From Brotato Wiki

(add links)
(Renamed Plasma Sledgehammer > Plasma Sledge)
 
(10 intermediate revisions by 3 users not shown)
Line 5: Line 5:
* Added 13 new [[Items]]
* Added 13 new [[Items]]
* Added 3 new [[Weapons]]
* Added 3 new [[Weapons]]
* Added [[Endless]] mode
* Added [[Endless Mode]]
* Added support for Steam Workshop
* Added support for [https://steamcommunity.com/app/1942280/workshop/ Steam Workshop]
 
== 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 ==
== Characters ==
Line 162: Line 220:
* {{MiniIconbox|Plank}}: Damage scaling starts at 50% instead of 25% Melee/Elemental/Engineering {{Color|color=pastelgreen|text=(Buff)}}
* {{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|Plank}}: Cooldown reduced {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Plasma Sledgehammer}}: 100% Melee/Elemental Damage scaling => 150%/200% (tier III/IV) {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Plasma Sledge}}: 100% Melee/Elemental Damage scaling => 150%/200% (tier III/IV) {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Screwdriver}}: Tool, Precise => Tool {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|Screwdriver}}: Tool, Precise => Tool {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|Screwdriver}}: +3 Knockback {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Screwdriver}}: +3 Knockback {{Color|color=pastelgreen|text=(Buff)}}
Line 174: Line 232:
13 new items ({{Color|tier1|0}}, {{Color|tier2|5}}, {{Color|tier3|4}}, {{Color|tier4|4}}):
13 new items ({{Color|tier1|0}}, {{Color|tier2|5}}, {{Color|tier3|4}}, {{Color|tier4|4}}):


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


<div class="statscard-grid statscard-grid">
<div class="statscard-grid statscard-grid">
Line 366: Line 424:


* {{MiniIconbox|Anvil}}: Now unique {{Color|color=pastelred|text=(Nerf)}}
* {{MiniIconbox|Anvil}}: Now unique {{Color|color=pastelred|text=(Nerf)}}
* {{MiniIconbox|Baby Elephant}}: Deals 10% of Luck damage => 25%, 20% chance => 25% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Baby Elephant}}: Deals 10% of Luck damage => 25%
* {{MiniIconbox|Baby Elephant}}: 20% 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}}: +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|Baby Gecko}}: Limited (7) => Limited (5) {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|Baby with a Beard}}: -40 Range => -50 {{Color|color=pastelred|text=(Nerf)}}
* {{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|Baby with a Beard}}: Price slightly increased (95 > 100) {{Color|color=pastelred|text=(Nerf)}}
* {{MiniIconbox|Bean Teacher}}: +30% XP Gain => +40% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Bean Teacher}}: +30% XP Gain => +40% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Black Belt}}: +15% XP Gain => +25% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Black Belt}}: +15% XP Gain => +25% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Black Belt}}: Price decreased {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Black Belt}}: Price decreased (55 > 50) {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Chameleon}}: +3% Dodge {{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|Community Support}}: Price slightly increased (65 > 75) {{Color|color=pastelred|text=(Nerf)}}
* {{MiniIconbox|Cyberball}}: 15% chance => 25% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Cyberball}}: 15% chance => 25% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Landmines}}: Explosion size increased {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Landmines}}: Explosion size increased {{Color|color=pastelgreen|text=(Buff)}}
Line 383: Line 442:
* {{MiniIconbox|Scar}}: +15% XP Gain => +20% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Scar}}: +15% XP Gain => +20% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Sifd's Relic}}: -12% Speed => -0% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Sifd's Relic}}: -12% Speed => -0% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Statue}}: Price reduced {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Statue}}: Price reduced (85 > 65) {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Statue}}: +25% Attack Speed => +30% {{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|Tardigrade}}: Price reduced (65 > 50) {{Color|color=pastelgreen|text=(Buff)}}
 
=== Changes to Item Mechanics ===
 
* Tweaked how damage from luck stacks ( {{MiniIconbox|Lucky}}, {{MiniIconbox|Baby Elephant}}, {{MiniIconbox|Cyberball}} etc.) {{Color|color=pastelred|text=(Nerf)}}
** ''{{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]].}}''


== Enemies ==
== Enemies ==
A new enemy is introduced, via the {{MiniModIconbox|name=Bait|rarity=2|image=Bait.png}} item: [[File:Enemy 26.png|30x30px]]
A new enemy is introduced, via the {{MiniModIconbox|name=Bait|rarity=2|image=Bait.png}} item: [[File:Enemy 26.png|30x30px]]


== Misc Changes ==
=== Enemy 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)}}
* 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)}}
* 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
* Monk elite attacks tweaked
* Tentacle enemy: drops more materials {{Color|color=pastelgreen|text=(Buff)}}
* Tentacle enemy: drops more materials {{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
* Increased the minimum distance from the edges of the map where structures can spawn
* Increased the minimum distance from the edges of the map where structures can spawn
* A scrollbar is now displayed when a description is cut off
* A scrollbar is now displayed when a description is cut off
* Reworded "Chance for double materials" into "Double Material Chance"
* Reworded "Chance for double materials" into "Double Material Chance"
* Tweaked how damage from luck stacks {{Color|color=pastelred|text=(Nerf)}}
** Applies to: {{MiniIconbox|Lucky}}, {{MiniIconbox|Baby Elephant}}, {{MiniIconbox|Cyberball}} etc.


== Fixes ==
== Fixes ==
Line 430: Line 500:
* '''Released''': Feb 13th 2023
* '''Released''': Feb 13th 2023
* '''Links''': [https://steamcommunity.com/games/1942280/announcements/detail/3681165789425519120 Steam Release Post]
* '''Links''': [https://steamcommunity.com/games/1942280/announcements/detail/3681165789425519120 Steam Release Post]
== Modding ==
See [[Patch_0.8.0.3/Modding_Changes]] for changes that affect modders.

Latest revision as of 13:44, 4 November 2024

Summary

Challenges

Icon Name Requirements Unlock Unlock Type
Cake.png Hungry Pick up 20 consumables during a run Glutton.png Glutton Character
Exoskeleton.png Advanced Technology Reach 10 Ranged Damage and get 3 structures at the same time Cyborg.png Cyborg Character
Mammoth.png Giant Slayer Kill a boss or an elite in less than 15 seconds Jack.png Jack Character
Little Muscley Dude.png Robust Reach +100 Max HP Lich.png Lich Character
Cyborg.png Cyborg Win a run with Cyborg Improved Tools.png Improved Tools Item
Glutton.png Glutton Win a run with Glutton Spicy Sauce.png Spicy Sauce Item
Jack.png Jack Win a run with Jack Giant Belt.png Giant Belt Item
Lich.png Lich Win a run with Lich Tentacle.png Tentacle Item

Characters

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

Cyborg.png

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

Glutton.png

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

Jack.png

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

Lich.png

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

Changes to Characters

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

Weapons

3 new weapons: Jousting Lance, Pruner, Revolver.

Jousting Lance.png

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

Pruner.png

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

Revolver.png

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

Changes to Weapons

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

Items

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

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

✔️

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

📦 👁️ Materials.png 🏷️

Bait.png

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

Garden.png

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

Riposte.png

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

Spicy Sauce.png

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

Tentacle.png

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

Adrenaline.png

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

Improved Tools.png

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

Peacock.png

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

Silver Bullet.png

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

Bloody Hand.png

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

Extra Stomach.png

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

Giant Belt.png

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

Lucky Coin.png

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

Changes to Items

Changes to Item Mechanics

  • Tweaked how damage from luck stacks ( Lucky.png Lucky, Baby Elephant.png Baby Elephant, Cyberball.png Cyberball etc.) (Nerf)
    • Editor Note: explanation from Blobfish (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)
    • Editor note: So they now behave more like Hunting Trophy.

Enemies

A new enemy is introduced, via the Bait.png Bait item: Enemy 26.png

Enemy Changes

  • Bosses now drop legendary crates (Buff)
  • Flying enemies no longer spawn projectiles when hit by melee weapons (Buff)
    • Editor note: This is a huge buff to the survivability of melee builds
  • Monk elite attacks tweaked
  • Tentacle enemy: drops more materials (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
  • Increased the minimum distance from the edges of the map where structures can spawn
  • A scrollbar is now displayed when a description is cut off
  • Reworded "Chance for double materials" into "Double Material Chance"

Fixes

Changes

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

Notes

Modding

See Patch_0.8.0.3/Modding_Changes for changes that affect modders.