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(0.8.0.0 - weapons)
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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 '''0.8.0.0'''.
There is currently no active beta version.
 
The current main version is '''{{Version|version={{GetVersion}}}}'''.
 
== Patch 0.8.0.0 ==
''Released 9th February, 2023 - Discord notes [https://discord.com/channels/630060181086142487/1024626141216112660/1073295811905081384 here]''
 
=== Overview ===
 
* Added 4 new characters (+4 challenges/achievements)
* 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 ====
 
* {{MiniIconbox|Wildling}}:
** -3 Melee/Ranged Damage => -0 {{Color|color=pastelgreen|text=(Buff)}}
** Weapon tier capped at II => none {{Color|color=pastelgreen|text=(Major 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; -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 ====
* {{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 => 150%/175%/200% (tier II/III/IV) {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Plasma Sledgehammer}}: 100% Melee/Elemental Damage scaling => 150%/200% (tier III/IV)
* {{MiniIconbox|Thunder Sword}}: 100% Melee/Elemental Damage scaling => 125%/150% (tier III/IV) {{Color|color=pastelgreen|text=(Buff)}}
 
==== Item Changes ====
* {{MiniIconbox|Black Belt}}: +15% XP Gain => +25%, price decreased
* {{MiniIconbox|Baby Elephant}}: deals 10% of Luck damage => 25%
* {{MiniIconbox|Baby Elephant}}: 20% chance => 25%
* {{MiniIconbox|Cyberball}}: 15% chance => 25%
* {{MiniIconbox|Baby Gecko}}: +15% Chance to attract materials instantly => +20%
* {{MiniIconbox|Baby Gecko}}: Limited (7) => Limited (5)
* {{MiniIconbox|Statue}}: price reduced, +25% Attack Speed => +30%
* {{MiniIconbox|Tardigrade}}: price reduced
* {{MiniIconbox|Sifd's Relic}}: -12% Speed => -0%
* {{MiniIconbox|Baby with a Beard}}: -40 Range => -50
* {{MiniIconbox|Baby with a Beard}}: Price slightly increased
* {{MiniIconbox|Bean Teacher}}: +30% XP Gain => +40%
* {{MiniIconbox|Chameleon}}: +3% Dodge
* {{MiniIconbox|Community Support}}: price slightly increased
* {{MiniIconbox|Scar}}: +15% XP Gain => +20%
 
==== Misc Changes ====
* Fruits now get attracted at the end of a wave
* Added a button in the Gameplay options to reset them to their default values
* Bosses now drop legendary crates
* Flying enemies no longer spawn projectiles when hit by melee weapons
* Monk elite attacks tweaked
* Tweaked how damage from luck stacks (Lucky, Baby Elephant, Cyberball etc.)
* Reworded "Chance for double materials" into "Double Material Chance"
 
=== Fixes ===
* Fixed a bug where enemy projectiles were not affected by the difficulties' damage increase (boss projectiles' base damage is decreased to compensate).
* Fixed a bug where weapon set effects were not properly deserialized when resuming a run after exiting the game.
* Fixed Alien Baby being improperly tagged.
* Fixed a bug where Wisdom would make the % Damage stat go up when hovering it in the level up screen.
* Fixed a bug where the "Recycling" challenge's value wasn't being reset between runs.
* Fixed a bug where enemy projectiles weren't being affected by the "Enemy Damage" accessibility option.
* Fixed a bug where Anvil could upgrade Wildling's weapons past tier II.
* Fixed a bug where some effects were not applied correctly when going back to the weapon selection screen from the difficulty selection screen.
* Fixed a bug where projectile spread was not getting properly deserialized from save files.
* Fixed a bug where the ticks for the last 5 seconds of a wave were slightly desynchronized.
 
===Modding Notes===
* An intro guide to modding & documentation will get linked on the Steam Workshop once it's done. Checkout the #modding-dev channel on the Discord server to stay updated about advancements.
* 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 Darkly, Ste, Kana and otDan who have worked on ModLoader, the code used to support multiple mods in Brotato.
 
=== 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
| cat    = Character
| image  = Glutton.png
| rarity = 0
| stat1  = {{Color|green|+50}} Luck
| stat2  = {{Color|green|+1 % Explosion Damage}} when picking up a consumable while at maximum health
| stat3  = Consumable have a {{Color|green|100%}} chance to explode for {{Color|green|10}} (500% {{StatIcon|Melee_Damage}}) damage when picked up
| stat4  = {{Color|red|+25 %}} Items Price
| stat5  = {{Color|red|-25 %}} XP Gain
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{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
| cat    = Character
| image  = Lich.png
| rarity = 0
| stat1  = {{Color|green|+10}} HP Regeneration
| stat2  = {{Color|green|+10}} % Life Steal
| stat3  = {{Color|gren|100%}} chance to deal {{Color|green|10}} ({{StatIcon|Max_HP}}) damage to a random enemy when you heal
| stat4  = {{Color|red|Damage}} modifications are reduced by {{Color|red|50%}}
}}
</td>
</tr>
</table>
 
=== Enemies ===
A new enemy is introduced, via the {{MiniModIconbox|name=Bait|rarity=2|image=Bait.png}} item: [[File:Enemy 26.png|30x30px]]
 
=== Items ===
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.''<div class="statscard-grid" style="margin: 0 auto; max-width: 1230px;">
{{StatsCard_GridToggles|extra_btns=1}}
 
<div class="statscard-grid__main" style="max-height: 80vh; overflow: auto; display: flex; flex-wrap: wrap;">
<div id="item_bait" class="statscard-grid__item" style="flex: 0 0 auto; padding: 0 20px 20px; margin-left: -20px;">
{{StatsCard
| name  = Bait
| type  = item
| cat    = Item
| image  = Bait.png
| rarity = 2
| tags  = stat_percent_damage number_of_enemies
| stat1  = {{Color|green|+8}} % Damage
| stat2  = Special enemies appear at the beginning of the next wave
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 25}}</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>
}}
</div>
<div id="item_garden" class="statscard-grid__item" style="flex: 0 0 auto; padding: 0 20px 20px; margin-left: -20px;">
{{StatsCard
| name  = Garden
| type  = item
| cat    = Item
| image  = Garden.png
| rarity = 2
| tags  =
| stat1  = Spawns a garden that creates a fruit every {{Color|green|15}} seconds
| 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>''none''}}</small></span>
}}
</div>
<div id="item_riposte" class="statscard-grid__item" style="flex: 0 0 auto; padding: 0 20px 20px; margin-left: -20px;">
{{StatsCard
| name  = Riposte
| type  = item
| cat    = Item
| image  = Riposte.png
| rarity = 2
| tags  = stat_dodge stat_melee_damage
| 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
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 40}}</small></span>
| 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>
}}
</div>
<div id="item_spicy_sauce" class="statscard-grid__item" style="flex: 0 0 auto; padding: 0 20px 20px; margin-left: -20px;">
{{StatsCard
| name  = Spicy Sauce
| type  = item
| cat    = Limited (4)
| image  = Spicy_Sauce.png
| rarity = 2
| tags  = stat_max_hp stat_luck
| 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
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 40}}</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>
}}
</div>
<div id="item_tentacle" class="statscard-grid__item" style="flex: 0 0 auto; padding: 0 20px 20px; margin-left: -20px;">
{{StatsCard
| name  = Tentacle
| type  = item
| cat    = Limited (10)
| image  = Tentacle.png
| rarity = 2
| tags  = stat_crit_chance
| stat1  = {{Color|green|+10%}} chance to heal 1 HP when killing an enemy with a critical hit
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 32}}</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>
}}
</div>
<div id="item_adrenaline" class="statscard-grid__item" style="flex: 0 0 auto; padding: 0 20px 20px; margin-left: -20px;">
{{StatsCard
| name  = Adrenaline
| type  = item
| cat    = Unique
| image  = Adrenaline.png
| rarity = 3
| tags  = stat_dodge
| stat1  = {{Color|green|+50%}} chance to heal {{Color|green|5}} HP when dodging an attack
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 60}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_dodge}}</small></span>
}}
</div>
<div id="item_improved_tools" class="statscard-grid__item" style="flex: 0 0 auto; padding: 0 20px 20px; margin-left: -20px;">
{{StatsCard
| name  = Improved Tools
| type  = item
| cat    = Unique
| image  = Improved_Tools.png
| rarity = 3
| tags  = stat_elemental_damage
| stat1  = Reduces the attack cooldown of your structures by {{Color|green|0%}} ({{Color|green|{{StatIcon|Attack Speed}}}})
| 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_elemental_damage}}</small></span>
}}
</div>
<div id="item_peacock" class="statscard-grid__item" style="flex: 0 0 auto; padding: 0 20px 20px; margin-left: -20px;">
{{StatsCard
| name  = Peacock
| type  = item
| cat    = Item
| image  = Peacock.png
| rarity = 3
| tags  = xp_gain
| stat1  = {{Color|green|+25}} % XP Gain
| stat2  = {{Color|green|+100}} {{Color|green|% XP Gain}} during the next wave
| stat3  = {{Color|green|+50}} {{Color|green|% Enemy damage}} during the next wave
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 50}}</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 id="item_silver_bullet" class="statscard-grid__item" style="flex: 0 0 auto; padding: 0 20px 20px; margin-left: -20px;">
{{StatsCard
| name  = Silver Bullet
| type  = item
| cat    = Item
| image  = Silver_Bullet.png
| rarity = 3
| tags  =
| stat1  = {{Color|green|+25%}} damage against bosses and elites
| 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>
}}
</div>
<div id="item_bloody_hand" class="statscard-grid__item" style="flex: 0 0 auto; padding: 0 20px 20px; margin-left: -20px;">
{{StatsCard
| name  = Bloody Hand
| type  = item
| cat    = Item
| image  = Bloody_Hand.png
| rarity = 4
| tags  = stat_lifesteal
| stat1  = {{Color|green|+12}} % Life Steal
| stat2  = {{Color|green|+3}} {{Color|green|% Damage}} for every {{Color|green|1}} {{Color|green|% Life Steal}} you have
| stat3  = You take {{Color|red|1}} damage per second (does not give invulnerability time)
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 100}}</small></span>
| stat5  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_lifesteal}}</small></span>
}}
</div>
<div id="item_extra_stomach" class="statscard-grid__item" style="flex: 0 0 auto; padding: 0 20px 20px; margin-left: -20px;">
{{StatsCard
| name  = Extra Stomach
| type  = item
| cat    = Unique
| image  = Extra_Stomach.png
| rarity = 4
| tags  = stat_max_hp stat_luck
| stat1  = {{Color|green|+1}} {{Color|green|Max HP}} when picking up a consumable while at maximum health
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 100}}</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>
}}
</div>
<div id="item_giant_belt" class="statscard-grid__item" style="flex: 0 0 auto; padding: 0 20px 20px; margin-left: -20px;">
{{StatsCard
| name  = Giant Belt
| type  = item
| cat    = Unique
| image  = Giant_Belt.png
| rarity = 4
| tags  = stat_crit_chance
| stat1  = Critical hits deal {{Color|green|10%}} of an enemy’s current health as bonus 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>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_crit_chance}}</small></span>
}}
</div>
<div id="item_lucky_coin" class="statscard-grid__item" style="flex: 0 0 auto; padding: 0 20px 20px; margin-left: -20px;">
{{StatsCard
| name  = Lucky Coin
| type  = item
| cat    = Unique
| image  = Lucky_Coin.png
| rarity = 4
| tags  = stat_crit_chance stat_luck
| stat1  = {{Color|green|+2}} {{Color|green|Luck}} for every {{Color|green|1}} {{Color|green|% Crit Chance}} you have
| stat2  = {{Color|red|-2}} Armor
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 100}}</small></span>
| 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>
}}
</div>
</div>
</div>
 
=== Weapons ===
3 new weapons: ''Jousting Lance, Pruner, Revolver.''<table class="itembox-table" style="color:#eee; background:transparent; vertical-align:top;">
<tr>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"> {{StatsCardWeapon
| name      = Jousting Lance
| class    = Medieval
| image    = Jousting Lance.png
| rarity    = 1
| damage    = 25 (50%{{StatIcon|Melee Damage}} 30%{{StatIcon|Speed}})
| critical  = x2 (3% chance)
| cooldown  = 1.58s
| knockback =
| range    = 250 (Melee)
| lifesteal =
| bounce    =
| pierce    =
| special1  ={{Color|green|+2}} % Speed
| special2  ={{Color|red|-10 % Damage}} while standing still
}} </td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"> {{StatsCardWeapon
| name      = Pruner
| class    = Tool, Precise
| image    = Pruner.png
| rarity    = 1
| damage    = 8 (50%{{StatIcon|Melee Damage}})
| critical  = x1.25 (3% chance)
| cooldown  = 1.14s
| knockback = 2
| range    = 150 (Melee)
| lifesteal =
| bounce    =
| pierce    =
| special1  =Spawns a garden that creates a fruit every {{Color|green|15}} seconds
| special2  =
}} </td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"> {{StatsCardWeapon
| name      = Revolver
| class    = Gun
| image    = Revolver.png
| rarity    = 1
| 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 10:59, 27 October 2024

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There is currently no active beta version.