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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; 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 ====
* {{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 ====
* {{MiniIconbox|Black Belt}}: +15% XP Gain => +25% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Black Belt}}: Price decreased {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Baby Elephant}}: deals 10% of Luck damage => 25% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Baby Elephant}}: 20% chance => 25% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Cyberball}}: 15% chance => 25% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Baby Gecko}}: +15% Chance to attract materials instantly => +20% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Baby Gecko}}: Limited (7) => Limited (5) {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|Statue}}: Price reduced {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Statue}}: +25% Attack Speed => +30% {{Color|color=pastelgreen|text=(Buff)}}
* {{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 ====
* 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 ===
* 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===
* 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.
** ''{{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: Everything below here is a spoiler for unlockable content.}}'''
 
=== Challenges ===
{| class="wikitable"
!Icon
!Name
!Requirements
!Unlock
!Unlock Type
|-
|[[File:Cake.png|32x32px]]
|'''{{Color|color=cream|text=Hungry}}'''
|Pick up 20 consumables during a run
|{{MiniModIconbox|name=Glutton|rarity=0|image=Glutton.png}}
|[[Characters|Character]]
|-
|[[File:Exoskeleton.png|32x32px]]
|'''{{Color|color=cream|text=Advanced Technology}}'''
|Reach 10 [[Ranged Damage]] and get 3 structures at the same time
|{{MiniModIconbox|name=Cyborg|rarity=0|image=Cyborg.png}}
|[[Characters|Character]]
|-
|[[File:Mammoth.png|32x32px]]
|'''{{Color|color=cream|text=Giant Slayer}}'''
|Kill a boss or an elite in less than 15 seconds
|{{MiniModIconbox|name=Jack|rarity=0|image=Jack.png}}
|[[Characters|Character]]
|-
|[[File:Little Muscley Dude.png|32x32px]]
|'''{{Color|color=cream|text=Robust}}'''
|Reach +100 [[Max HP]]
|{{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
| 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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