat bonuses even with {{MiniIconbox|name=Torture}}
*The wave timer now turns blue when in the second half for Cyborg
*Added "''% Damage against bosses''" in the secondary [[stats]] container
*Fixed a bug where having the font size at 125% would keep you from selecting a difficulty
*A scrollbar is now displayed when a description is cut off
*Changed color of {{MiniModIconbox|name=Peacock|rarity=3|image=}}'s last effect to red
*Fixed a bug where Turrets were being affected by Range
*Mod descriptions now support BBCode and are affected by the "font size" option
*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 the "Advanced Technology" challenge could be completed without having 3 structures
*Fixed a bug where {{MiniIconbox|name=Entrepreneur}}'s passive was not working after wave 20
==Patch 0.8.0.0==
''Released 9th February, 2023 - Discord notes [https://discord.com/channels/630060181086142487/1024626141216112660/1073295811905081384 here]''


===Overview===
===Items===


*Added 4 new characters (+4 challenges/achievements)
*{{MiniIconbox|name=Coffee}}: Price 15 => 20 {{Color|color=pastelred|text=(Nerf)}}
*Added 13 new items
*Added 3 new weapons
*Added endless mode
*Added support for Steam Workshop (documentation & details are WIP, see "Modding Notes" below)
 
===Changes===


====Character Changes====
*'''Honey''':
**Tier 2 => 3  {{Color|color=cream|text=(Tweak)}}
**Price 65 => 70 {{Color|color=pastelred|text=(Nerf)}}
**Replaced all effects with +1 Elemental Damage every 5% of missing health {{Color|color=pastelgreen|text=(Buff)}}


* {{MiniIconbox|Wildling}}:  
*{{MiniIconbox|name=Scar}}: Price 20 => 25
**-3 Melee/Ranged Damage => -0 {{Color|color=pastelgreen|text=(Buff)}}
**Weapon tier capped at II => none {{Color|color=pastelgreen|text=(Buff)}}
**+25% Weapons Price {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Farmer}}:
**5% Harvesting growth => 3% {{Color|color=pastelred|text=(Nerf)}}
**1 Harvesting when eating a consumable while at full health {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Mage}}:
**-100 Melee/Ranged Damage/Engineering => -0; and
**-100% Melee/Ranged Damage/Engineering modifications instead {{Color|color=pastelgreen|text=(Buff)}}
**''{{Color|color=grey|text=Editor note: This means that Mage can now take non-elemental weapons without them suffering a major damage penalty (eg. SMG/Shotgun).}}''
*{{MiniIconbox|Demon}} Can now start with Chopper {{Color|color=cream|text=(Tweak)}}


====Weapon Changes====
===Fixes===  
*{{MiniIconbox|Laser Gun}}: Base damage increased {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Thief Dagger}}: Damage increased {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Thief Dagger}}: Chance for material on crit increased {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Slingshot}}: Reduced scaling from getting upgraded {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Plank}}: Damage scaling starts at 50% instead of 25% Melee/Elemental/Engineering {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Plank}}: Cooldown reduced {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Hammer}}: 100% Melee Damage scaling => {{Color|color=tier2|text=150%}}/{{Color|color=tier3|text=175%}}/{{Color|color=tier4|text=200%}} (tier II/III/IV) {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Plasma Sledgehammer}}: 100% Melee/Elemental Damage scaling => {{Color|color=tier3|text=150%}}/{{Color|color=tier4|text=200%}} (tier III/IV) {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Thunder Sword}}: 100% Melee/Elemental Damage scaling => {{Color|color=tier3|text=125%}}/{{Color|color=tier4|text=150%}} (tier III/IV) {{Color|color=pastelgreen|text=(Buff)}}


====Item Changes====
*'''{{MiniModIconbox|name=Baby|rarity=0|image=Baby.png}}:''' Fixed a bug where {{MiniIconbox|name=Plank}} appeared twice Baby's starting weapons.
*{{MiniIconbox|Black Belt}}: +15% XP Gain => +25% {{Color|color=pastelgreen|text=(Buff)}}
*'''{{MiniModIconbox|name=Vampire|rarity=0|image=Vampire.png}}:''' Fixed a bug where Vampire's stats gained on missing health were still being displayed in the shop.
*{{MiniIconbox|Black Belt}}: Price decreased {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Multitasker}}: Fixed a bug where Multitasker would get exponentially lower damage on weapon add or removal (and related issues, eg {{MiniIconbox|name=Excalibur}}).
*{{MiniIconbox|Baby Elephant}}: deals 10% of Luck damage => 25% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Strange Book}}: Updated the description to "permanent Elemental Damage" to reflect its actual effect.
*{{MiniIconbox|Baby Elephant}}: 20% chance => 25% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Robot Arm}}: Now keeps track of the stats gained.
*{{MiniIconbox|Cyberball}}: 15% chance => 25% {{Color|color=pastelgreen|text=(Buff)}}
* Fixed a bug where the '''Experimentation''' challenge wouldn't get completed when having at least one duplicate weapon.
*{{MiniIconbox|Baby Gecko}}: +15% Chance to attract materials instantly => +20% {{Color|color=pastelgreen|text=(Buff)}}
*Fixed a bug where Bosses were no longer spawning in [[Endless Mode]].
*{{MiniIconbox|Baby Gecko}}: Limited (7) => Limited (5) {{Color|color=cream|text=(Tweak)}}
*Fixed a bug where the Elite or Horde icon wouldn't get highlighted in the shop prior.
*{{MiniIconbox|Statue}}: Price reduced {{Color|color=pastelgreen|text=(Buff)}}
*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.
*{{MiniIconbox|Statue}}: +25% Attack Speed => +30% {{Color|color=pastelgreen|text=(Buff)}}
* Fixed the Russian translation for "structure attack speed".
*{{MiniIconbox|Tardigrade}}: Price reduced {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Sifd's Relic}}: -12% Speed => -0% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Baby with a Beard}}: -40 Range => -50 {{Color|color=pastelred|text=(Nerf)}}
* {{MiniIconbox|Baby with a Beard}}: Price slightly increased {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Bean Teacher}}: +30% XP Gain => +40% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Chameleon}}: +3% Dodge {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Community Support}}: Price slightly increased {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Scar}}: +15% XP Gain => +20% {{Color|color=pastelgreen|text=(Buff)}}


====Misc Changes====
===Modding===
*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 {{Color|color=pastelgreen|text=(Buff)}}
*Flying enemies no longer spawn projectiles when hit by melee weapons {{Color|color=pastelgreen|text=(Buff)}}
**''{{Color|color=grey|text=Editor note: This is a huge buff to the survivability of melee builds}}''
*Monk elite attacks tweaked
*Tweaked how damage from luck stacks ({{MiniIconbox|name=Lucky}}, {{MiniIconbox|name=Baby Elephant}}, {{MiniIconbox|name=Cyberball}} etc.)
**''{{Color|color=grey|text=Editor Note: explanation from Blobfish ([https://discord.com/channels/630060181086142487/1020021938204192899/1073299127443665028 via Discord]):}}''
**Implementation has been tweaked a bit which makes them weaker:
**Instead of stacking all damage when having multiple, each item's damage is tied to it's proc'ing probability
**so when you have 3 baby elephants dealing 1 damage each, it used to always deal 3 damage when procing, but now it can deal 1, 2 or 3 damage)
**''{{Color|color=grey|text=Editor note: So they now behave more like [[Hunting Trophy]].}}''
*Reworded "Chance for double materials" into "Double Material Chance"


===Fixes===
*ModLoader: Added explicit types to some variables to fix issues ''(credit to KANA)''
*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 {{MiniIconbox|name=Alien Baby}} being improperly tagged.
*Fixed a bug where {{MiniIconbox|name=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 {{MiniIconbox|name=Anvil}} could upgrade Wildling's weapons past tier II.
**''{{Color|color=grey|text=Editor note: This has no effect on vanilla as Wildling can now use weapons above Tier II. But this bugfix may still be beneficial to mods}}''
*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.


===Modding Notes===
==New Content==
*An intro guide to modding & documentation will get linked on the Steam Workshop once it's done. Checkout the #modding-dev channel on the [https://discord.gg/j39jE6k Discord server] to stay updated about advancements.
This section will be updated as new beta patches are released, so it's subject to change. Currently it's showing data for '''1.1.0.0-beta.6'''.
**''{{Color|color=grey|text=Editor note: This guide is now available on Steam [https://steamcommunity.com/sharedfiles/filedetails/?id=2931079751 here]}}''
*If you create a mod now you should still expect to have to update it when the base game gets updated, since a lot of changes/refactoring will likely be made to facilitate modding.
* Modding Brotato currently requires coding skills, but we're looking into making it more accessible.
*Thanks to all modders who have worked on creating tools or mods for the game! Special thanks to [[User:Darkly77|Darkly]], Ste, Kana and otDan who have worked on [https://github.com/GodotModding/godot-mod-loader ModLoader], the code used to support multiple mods in Brotato.


===Spoiler Warning ===
'''{{Color|color=pastelred|text=WARNING: This section has spoilers for all new content.}}'''
'''{{Color|color=pastelred|text=WARNING: Everything below here is a spoiler for unlockable content.}}'''


===Challenges===
===New Characters===
{| class="wikitable"
4 new characters: {{MiniModIconbox|name=Baby|rarity=0|image=Baby.png}}, {{MiniModIconbox|name=Technomage|rarity=0|image=Technomage.png}}, {{MiniModIconbox|name=Vagabond|rarity=0|image=Vagabond.png}}, {{MiniModIconbox|name=Vampire|rarity=0|image=Vampire.png}}
!Icon
{| class="wikitable" style="background:transparent; vertical-align:top;"
!Name
|{{StatsCard
!Requirements
| name = Baby
! Unlock
| type = character
!Unlock Type
| cat = Character
|-
| image = Baby.png
|[[File:Cake.png|32x32px]]
| rarity = 0
|'''{{Color|color=cream|text=Hungry}}'''
| stat1 = {{Color|color=green|text=+10}} Harvesting
|Pick up 20 consumables during a run
| stat2 = {{Color|color=green|text=-20%}} Items Price
| {{MiniModIconbox|name=Glutton|rarity=0|image=Glutton.png}}
| stat3 = You gain a weapon slot when you level up instead of a stat upgrade (max: 24)
|[[Characters|Character]]
| stat4 = You start with one weapon slot
|-
| stat5 = Leveling up requires an additional {{Color|color=red|text=150%}} XP
|[[File:Exoskeleton.png|32x32px]]
}}
|'''{{Color|color=cream|text=Advanced Technology}}'''
|{{StatsCard
|Reach 10 [[Ranged Damage]] and get 3 structures at the same time
| name  = Vagabond
|{{MiniModIconbox|name=Cyborg|rarity=0|image=Cyborg.png}}
| type  = character
|[[Characters|Character]]
| cat    = Character
|-
| image  = Vagabond.png
|[[File:Mammoth.png|32x32px]]
| rarity = 0
|'''{{Color|color=cream|text=Giant Slayer}}'''
| stat1  = Equipped weapons always contribute to the class bonuses of other equipped weapons
|Kill a boss or an elite in less than 15 seconds
| stat2  = You can't equip two of the same weapon at the same time
|{{MiniModIconbox|name=Jack|rarity=0|image=Jack.png}}
| stat3  = {{Color|color=red|text=-5}} Armor
|[[Characters|Character]]
| stat4  = {{Color|color=red|text=Luck}} modifications are reduced by {{Color|color=red|text=50%}}
|-
| stat5  = {{Color|color=red|text=Harvesting}} modifications are reduced by {{Color|color=red|text=50%}}
|[[File:Little Muscley Dude.png|32x32px]]
}}
|'''{{Color|color=cream|text=Robust}}'''
|{{StatsCard
|Reach +100 [[Max HP]]
| name = Technomage
| {{MiniModIconbox|name=Lich|rarity=0|image=Lich.png}}  
|[[Characters|Character]]
|-
|[[File:Cyborg.png|32x32px]]
|'''{{Color|color=cream|text=Cyborg}}'''
|Win a run with Cyborg
|{{MiniModIconbox|name=Improved Tools|rarity=3|image=Improved Tools.png}}
|[[Items|Item]]
|-
|[[File:Glutton.png|32x32px]]
|'''{{Color|color=cream|text=Glutton}}'''
|Win a run with Glutton
|{{MiniModIconbox|name=Spicy Sauce|rarity=2|image=Spicy Sauce.png}}
|[[Items|Item]]
|-
|[[File:Jack.png|32x32px]]
|'''{{Color|color=cream|text=Jack}}'''
|Win a run with Jack
|{{MiniModIconbox|name=Giant Belt|rarity=4|image=Giant Belt.png}}
|[[Items|Item]]
|-
|[[File:Lich.png|32x32px]]
|'''{{Color|color=cream|text=Lich}}'''
|Win a run with Lich
|{{MiniModIconbox|name=Tentacle|rarity=2|image=Tentacle.png}}
|[[Items|Item]]
|}
 
===Characters===
 
4 new characters: ''Cyborg, Glutton, Jack, Lich''.
 
<table class="itembox-table" style="color:#eee; background:transparent; vertical-align:top;">
<tr>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name  = Cyborg
| type  = character
| cat    = Character
| image  = Cyborg.png
| rarity = 0
| stat1  = You start with {{Color|green|1 Minigun}}
| stat2  = {{Color|green|Ranged Damage}} modifications are increased by {{Color|green|300%}}
| stat3  = {{Color|green|100%}} of your {{Color|green|Ranged Damage}} are temporarily converted into {{Color|green|Engineering}} halfway through a wave ({{Color|green|1 Ranged Damage}} = {{Color|green|8 Engineering}})
| stat4  = {{Color|red|Engineering}} modifications are reduced by {{Color|red|75%}}
| stat5  = {{Color|red|Melee}} modifications are reduced by {{Color|red|100%}}
| stat6  = {{Color|red|Elemental}} modifications are reduced by {{Color|red|100%}}
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name = Glutton
| type = character
| type = character
| cat = Character
| cat = Character
| image = Glutton.png
| image = Technomage.png
| rarity = 0
| rarity = 0
| stat1 = {{Color|green|+50}} Luck
| stat1 = You start with {{Color|color=green|text=2 Turret}}
| stat2 = {{Color|green|+1 % Explosion Damage}} when picking up a consumable while at maximum health
| stat2 = {{Color|color=green|text=+5% Structure attack speed}} for every permanent {{Color|color=green|text=1 Elemental Damage}} you have
| stat3 = Consumable have a {{Color|green|100%}} chance to explode for {{Color|green|10}} (500% {{StatIcon|Melee Damage}}) damage when picked up
| stat3 = {{Color|color=green|text=+2 Elemental Damage}} for every {{Color|color=green|text=1 Structure}} you have
| stat4 = {{Color|red|+25 %}} Items Price
| stat4 = {{Color|color=red|text=+20%}} Items Price
| stat5 = {{Color|red|-25 %}} XP Gain
| stat5 = {{Color|color=red|text=Melee Damage}} modifications are reduced by {{Color|color=red|text=100%}}
| stat6 = {{Color|color=red|text=Ranged Damage}} modifications are reduced by {{Color|color=red|text=100%}}
}}
}}
</td>
|{{StatsCard
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
| name = Vampire
{{StatsCard
| name  = Jack
| type  = character
| cat    = Character
| image  = Jack.png
| rarity = 0
| stat1  = {{Color|green|+50%}} damage against bosses and elites
| stat2  = {{Color|green|+200%}} materials dropped from enemies
| stat3  = -75% Enemies
| stat4  = {{Color|red|+250}} % Enemy health
| stat5  = {{Color|red|+50}} % Enemy damage
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name = Lich
| type = character
| type = character
| cat = Character
| cat = Character
| image = Lich.png
| image = Vampire.png
| rarity = 0
| rarity = 0
| stat1 = {{Color|green|+10}} HP Regeneration
| stat1 = {{Color|color=green|text=+1 % Damage}} for every {{Color|color=green|text=1%}} of missing health
| stat2 = {{Color|green|+10}} % Life Steal
| stat2 = {{Color|color=green|text=+1% Life Steal}} for every {{Color|color=green|text=3%}} of missing health
| stat3 = {{Color|green|100%}} chance to deal {{Color|green|10}} ({{StatIcon|Max HP}}) damage to a random enemy when you heal
| stat3 = {{Color|color=green|text=+1}} Armor for every {{Color|color=green|text=5%}} of missing health
| stat4 = {{Color|red|Damage}} modifications are reduced by {{Color|red|50%}}
| stat4 = {{Color|color=red|text=Max HP}} modifications are reduced by {{Color|color=red|text=50%}}
| stat5 = {{Color|color=red|text=-30%}} Damage
| stat6 = {{Color|color=red|text=-100}} HP Regeneration
| stat7 = {{Color|color=red|text=-100}} HP recovered from consumables
}}
}}
</td>
|}
</tr>
</table>


=== Enemies===
===New Weapons===
A new enemy is introduced, via the {{MiniModIconbox|name=Bait|rarity=2|image=Bait.png}} item: [[File:Enemy 26.png|30x30px]]
4 new weapons: {{MiniModIconbox|name=Sharp Tooth|rarity=1|image=Sharp Tooth.png}}, {{MiniModIconbox|name=Fireball|rarity=2|image=Fireball.png}}, {{MiniModIconbox|name=Icicle|rarity=2|image=Icicle.png}}, {{MiniModIconbox|name=Particle Accelerator|rarity=4|image=Particle Accelerator.png}}
{| class="wikitable" style="background:transparent; vertical-align:top;"
|{{StatsCardWeapon
| name      = Sharp Tooth
| class    = Primitive, Precise
| image    = Sharp Tooth.png
| rarity    = 1
| damage    =6 (50%{{StatIcon|Melee Damage}} 50%{{StatIcon|Life Steal}})
| critical  =x2 (3% chance)
| cooldown  =1.31s
| knockback =2
| range    =150 (Melee)
| lifesteal =
| bounce    =
| pierce    =
| special1  =Deals {{Color|green|+1 Damage}} for every {{Color|green|10%}} of missing health
| special2  =
}}
|{{StatsCardWeapon
| name      = Fireball
| class    = Elemental
| image    = Fireball.png
| rarity    = 2
| damage    =5 (+25% {{StatIcon|Elemental Damage}})
| critical  =x1.5 (3% chance)
| cooldown  =1.12s
| knockback =
| range    =400 (Ranged)
| lifesteal =
| bounce    =
| pierce    =
| special1  =Projectiles explode on hit
| special2  =Deals 5x{{Color|green|6}} (+100% {{StatIcon|Elemental Damage}}) burning damage
}}
|{{StatsCardWeapon
| name      = Icicle
| class    = Elemental
| image    = Icicle.png
| rarity    = 2
| damage    =25 (+100% {{StatIcon|Elemental Damage}})
| critical  =x2 (10% chance)
| cooldown  =0.95s
| knockback =15
| range    =400 (Ranged)
| lifesteal =
| bounce    =
| pierce    =1 (-50% damage)
| special1  =
| special2  =
}}
|{{StatsCardWeapon
| name      = Particle Accelerator
| class    = Heavy, Elemental
| image    = Particle Accelerator.png
| rarity    = 4
| damage    =120 (+100% {{StatIcon|Elemental Damage}} +100% {{StatIcon|Engineering}})
| critical  =x2 (3% chance)
| cooldown  =2.12s
| knockback =
| range    =800 (Ranged)
| lifesteal =
| bounce    =
| pierce    =99 (-0% damage)
| special1  =Deals 10x13 (+100% {{StatIcon|Elemental Damage}}) burning damage
| special2  =Slows enemies by {{Color|green|2%}} on hit for every {{Color|green|1 Engineering}} you have
}}
|}
===New Items===
New items total: 14 <small>({{Color|tier1|1}}, {{Color|tier2|6}}, {{Color|tier3|7}}, {{Color|tier4|0}})</small>


===Items===
<div class="statscard-grid statscard-grid statscard-grid--fullheight">
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.''
{{StatsCard_GridToggles|extra_btns=1|tier_btns=1}}


<div class="statscard-grid">
<div class="statscard-grid__main">
{{StatsCard_GridToggles|extra_btns=1}}
<div id="item_jelly" class="statscard-grid__item">
 
{{StatsCard
<div class="statscard-grid__main statscard-grid__main--transparent-hidden-items">
| name  = Jelly
<div id="item_bait" class="statscard-grid__item">
| type  = item
| cat    = Item
| image  = Jelly.png
| rarity = 1
| tags  = stat_max_hp
| stat1  = {{Color|green|+1}} {{Color|green|Max HP}} for every different weapon you have
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 10}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_max_hp}}</small></span>
}}
</div>
<div id="item_celery_tea" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name  = Bait
| name  = Celery Tea
| type  = item
| type  = item
| cat    = Item
| cat    = Item
| image  = Bait.png
| image  = Celery Tea.png
| rarity = 2
| rarity = 2
| tags  = stat_percent_damage number_of_enemies
| tags  = xp_gain
| stat1  = {{Color|green|+8}} % Damage
| stat1  = {{Color|green|+5}} {{Color|green|% XP Gain}} at the end of a wave
| stat2  = Special enemies appear at the beginning of the next wave
| stat2  = {{Color|red|+100}} {{Color|red|% Enemy health}} during the next wave
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 25}}</small></span>
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 35}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_percent_damage<br>number_of_enemies}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>xp_gain}}</small></span>
}}
}}
</div>
</div>
<div id="item_garden" class="statscard-grid__item">
<div id="item_clockwork_wasp" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name  = Garden
| name  = Clockwork Wasp
| type  = item
| type  = item
| cat    = Item
| cat    = Item
| image  = Garden.png
| image  = Clockwork Wasp.png
| rarity = 2
| rarity = 2
| tags  =  
| tags  = stat_engineering stat_attack_speed
| stat1  = Spawns a garden that creates a fruit every {{Color|green|15}} seconds
| stat1  = {{Color|green|+10}} % Structure attack speed
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 50}}</small></span>
| stat2 = {{Color|green|+5}} % Speed
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 40}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_engineering<br>stat_attack_speed}}</small></span>
}}
}}
</div>
</div>
<div id="item_riposte" class="statscard-grid__item">
<div id="item_decomposing_flesh" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name  = Riposte
| name  = Decomposing Flesh
| type  = item
| type  = item
| cat    = Item
| cat    = Item
| image  = Riposte.png
| image  = Decomposing Flesh.png
| rarity = 2
| rarity = 2
| tags  = stat_dodge stat_melee_damage
| tags  = stat_lifesteal
| stat1  = {{Color|green|+50%}} chance to deal {{Color|green|1}} ({{Color|green|{{Color|grey|300%}}{{StatIcon|Melee Damage}}}}) damage to an enemy when dodging their attack
| stat1  = {{Color|green|+1}} {{Color|green|% Life Steal}} when you level up
| stat2 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 40}}</small></span>
| stat2  = {{Color|red|-1}} {{Color|red|Max HP}} when you level up
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_dodge<br>stat_melee_damage}}</small></span>
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 20}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_lifesteal}}</small></span>
}}
}}
</div>
</div>
<div id="item_spicy_sauce" class="statscard-grid__item">
<div id="item_ice_cube" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name  = Spicy Sauce
| name  = Ice Cube
| type  = item
| type  = item
| cat    = Limited (4)
| cat    = Unique
| image  = Spicy_Sauce.png
| image  = Ice Cube.png
| rarity = 2
| rarity = 2
| tags  = stat_max_hp stat_luck
| tags  = stat_elemental_damage
| stat1  = Consumables have a {{Color|green|25%}} chance to explode for {{Color|green|5}} ({{Color|green|{{Color|grey|50%}}{{StatIcon|Max HP}}}}) damage when picked up
| stat1  = Enemies take {{Color|green|10%}} more damage for {{Color|green|3}} seconds when first hit by {{Color|green|Elemental Damage}}
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 40}}</small></span>
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 50}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_max_hp<br>stat_luck}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_elemental_damage}}</small></span>
}}
}}
</div>
</div>
<div id="item_tentacle" class="statscard-grid__item">
<div id="item_nail" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name  = Tentacle
| name  = Nail
| type  = item
| type  = item
| cat    = Limited (10)
| cat    = Unique
| image  = Tentacle.png
| image  = Nail.png
| rarity = 2
| rarity = 2
| tags  = stat_crit_chance
| tags  = stat_engineering
| stat1  = {{Color|green|+10%}} chance to heal 1 HP when killing an enemy with a critical hit
| stat1  = Weapon damage additionally scales with {{Color|green|20%}} {{Color|green|Engineering}}
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 32}}</small></span>
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 35}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_crit_chance}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_engineering}}</small></span>
}}
}}
</div>
</div>
<div id="item_adrenaline" class="statscard-grid__item">
<div id="item_snowball" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name  = Adrenaline
| name  = Snowball
| type  = item
| type  = item
| cat    = Unique
| cat    = Unique
| image  = Adrenaline.png
| image  = Snowball.png
| rarity = 3
| rarity = 2
| tags  = stat_dodge
| tags  = stat_elemental_damage
| stat1  = {{Color|green|+50%}} chance to heal {{Color|green|5}} HP when dodging an attack
| stat1  = {{Color|green|+1}} {{Color|green|Elemental Damage}} every time you equip an item that increases {{Color|green|Elemental Damage}}
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 60}}</small></span>
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 50}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_dodge}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_elemental_damage}}</small></span>
}}
}}
</div>
</div>
<div id="item_improved_tools" class="statscard-grid__item">
<div id="item_ball_and_chain" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name  = Improved Tools
| name  = Ball and Chain
| type  = item
| type  = item
| cat    = Unique
| cat    = Unique
| image  = Improved_Tools.png
| image  = Ball and Chain.png
| rarity = 3
| rarity = 3
| tags  = stat_elemental_damage
| tags  = stat_percent_damage
| stat1  = Reduces the attack cooldown of your structures by {{Color|green|0%}} ({{Color|green|{{StatIcon|Attack Speed}}}})
| stat1  = {{Color|green|+20}} % Damage
| stat2 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 70}}</small></span>
| stat2  = {{Color|green|+3}} Armor
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_elemental_damage}}</small></span>
| stat3  = {{Color|green|+5}} Knockback
| stat4  = Weapons have a minimum cooldown of {{Color|red|0.5}} seconds between attacks
| stat5 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 75}}</small></span>
| stat6 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_percent_damage}}</small></span>
}}
}}
</div>
</div>
<div id="item_peacock" class="statscard-grid__item">
<div id="item_coil" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name  = Peacock
| name  = Coil
| type  = item
| type  = item
| cat    = Item
| cat    = Limited (3)
| image  = Peacock.png
| image  = Coil.png
| rarity = 3
| rarity = 3
| tags  = xp_gain
| tags  = stat_percent_damage knockback
| stat1  = {{Color|green|+25}} % XP Gain
| stat1  = {{Color|green|+5}} Knockback
| stat2  = {{Color|green|+100}} {{Color|green|% XP Gain}} during the next wave
| stat2  = {{Color|green|+1}} {{Color|green|% Damage}} for every {{Color|green|1}} {{Color|green|Knockback}} you have
| stat3  = {{Color|green|+50}} {{Color|green|% Enemy damage}} during the next wave
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 65}}</small></span>
| stat4 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 50}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_percent_damage<br>knockback}}</small></span>
| stat5 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>xp_gain}}</small></span>
}}
}}
</div>
</div>
<div id="item_silver_bullet" class="statscard-grid__item">
<div id="item_fried_rice" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name  = Silver Bullet
| name  = Fried Rice
| type  = item
| type  = item
| cat    = Item
| cat    = Unique
| image  = Silver_Bullet.png
| image  = Fried Rice.png
| rarity = 3
| rarity = 3
| tags  =  
| tags  = stat_hp_regeneration
| stat1  = {{Color|green|+25%}} damage against bosses and elites
| stat1  = {{Color|green|+1}} {{Color|green|HP Regeneration}} for every currently burning enemy
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 70}}</small></span>
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 70}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_hp_regeneration}}</small></span>
}}
}}
</div>
</div>
<div id="item_bloody_hand" class="statscard-grid__item">
<div id="item_frozen_heart" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name  = Bloody Hand
| name  = Frozen Heart
| type  = item
| type  = item
| cat    = Item
| cat    = Unique
| image  = Bloody_Hand.png
| image  = Frozen Heart.png
| rarity = 4
| rarity = 3
| tags  = stat_lifesteal
| tags  = stat_elemental_damage stat_crit_chance
| stat1  = {{Color|green|+12}} % Life Steal
| stat1  = {{Color|green|+8}} Elemental Damage
| stat2  = {{Color|green|+3}} {{Color|green|% Damage}} for every {{Color|green|1}} {{Color|green|% Life Steal}} you have
| stat2  = {{Color|green|+5}} % Crit Chance
| stat3 = You take {{Color|red|1}} damage per second (does not give invulnerability time)
| stat3  = Weapon damage additionally scales with {{Color|green|10%}} {{Color|green|Elemental Damage}}
| stat4 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 100}}</small></span>
| stat4 = Burning activates {{Color|red|50%}} slower
| stat5 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_lifesteal}}</small></span>
| stat5 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 85}}</small></span>
| stat6 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_elemental_damage<br>stat_crit_chance}}</small></span>
}}
}}
</div>
</div>
<div id="item_extra_stomach" class="statscard-grid__item">
<div id="item_greek_fire" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name  = Extra Stomach
| name  = Greek Fire
| type  = item
| type  = item
| cat    = Unique
| cat    = Unique
| image  = Extra_Stomach.png
| image  = Greek Fire.png
| rarity = 4
| rarity = 3
| tags  = stat_max_hp stat_luck
| tags  = stat_elemental_damage
| stat1  = {{Color|green|+1}} {{Color|green|Max HP}} when picking up a consumable while at maximum health
| stat1  = Burning deals an additional {{Color|green|10%}} of current enemy HP as damage ({{Color|green|1%}} for bosses and elites)
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 100}}</small></span>
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_max_hp<br>stat_luck}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_elemental_damage}}</small></span>
}}
}}
</div>
</div>
<div id="item_giant_belt" class="statscard-grid__item">
<div id="item_honey" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name  = Giant Belt
| name  = Honey
| type  = item
| type  = item
| cat    = Unique
| cat    = Unique
| image  = Giant_Belt.png
| image  = Honey.png
| rarity = 4
| rarity = 3
| tags  = stat_crit_chance
| tags  = stat_elemental_damage less_enemy_speed
| stat1  = Critical hits deal {{Color|green|10%}} of an enemy’s current health as bonus damage ({{Color|green|1%}} for bosses and elites)
| stat1  = {{Color|green|+1}} {{Color|green|Elemental Damage}} for every {{Color|green|5%}} of missing health
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 100}}</small></span>
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 70}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_crit_chance}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_elemental_damage<br>less_enemy_speed}}</small></span>
}}
}}
</div>
</div>
<div id="item_lucky_coin" class="statscard-grid__item">
<div id="item_pile_of_books" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name  = Lucky Coin
| name  = Pile of Books
| type  = item
| type  = item
| cat    = Unique
| cat    = Unique
| image  = Lucky_Coin.png
| image  = Pile of Books.png
| rarity = 4
| rarity = 3
| tags  = stat_crit_chance stat_luck
| tags  = stat_crit_chance stat_engineering
| stat1  = {{Color|green|+2}} {{Color|green|Luck}} for every {{Color|green|1}} {{Color|green|% Crit Chance}} you have
| stat1 = Your structures can crit
| stat2 = {{Color|red|-2}} Armor
| stat2 = {{Color|green|+3}} % Crit Chance
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 100}}</small></span>
| stat3 = {{Color|green|+3}} Engineering
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_crit_chance<br>stat_luck}}</small></span>
| stat4 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 70}}</small></span>
| stat5 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_crit_chance<br>stat_engineering}}</small></span>
}}
}}
</div>
</div>
Line 1,288: Line 659:
</div>
</div>


===Weapons===
=== New Challenges (8) ===
3 new weapons: ''Jousting Lance, Pruner, Revolver.''<table class="itembox-table" style="color:#eee; background:transparent; vertical-align:top;">
{| class="wikitable"
<tr>
!Type
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"> {{StatsCardWeapon
!Name
| name      = Jousting Lance
!Requirement
| class    = Medieval
!Reward
| image    = Jousting Lance.png
|-
| rarity    = 1
| rowspan="4" |''General''
| damage    = 25 (50%{{StatIcon|Melee Damage}} 30%{{StatIcon|Speed}})
|Fast Learner
| critical  = x2 (3% chance)
|Reach level 10 before wave 6
| cooldown  = 1.58s
|Baby
| knockback =
|-
| range    = 250 (Melee)
|Experimentation
| lifesteal =
|Have 6 different weapons at once
| bounce    =
|Vagabond
| pierce    =
|-
| special1  ={{Color|green|+2}} % Speed
|Magic and Machinery
| special2  ={{Color|red|-10 % Damage}} while standing still
|Reach 10 Elemental Damage and get 3 structures at the same time
}} </td>
|Technomage
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"> {{StatsCardWeapon
|-
| name      = Pruner
|Blood Drinker
| class    = Tool, Precise
|Reach +40% Life Steal
| image    = Pruner.png
|Vampire
| rarity    = 1
|-
| damage    = 8 (50%{{StatIcon|Melee Damage}})
| rowspan="4" |''Character''
| critical  = x1.25 (3% chance)
|Baby
| cooldown  = 1.14s
|Win a run with Baby
| knockback = 2
|{{Color|color=tier2|text=Celery Tea}}
| range    = 150 (Melee)
|-
| lifesteal =
|Vagabond
| bounce    =
|Win a run with Vagabond
| pierce    =
|{{Color|color=tier1|text=Jelly}}
| special1  =Spawns a garden that creates a fruit every {{Color|green|15}} seconds
|-
| special2  =
|Technomage
}} </td>
|Win a run with Technomage
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"> {{StatsCardWeapon
|{{Color|color=tier4|text=Particle Accelerator}}
| name      = Revolver
|-
| class    = Gun
|Vampire
| image    = Revolver.png
|Win a run with Vampire
| rarity    = 1
|{{Color|color=tier2|text=Decomposing Flesh}}
| damage    = 15 ({{StatIcon|Ranged Damage}})
|}
| critical  = x2 (3% chance)
| cooldown  = 0.43s
| knockback = 15
| range    = 450 (Ranged)
| lifesteal =
| bounce    =
| pierce    =
| special1  =Cooldown is 3.47s every 6 shots
| special2  =
}} </td></tr>
</table>
 
==[[Patch 0.6.1.6]]==
 
*Fixed a bug where having multiple {{MiniIconbox|name=Grind's Magical Leaf}} would display too many stats earned
*Added "permanent" in the descriptions of Esty's Couch and Power Generator to show that they don't scale with temporary % Speed (eg from {{MiniIconbox|name=Streamer}}'s passive)
 
==Patch 0.6.1.2==
 
*{{MiniIconbox|Flamethrower}}: Fixed tier II's [[Elemental Damage]] scaling
*{{MiniIconbox|Tyler}}: +50% attack speed
*{{MiniIconbox|name=Arms Dealer}}: Fixed a displaying bug for the recycling value of weapons
*{{MiniIconbox|Rip and Tear}}: 25% chance => 20%, Limited (4) => Limited (5)
*{{MiniIconbox|name=Streamer}}: -1% Damage every 10 Materials => every 15
 
==Patch 0.6.1.1 ==
*Fixed {{MiniIconbox|Bag}} and {{MiniIconbox|Eyes Surgery}} being Unique
*Pressing the left or right trigger buttons on a gamepad now switch between the primary and secondary stats tabs
*Recycling challenge: recycle 20 weapons in one run => 12
 
==Patch 0.6.1.3==
 
*{{MiniIconbox|name=Streamer}}: -1% Speed every 20 Materials => every 30, +60% Damage while moving => +40% Damage and Attack Speed while moving
*{{MiniIconbox|Bag}}: price reduced, +10 Materials => +15
*Fixed a bug where some secondary stats would appear in green instead of red
* Fixed a bug where {{MiniIconbox|Piggy Bank}} would display materials lost by {{MiniIconbox|Entrepreneur}}'s passive
*Fixed a bug where the secondary stats wouldn't display {{MiniIconbox|Artificer}}'s explosion size bonus from elemental damage
*Fixed a bug where the reroll button's text would stay red even when having enough materials after recycling a weapon
 
==Patch 0.6.1.4==
 
*{{MiniIconbox|name=Streamer}}: the amount of materials earned per second is now capped at 25
*Fixed a bug where having negative flat damage and negative % damage would sometimes increase damage instead of lowering it
*Fixed a bug where Dangerous Bunny free rerolls would get cancelled by buying out the shop
==Patch 0.6.1.5==
 
* Fixed a bug where Entrepreneur wouldn't lose materials at the start of waves
*Items are back to being displayed chronologically
==Patch 0.6.1.0 ==
 
''Note: The wiki has been updated to list the Secondary Stats on the [[Stats#Secondary_Stats|Stats page]]''
 
*Patch notes: [https://discord.com/channels/630060181086142487/1024626141216112660/1050003961429626900 Discord]
*Released: 12/07/2022 11:00 AM
 
===Changes===
 
*Added 2 new [[Characters]] (with 2 new [[Progress|challenges]] / achievements):
**{{MiniIconbox|name=Arms Dealer}}
** {{MiniIconbox|name=Streamer}}
*Added 6 new [[Items]]:
**{{MiniIconbox|name=Anvil}}
** {{MiniIconbox|name=Community Support}}
**{{MiniIconbox|name=Grind's Magical Leaf}}
**{{MiniIconbox|name=Regeneration Potion}}
**{{MiniIconbox|name=Strange Book}}
**{{MiniIconbox|name=Tardigrade}}
*Weapons now show how much damage they've dealt during the last wave
* [[Stats#Secondary_Stats|Secondary stats]] are now displayed in a new tab in the stats container (explosion damage etc.)
*Some items and weapons now keep track of and display more info (damage dealt, materials earned, stats gained etc.)
*The character and items modifying gameplay elements now appear first in the inventory
*Reworded "unique weapon" to "different weapon"
*Having multiple copies of the same weapon is now counted as a different weapon. E.g. having two Knives and one Sword with {{MiniIconbox|Gladiator}} now gives you 2x the Attack Speed bonus instead of 1x.
*The real value of [[Crit Chance]] is now displayed on weapons instead of stopping at 100%
*The current level of the character is now displayed in the stats container
*Added an option called "Optimize end waves" which might help if you're experiencing crashes at the end of waves
*[[Enemies]]:
**Horde waves drop 15% more materials
**Eggs deal less contact damage, have less health and take 1 more second to hatch
**Chef Boss: last phase attacks cooldown increased
**Wave 12 or lower Elite HP: -15% => -25%
**Monk Boss: slightly lowered HP
*[[Characters]]:
**{{MiniIconbox|Artificer}}: can now start with {{MiniIconbox|Wrench}}
**{{MiniIconbox|Farmer}}: -25% Damage modifications => -0%
**{{MiniIconbox|Farmer}}: can now start with {{MiniIconbox|Potato Thrower}}, {{MiniIconbox|Taser}}, {{MiniIconbox|Screwdriver}}, {{MiniIconbox|Wrench}}
**{{MiniIconbox|Gladiator}}: +15% Attack Speed per unique weapon => +20%, -30% Attack Speed => -40%
**{{MiniIconbox|Loud}} can now start with {{MiniIconbox|Thief Dagger}}
**{{MiniIconbox|One Armed}} can now start with {{MiniIconbox|Screwdriver}}
**{{MiniIconbox|Saver}}: +1% Damage every 30 Materials => every 25, +10 Harvesting => +15
*[[Weapons]]:
**[[Blunt]] weapon set: -3% Speed per additional weapon => -2%
**{{MiniIconbox|Chopper}}: 80% Melee Damage scaling => 50%, +20% Max HP scaling
**{{MiniIconbox|Flamethrower}}: direct Elemental Damage scaling 10% => 1%
**{{MiniIconbox|Potato Thrower}}: +20% Max HP scaling
**{{MiniIconbox|Torch}}: direct Elemental Damage scaling 0% => 50%
*[[Items]]:
**{{MiniIconbox|Alien Worm}}: +1 HP Regeneration => +2, +2 Max HP => +3
**{{MiniIconbox|Bag}}: price slightly increased, +20 materials => +10, Unique => Limited (3)
**{{MiniIconbox|Barricade}}: +6 Armor while standing still => +8, -8% Speed => -5%
**{{MiniIconbox|Chameleon}}: -6% Damage => -4%
**{{MiniIconbox|Dangerous Bunny}}: price decreased
**{{MiniIconbox|Explosive Shells}} is no longer unique
**{{MiniIconbox|Eyes Surgery}}: +15% burning speed => +10%, -12 Range => -10, Unique => Limited (3)
**{{MiniIconbox|Focus}}: -3% Attack Speed for every weapon you have => for every different weapon
**{{MiniIconbox|Incendiary Turret}}: 5x5 (25% Engineering) damage => 5x8 (33% Engineering) damage
**{{MiniIconbox|Medikit}}: +8 HP Regeneration => +10, -15 Luck => -10
**{{MiniIconbox|Padding}}: +3 Max HP, +1 Max HP every 80 Materials => every 100
**{{MiniIconbox|Poisonous Tonic}}: +8% Crit Chance => +5%
**{{MiniIconbox|Power Generator}}: price increased
**{{MiniIconbox|Retromation's Hoodie}}: +10% Dodge => +0, -50 Range => -80
**{{MiniIconbox|Rip and Tear}}: 10% activation chance => 25%, Limited (10) => Limited (4)
**{{MiniIconbox|Small Magazine}}: -10% Damage => -6%
**{{MiniIconbox|Spider}}: +5% Attack Speed per unique weapon => +6% per different weapon
**{{MiniIconbox|Torture}}: +10 Max HP => +15, +3 HP / sec => +4
 
===Fixes===
 
*Fixed a bug where text that should be displayed in red was displayed in green (Esty's Couch etc.)
*Fixed a bug where the player's health bar wouldn't be displayed above everything else
*Fixed a bug where effects for unique weapons would get applied multiple times after quitting the game and resuming a run
*Increased the size of the "+" sign in the font
*Reduced the transparency of explosions
*The "IJKL" keys can now also be used to move
*Fixed a bug where having too much negative range would increase the range of melee weapons

Latest revision as of 12:12, 28 August 2024

< Back to Updates

Brotato updates may be released in the beta branch before their full release. Details for beta updates are here. They are listed from oldest to newest.

Where appropriate, coloured text shows the following: (Buff) (Nerf) (Tweak).

The current beta version is 1.1.0.0-beta.6.

The current main version is 1.0.1.3.


Spoilers for new content is shown at the bottom of the page, see: New Content.

1.1.0.0

Overview

  • 4 new Characters (+8 associated challenges/achievements)
  • 4 new Weapons
  • 14 new Items

Features

  • Local multiplayer for up to 4 players (compatible with Steam Remote Play Together)
  • Added accessibility option to enable retrying a failed wave (Buff)

Balancing

Items

  • Acid.png Acid: -4% Dodge => -2%, -2 Knockback (Tweak)
  • Alien Tongue.png Alien Tongue: +1 Knockback (Buff)
  • Baby Gecko.png Baby Gecko: 20% chance to attract materials => 25%, limit 5 => 4 (Buff)
  • Banner.png Banner: -2% Lifesteal => -5 Knockback (Tweak)
  • Barricade.png Barricade: +3 Knockback (Buff)
  • Bean Teacher.png Bean Teacher: +40% XP Gain => +50% (Buff)
  • Big Arms.png Big Arms: +3 Knockback, -1 Armor => -3% Attack Speed, -5% Speed => -3% (Tweak)
  • Black Belt.png Black Belt: +3 Knockback, -8 Luck => -5 (Buff)
  • Blood Leech.png Blood Leech: -4 Harvesting => -3 (Buff)
  • Bloody Hand.png Bloody Hand: +12% Life Steal => +10% (Nerf)
  • Boxing Glove.png Boxing Glove: Price 15 => 18, +1 Melee Damage (Tweak)
  • Cog.png Cog: +1 Knockback (Buff)
  • Diploma.png Diploma: +20% XP Gain => +30% (Buff)
  • Duct Tape.png Duct Tape: cost 25 => 20 (Buff)
  • Exoskeleton.png Exoskeleton: +5 Armor => +3 (Nerf) (Undocumented)
  • Extra Stomach.png Extra Stomach: 10 Max HP / Wave ceiling => 8 (Nerf)
  • Eyes Surgery.png Eyes Surgery: Burning activates 10% faster => 12%, +1 Elemental Damage (Buff)
  • Fairy.png Fairy: -2 HP Regeneration for every Legendary Item => -3 (Nerf)
  • Gambling Token.png Gambling Token: cost 60 => 50 (Buff)
  • Gummy Berserker.png Gummy Berserker: +15 Range => +25 (Buff)
  • Helmet.png Helmet: cost 25 => 15 (Buff)
  • Lost Duck.png Lost Duck: +10 Luck => +8 (Nerf)
  • Lure.png Lure: +3 HP Regeneration => +2 (Nerf)
  • Mammoth.png Mammoth: +5 Knockback (Buff)
  • Mutation.png Mutation: -3% Speed => -3 Knockback (Tweak)
  • Plant.png Plant: +3 HP Regeneration => +2 (Nerf)
  • Robot Arm.png Robot Arm: (Entirely new effect) => +3 Melee Damage, +3 Engineering and -1 Max HP at the end of a wave (Tweak)
  • Scar.png Scar: Price 30 => 20 (Buff)
  • Scared Sausage.png Scared Sausage: Having multiple Scared Sausages now only increases the damage and no longer the duration of its burn effect (Tweak)
  • Sharp Bullet.png Sharp Bullet: -3 Knockback (Nerf)
  • Sifd's Relic.png Sifd's Relic: +3 Armor (Buff)
  • Spicy Sauce.png Spicy Sauce: 25% chance => 33%, limited to 4 => 3 (Tweak)
    • (Editor's Note: Spicy Sauce scales both the damage and chance to activate for each Sauce. So now you can only stack the damage 3 time: 400% => 300% of your Max HP as damage, which nerfs the most dominant Endless Mode strategy)
  • Stone Skin.png Stone Skin:
    • Cost 80 => 85 (Nerf)
    • -2 Armor => -6% Attack Speed (Tweak)
  • Tentacle.png Tentacle: Cost 32 => 35 (Nerf)
  • Terrified Onion.png Terrified Onion: -6 Luck => -5 (Buff)
  • Tyler.png Tyler:
    • 100% Engineering scaling => 75% Engineering (Nerf)
    • 75% Elemental Damage (Buff)
  • Wisdom.png Wisdom: -20% Damage => -15% (Buff)

Weapons

  • Chain Gun.png Chain Gun: Damage 3 => 2, crit damage x2 => x1.5 (Nerf)
  • Chopper.png Chopper: Range 125/135/150/180 => 135/150/165/180 (Buff)
  • Crossbow.png Crossbow: Damage 8/10/12/15 => 10/12/15/18 (Buff)
  • Excalibur.png Excalibur: Cost 260 => 230 (Buff)
  • Fighting Stick.png Fighting Stick:
    • Renamed to Quarterstaff (Tweak)
    • +2%/5%/9%/15% XP Gain (Buff)
  • Flamethrower.png Flamethrower:
    • Burning damage 5x3/6x4/8x5 => 3x1/5x3/8x5 (Nerf)
    • Range 300/350/400 => 250/300/400 (Nerf)
    • Projectile speed 1000 => 800/900/1000 (Nerf)
  • Hammer.png Hammer:
    • Damage 30/60/100 => 35/70/110 (Buff)
    • Knockback 25/30/40 => 30/40/50 (Buff)
  • Laser Gun.png Laser Gun: Cooldown 105/100/95/60 => 95/90/85/50 (Buff)
    • (Editor's Note: This is likely a mistake. Laser Gun's Weapon cooldown was 85 in the old patch. This is quite the buff from 85 to 50.)
  • Medical Gun.png Medical Gun: Cooldown 45/40/35/25 => 40/34/27/20 (Buff)
  • Pistol.png Pistol: Crit chance 3% => 5%/10%/15%/20% (Buff)
  • Rock.png Rock: Damage 20/30/40/60 => 20/35/50/70 (Buff)
  • Scissors.png Scissors: Crit damage x2 => x2/x2.15/x2.3/x2.5 (Buff)
  • Sniper Gun.png Sniper Gun:
    • Spawned projectiles crit chance 3% => 20% (Buff)
    • Spawned projectiles crit damage x2/x2 => x3/x4 (Buff)
  • Stick.png Stick: Crit damage x2 => x1.5 (Nerf)
  • Torch.png Torch:
    • Cost 12/26/52/105 => 10/22/45/91 (Buff)
    • Burn damage 3x3/5x4/8x6/12x8 => 3x3/5x5/8x6/12x9 (Buff)
    • Melee/elemental damage scaling 50% => 50/65/80/100% (Buff)
  • Wand.png Wand:
    • Cost 15/31/61/122 => 12/26/52/105 (Buff)
    • Burn damage 3x3/5x4/8x5/12x6 => 3x3/5x5/8x6/12x9 (Buff)

Characters


Elites

  • Colossus: Deals less damage, 1st phase projectiles are slower
  • Croc: 2nd phase charge cooldown increased, projectile ring size slightly increased
  • Demon: Tweaked 1st and 3rd phases, more 2nd phase projectiles
    • (Editor's Note: Elites have names in the game files. Regular enemies do not. The Wiki names aren't official. We went with "Gargoyle" for the Elite, because Demon.png Demon is a Character.
  • Mom: Reduced number of enemies spawned and number/damage of slashes in 2nd phase

Enemies

  • Big Chargers: 100% Knockback resistance => 90%
  • Buffers, Lampreys, Shooters: 100% Knockback resistance => 95%
  • Helmet Aliens: health increased (8+3/wave => 8+4/wave)
  • Junkies: health decreased (15+5/wave => 5+5/wave), 0% Knockback resistance => 50%
  • Loot Aliens: health decreased in earlier waves, increased in later waves (50+25/wave => 5+30/wave)
  • Slashers: 100% Knockback resistance => 90%, drop more materials & items/consumables (3 => 4 Materials dropped, Consumable & item chance 1% => 3%)
  • Small Chargers: 100% Knockback resistance => 80%
  • Spawners: Stay further away from the player (400 => 450)
    • (Editor's Note: This means that especially on wave 14, melee builds now have an easier time choosing not to pop the Junkie Spawners)
  • Tentacles: Drop more materials & items/consumables (3 => 4 Materials dropped, Consumable & item chance 1% => 2%)

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.
  • 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.

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.png Jack).
    • (Editor's Note: When there were 50 or more materials on the ground, Jack would lose out on the triple material drop, and just get regular drops.)
    • (Editor's Note: As a trade-off, Jack now no-longer has 100% Materials drop-rate, and is back to regular drops.)
  • The ability "-50% Materials dropped" now also affects trees. (Important for Farmer.png Farmer and Streamer.png Streamer). (Undocumented)
    • (Editor's Note: Before all the characters with "-50% materials" style abilities were the same. But now there's a difference. Farmer and Streamer also have their trees halved, while Explorer.png Explorer, Fisherman.png Fisherman, and Cryptid.png Cryptid have the "-50% materials from enemies. Trees are considered Neutral within the game, so the latter three characters get 100% material drops for killing trees.
  • Knockback now always pushes enemies away from the player.
    • (Editors Note: Before Knockback would be in the direction of the weapon that hit the enemy. So a weapon could knock enemies towards you at the end of its swing. Turrets could push them towards you, and spawned projectiles had a weird bug where the knockback would push enemies in a spiral around you.)
  • 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.
    • (Editor's Note: Wave 7 was known for its Chargers to sometimes spawn scattered all over the map, making them much harder to deal with.)
  • Fixed issue that could cause enemies to stop moving at low speed settings.
    • (Editor's Note: Some Enemies have their speed randomized when they enter the map. Before that speed didn't scale with accessibility settings. Now it does. So before, if you played with 25% speed, enemies could have their base speed reduced to for example 62, and then be hit by a +-50 speed that wasn't affected. This caused some of the enemies to spawn with a speed of nearly 0. Reversely, this changed also made runs played with the accessibility settings turned above 100% harder.)
  • Fixed incorrect text color for some short weapon cooldowns in tooltips.
    • (Editor's Note: Some Weapons, Minigun 4, Gatling Laser, and Chain Gun had a "weapon cooldown" of 1 frame, while the minimum weapon cooldown is coded to be 2 frames. So while at lower attack speeds, the tooltip would be red because the calculated attack speed was technically slower than the default attack speed. Even if that default attack speed was illegal. Their cooldown was changed to 2 frames.)
  • Increased precision of short weapon cooldowns in tooltips.
    • (Editor's Note: Weapon cooldown tooltip now show 3 significant numbers when their cooldown is 0.2 seconds or lower.)
  • Fixed the gameplay options UI layout overflowing the screen for some languages.
  • Tooltips no longer clip outside of the screen.

Item Fixes

  • Bait.png Bait: Fixed UI bugs when locking multiple Baits.
  • Grind's Magical Leaf.png Grind's Magical Leaf: Fixed a bug where the tooltip was only displaying the stats gained by the first copy of the item.
  • Improved Tools.png Improved Tools: Increased precision of Garden.png Garden and Pruner.png Pruner cooldowns in tooltips when Improved Tools are used.
  • Incendiary Turret.png Incendiary Turret: Fixed incorrect rounding of damage in tooltip.
  • Scared Sausage.png Scared Sausage: Fixed damage not being included in Incendiary Turret tooltip damage.
  • Scared Sausage.png Scared Sausage: Fixed issues that could cause damage dealt to be reported incorrectly.

Weapon Fixes

  • Revolver.png Revolver & Chain Gun.png Chain Gun: Fixed inaccurate extra cooldown value shown in tooltips.
    • (Editor's Note: The reload cooldown for the revolver is simply 8 times the "weapon cooldown" stat. However the actual cooldown for the attack speed uses both this weapon cooldown stat, and the "Recoil Duration" of the weapon. The reload tooltip calculated the reload time as 8 times weapon cooldown + recoil duration. This caused the tooltip reload time to be significantly longer than it actually was. In the case of Tier 1 Revolver, it was 3.47s vs 2.07s.)
  • Revolver.png Revolver: Fixed being on long cooldown at the start of waves.

Item Tag Fixes

Modding

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.

New debug options in debug_service (undocumented):

Name Type Default Description
nb_enemies_mult float 1.0 Multiplies the max number of enemies. Applied to the min/max number of enemies per wave.
spawn_debug_enemies bool false If true, enemies listed in debug_enemies will spawn each wave.
debug_enemies array [ ] Array of enemies to spawn, if enabled.
coop_multiple_keyboard_inputs bool false ?? - Appears to allow using a single keyboard for both co-op players.
spawn_specific_boss string "" Enter a boss name to spawn it. Works like the debug option spawn_specific_elite (info here)
has_dlc bool true Activates any DLCs found in res://dlc. Specifically, looks for dlc_data.tres files and loads them as DLCData (see global/dc_data.gd)
enable_time_scale_buttons bool false If enabled, allows changing the game's timescale (Engine.time_scale) by pressing the number keys 1 (x0.5), 2 (x1.0) or 3 (x2.0).
always_curse bool false Currently does nothing.

Special thanks to...

  • ArosRising for creating a ton of helpful documents and the Brotato MultiTool
    • (Editor's Note: Several of the new weapons, characters, items, and balance changes for this patch can be found in the documents by ArosRising.)
  • DarkTwinge for making the Balance Mod
    • (Editor's Notes: The Balance mod laid the ground work to the knockback changes in this patch, along with a ton of the balance changes.)
  • Everyone who contributed to the Brotato wiki
    • (Editor's Notes: That's us!)

1.1.0.0-beta.6

Features

  • Added a Streamer Mode option with work in progress soundtracks to avoid copyright claims.
    • (Editor's Notes: Brotato uses licensed music. So you can find the beloved soundtrack in many other places. Sadly this have led to content creators getting copyright claims sometimes when they have the music in their videos.)
    • (Editor's Notes: Turning on this option gives you an entirely new soundtrack that won't get your videos flagged. But even if you're not a content creator, you can enjoy the soundtrack.)

Characters

  • Baby.png Baby:
  • Vagabond.png Vagabond:
    • -20 Harvesting => -50% Luck & Harvesting modifications (Tweak)
    • Can start with Hand.png Hand
  • Vampire.png Vampire:
    • +1% Damage every 3% Missing Health => +1% every 1% (Buff)
    • +1 Armor on level up => +1 Armor for every 5% missing health (Tweak)
    • -30% Damage (Nerf)
    • -10 consumable healing => -100 (Nerf)
    • -100% HP Regen modifications => -100 HP Regen (Tweak)
  • Saver.png Saver:

Weapons

  • Cacti Club.png Cacti Club: Price 20/39/74/149 => 15/31/61/122 (Buff)

Items

  • Coffee.png Coffee: Price 15 => 20 (Nerf)
  • Honey:
    • Tier 2 => 3 (Tweak)
    • Price 65 => 70 (Nerf)
    • Replaced all effects with +1 Elemental Damage every 5% of missing health (Buff)
  • Scar.png Scar: Price 20 => 25

Fixes

  • Baby.png Baby: Fixed a bug where Plank.png Plank appeared twice Baby's starting weapons.
  • Vampire.png Vampire: Fixed a bug where Vampire's stats gained on missing health were still being displayed in the shop.
  • Multitasker.png Multitasker: Fixed a bug where Multitasker would get exponentially lower damage on weapon add or removal (and related issues, eg Excalibur.png Excalibur).
  • Strange Book.png Strange Book: Updated the description to "permanent Elemental Damage" to reflect its actual effect.
  • Robot Arm.png Robot Arm: Now keeps track of the stats gained.
  • Fixed a bug where the Experimentation challenge wouldn't get completed when having at least one duplicate weapon.
  • Fixed a bug where Bosses were no longer spawning in Endless Mode.
  • Fixed a bug where the Elite or Horde icon wouldn't get highlighted in the shop prior.
  • 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.
  • Fixed the Russian translation for "structure attack speed".

Modding

  • ModLoader: Added explicit types to some variables to fix issues (credit to KANA)

New Content

This section will be updated as new beta patches are released, so it's subject to change. Currently it's showing data for 1.1.0.0-beta.6.

WARNING: This section has spoilers for all new content.

New Characters

4 new characters: Baby.png Baby, Technomage.png Technomage, Vagabond.png Vagabond, Vampire.png Vampire

Baby.png

Baby
Character
  • +10 Harvesting
  • -20% Items Price
  • You gain a weapon slot when you level up instead of a stat upgrade (max: 24)
  • You start with one weapon slot
  • Leveling up requires an additional 150% XP

Vagabond.png

Vagabond
Character
  • Equipped weapons always contribute to the class bonuses of other equipped weapons
  • You can't equip two of the same weapon at the same time
  • -5 Armor
  • Luck modifications are reduced by 50%
  • Harvesting modifications are reduced by 50%

Technomage.png

Technomage
Character
  • You start with 2 Turret
  • +5% Structure attack speed for every permanent 1 Elemental Damage you have
  • +2 Elemental Damage for every 1 Structure you have
  • +20% Items Price
  • Melee Damage modifications are reduced by 100%
  • Ranged Damage modifications are reduced by 100%

Vampire.png

Vampire
Character
  • +1 % Damage for every 1% of missing health
  • +1% Life Steal for every 3% of missing health
  • +1 Armor for every 5% of missing health
  • Max HP modifications are reduced by 50%
  • -30% Damage
  • -100 HP Regeneration
  • -100 HP recovered from consumables

New Weapons

4 new weapons: Sharp Tooth.png Sharp Tooth, Fireball.png Fireball, Icicle.png Icicle, Particle Accelerator.png Particle Accelerator

Sharp Tooth.png

Sharp Tooth
Primitive, Precise
  • Damage: 6 (50%Melee Damage.png 50%Life Steal.png)
  • Critical: x2 (3% chance)
  • Cooldown: 1.31s
  • Knockback: 2
  • Range: 150 (Melee)
  • Deals +1 Damage for every 10% of missing health

Fireball.png

Fireball
Elemental
  • Damage: 5 (+25% Elemental Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.12s
  • Range: 400 (Ranged)
  • Projectiles explode on hit
  • Deals 5x6 (+100% Elemental Damage.png) burning damage

Icicle.png

Icicle
Elemental
  • Damage: 25 (+100% Elemental Damage.png)
  • Critical: x2 (10% chance)
  • Cooldown: 0.95s
  • Knockback: 15
  • Range: 400 (Ranged)

Particle Accelerator.png

Particle Accelerator
Heavy, Elemental
  • Damage: 120 (+100% Elemental Damage.png +100% Engineering Stat.png)
  • Critical: x2 (3% chance)
  • Cooldown: 2.12s
  • Range: 800 (Ranged)
  • Deals 10x13 (+100% Elemental Damage.png) burning damage
  • Slows enemies by 2% on hit for every 1 Engineering you have

New Items

New items total: 14 (1, 6, 7, 0)

✔️

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

I II III IV

📦 👁️ Materials.png 🏷️

Jelly.png

Jelly
Item
  • +1 Max HP for every different weapon you have

Celery Tea.png

Celery Tea
Item
  • +5 % XP Gain at the end of a wave
  • +100 % Enemy health during the next wave

Clockwork Wasp.png

Clockwork Wasp
Item
  • +10 % Structure attack speed
  • +5 % Speed

Decomposing Flesh.png

Decomposing Flesh
Item
  • +1 % Life Steal when you level up
  • -1 Max HP when you level up

Ice Cube.png

Ice Cube
Unique
  • Enemies take 10% more damage for 3 seconds when first hit by Elemental Damage

Nail.png

Nail
Unique
  • Weapon damage additionally scales with 20% Engineering

Snowball.png

Snowball
Unique
  • +1 Elemental Damage every time you equip an item that increases Elemental Damage

Ball and Chain.png

Ball and Chain
Unique
  • +20 % Damage
  • +3 Armor
  • +5 Knockback
  • Weapons have a minimum cooldown of 0.5 seconds between attacks

Coil.png

Coil
Limited (3)
  • +5 Knockback
  • +1 % Damage for every 1 Knockback you have

Fried Rice.png

Fried Rice
Unique
  • +1 HP Regeneration for every currently burning enemy

Frozen Heart.png

Frozen Heart
Unique
  • +8 Elemental Damage
  • +5 % Crit Chance
  • Weapon damage additionally scales with 10% Elemental Damage
  • Burning activates 50% slower

Greek Fire.png

Greek Fire
Unique
  • Burning deals an additional 10% of current enemy HP as damage (1% for bosses and elites)

Honey.png

Honey
Unique
  • +1 Elemental Damage for every 5% of missing health

Pile of Books.png

Pile of Books
Unique
  • Your structures can crit
  • +3 % Crit Chance
  • +3 Engineering

New Challenges (8)

Type Name Requirement Reward
General Fast Learner Reach level 10 before wave 6 Baby
Experimentation Have 6 different weapons at once Vagabond
Magic and Machinery Reach 10 Elemental Damage and get 3 structures at the same time Technomage
Blood Drinker Reach +40% Life Steal Vampire
Character Baby Win a run with Baby Celery Tea
Vagabond Win a run with Vagabond Jelly
Technomage Win a run with Technomage Particle Accelerator
Vampire Win a run with Vampire Decomposing Flesh