From Brotato Wiki

(v1.0.0.2 - Mention change for the JP translation of "Damage")
(Moved content to a dedicated page: "Beta_Patches_1.1.0.x")
Tag: Replaced
 
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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}}


Where appropriate, coloured text shows the following: {{Color|color=pastelgreen|text=(Buff)}} {{Color|color=pastelred|text=(Nerf)}} {{Color|color=cream|text=(Tweak)}} {{Color|color=cream|text=(Bug Fix)}}.
There is currently no active beta version.
 
The current beta version is '''1.0.0.1'''.
 
The current main version is '''{{Version|version={{GetVersion}}}}'''.
 
== Patch 1.0.0.2 ==
 
=== Character Changes===
 
*The following characters can now start with {{MiniIconbox|name=Wand}} {{Color|color=cream|text=(Tweak)}}
**{{MiniIconbox|name=Well Rounded}}, {{MiniIconbox|Old}}, {{MiniIconbox|Saver}}, {{MiniIconbox|Farmer}}, {{MiniIconbox|Mutant}}, {{MiniIconbox|Lucky}}, {{MiniIconbox|Entrepreneur}}, {{MiniIconbox|Explorer}}, {{MiniIconbox|Soldier}}, {{MiniIconbox|Masochist}}
*{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}: <s>+10 Harvesting per living tree => +12 per tree</s>
*{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}: Can now start with [[Ethereal]] weapons, {{MiniIconbox|name=Hand}}, {{MiniIconbox|name=Pistol}} and {{MiniIconbox|name=SMG}} {{Color|color=cream|text=(Tweak)}}
*{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}: +5 Trees => +6 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}: Clarified description {{Color|color=cream|text=(Tweak)}}:
**''Old'': "{{Color|color=green|text=+10 Harvesting}} for every current living tree"
**''New'': "Gain {{Color|color=green|text=12}} material and XP for every living tree at the end of a wave"
**''Note'': "This actually replaces the previous effect of +Harvesting per tree"
*{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}: +5 Max HP {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}: -95% Bait price => -100% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Generalist}}: Can no longer start with {{MiniIconbox|name=Crossbow}} {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Generalist}}: Can now start with {{MiniIconbox|name=Knife}}, {{MiniIconbox|name=Shuriken}}, {{MiniIconbox|name=Laser Gun}} {{Color|color=cream|text=(Tweak)}}
*{{MiniModIconbox|name=King|rarity=0|image=King.png}}: Can now start with {{MiniIconbox|name=Spiky Shield}} {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Mage}}: +5 Elemental Damage => +0 {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}: Added an icon on common items in the shop that are not already owned by Renegade {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Streamer}}: Can now start with Spiky Shield {{Color|color=cream|text=(Tweak)}}
 
===Item Changes===
 
*{{MiniIconbox|Alloy}}: +3 Elemental Damage {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Baby Elephant}}: Tier I => Tier II {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Baby Elephant}}: Price slightly increased (30 => 35) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Blood Leech}}: Base price reduced 50 => 45 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Blood Leech}}: -6 Harvesting => -4 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Cyberball}}: Price slightly decreased (30 => 25) {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Dangerous Bunny}}: Limited (3) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniModIconbox|name=Fairy|rarity=3}}: -2 HP Regeneration for every Tier IV item you have {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Hunting Trophy}}: Limited (3) {{Color|color=cream|text=(Tweak)}}
*{{MiniModIconbox|name=Lure|rarity=2}}: Price increased  {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Medikit}}: +12 HP Regeneration => +10 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Medikit}}: +2 HP Regeneration every 5 seconds until the end of the wave {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Padding}}: Limited (3) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Riposte}}: 50% chance to activate => 100% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Stone Skin|rarity=3}}: -2 Armor, now only interacts with permanent Armor {{Color|color=pastelred|text=(Nerf)}}
 
===Weapon Changes===
 
* {{MiniModIconbox|Chain Gun|rarity=4}}: 5 Damage => 3 {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|Claw|rarity=1}}: -5% Attack Speed scaling {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|Claw|rarity=1}}: Melee Damage doesn't scale with upgrades anymore {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|Claw|rarity=1}}: Crit Chance 10/20/30/50% => 10/15/20/25% {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|Claw|rarity=1}}: Crit Damage x2/2.25/2.5/3 => x2/2.15/2.3/2.5 {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|Drill|rarity=4}}: Now shows the amount of materials gained {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|Hatchet}}: 75% Melee Damage scaling => 100% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Hatchet}}: Cooldown 9/9/9/5 => 9/7/5/3 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Revolver}}: Ranged Damage scaling 1/1.25/1.5/1.75 => 1/1.3/1.65/2 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Double Barrel Shotgun}}: Tier IV: -15% Piercing Damage => -30% {{Color|color=pastelred|text=(Nerf)}}
* {{MiniIconbox|Double Barrel Shotgun}}: Tier IV: 12 Damage => 9 {{Color|color=pastelred|text=(Nerf)}}
* {{MiniIconbox|Double Barrel Shotgun}}: Tier IV: Cooldown 55 => 60 {{Color|color=pastelred|text=(Nerf)}}
* {{MiniIconbox|Taser}}: Damage 5/5/5/9 => 6/6/6/12 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Wand}}: Elemental Damage scaling 50% => 50/65/80/100% {{Color|color=pastelgreen|text=(Buff)}}
 
===Enemy Changes ===
 
*Reduced the number of enemies spawned by the alien mom elite in its second phase {{Color|color=pastelgreen|text=(Buff)}}
*Reduced the number of projectiles shot by the demon elite in its third phase {{Color|color=pastelgreen|text=(Buff)}}
 
===Endless Changes ===
 
*The health of enemies in endless mode now increases slightly faster {{Color|color=pastelred|text=(Nerf)}}
*The rate of consumables' drops in endless mode now decreases a lot slower {{Color|color=pastelgreen|text=(Buff)}}
*The speed of enemies in endless mode now increases slower {{Color|color=pastelgreen|text=(Buff)}}
*Endless Harvesting decrease: 10% => 20% {{Color|color=pastelred|text=(Nerf)}}
*Endless materials drops now decrease slower and cap higher {{Color|color=pastelgreen|text=(Buff)}}
*Endless shop and rerolling prices now increase a lot slower {{Color|color=pastelgreen|text=(Buff)}}
 
=== Misc Changes===
 
* Runs with modified accessibility options that end up at 100% are now displayed as 100% runs instead of being the same as default runs {{Color|color=cream|text=(Tweak)}}
*Tweaked the number of trees spawning to be more consistent when having bonuses to trees {{Color|color=cream|text=(Tweak)}}
 
===Bug Fixes===
 
*Fixed a bug where {{MiniIconbox|name=Esty's Couch}} was interacting with {{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}'s temporary % Speed changes
*Fixed a bug where {{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}} didn't get stat bonuses when the "HP bar on character" option was off
*Fixed a bug where {{MiniIconbox|name=Recycling Machine}} wasn't displaying the materials gained from recycling items found in crates
*Fixed a bug where {{MiniIconbox|name=Chunky}} was tagged for [[HP Regeneration]] instead of [[Luck]]
*Fixed a bug where {{MiniIconbox|name=Improved Tools}} were tagged for [[Elemental Damage]] instead of [[Engineering]]
*Fixed some items not having tags:
**{{MiniModIconbox|name=Fairy|rarity=3}}: Added [[HP Regeneration]]
**{{MiniModIconbox|name=Lure|rarity=2}}: Added [[HP Regeneration]]
*Fixed a bug where enemies spawned by other normal enemies were also affected by modifiers to the number of enemies
*Fixed a bug where the experience gained by [[Harvesting]] could make the XP bar overflow
 
===Modding Changes===
 
*Updated ModLoader to v6 - details of this release are on [https://github.com/GodotModding/godot-mod-loader/releases/tag/v6.0.0 GitHub].
*Added new effect, <code>cryptid</code>:
**key: <code>cryptid</code>
**text_key: <code>effect_cryptid</code>
**Translation: Gain {0} material and XP for every living tree at the end of a wave
**Note: In v1.0.0.2, Cryptid used the text_key <code>EFFECT_GAIN_STAT_FOR_EVERY_TREE</code>
 
===Unlisted Changes===
 
* Changed the Japanese translation for "Elemental" from "基本" to "属性" (as requested by Lily on [https://discord.com/channels/630060181086142487/895329107586449478/1120669049957912576 Discord])
 
==Patch 1.0.0.1==
 
===Modding Changes===
*Upgraded [https://github.com/GodotModding/godot-mod-loader ModLoader] to v6 ''(development preview version)''.
*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===
 
*{{MiniIconbox|name=Baby Gecko}}: -1% Life Steal => +10 Range {{Color|color=pastelgreen|text=(Buff)}}
*{{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===
 
*Special fish enemies' collision box size increased {{Color|color=cream|text=(Tweak)}}
*Tweaked attack patterns of the bat/demon elite {{Color|color=cream|text=(Tweak)}}
 
===Misc Changes===
 
*Added next wave's number in the "go" button in the shop
 
*Added icon popups when {{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}} gets stat bonuses for being under half health
 
===Fixes ===
 
*Fixed a bug where characters were considered as items for some effects
 
==Patch 1.0.0.0==
 
===Overview===
 
*Added 5 new [[Enemies#Elites (Danger 2+)|Elites]]
* Added 6 new [[Characters]]
*Added 7 new [[Weapons]]
* Added 6 new [[Items]]
* Added 12 new [[Progress|Challenges]]
 
===Changes===
 
====Unlisted Changes====
 
*{{MiniIconbox|name=Entrepreneur}}: Can now start with {{MiniIconbox|name=Wrench}} and {{MiniIconbox|name=Pruner}} {{Color|color=cream|text=(Tweak)}}
*''This wasn't mentioned in the patch notes.''
 
====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====
*{{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====
*{{MiniIconbox|name=Hatchet}}: 100% Melee Damage scaling => 75% {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|name=Hatchet}}: +15% Attack Speed scaling {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Obliterator}}: Now part of the [[Gun]] weapon set {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Slingshot}}: Fixed/tweaked the cooldown from 55/55/50/55 to 55/52/50/48 {{Color|color=pastelgreen|text=(Buff)}}
 
====Enemy Changes====
*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 ====
* A button now appears in wave 19's shop to switch a normal run into an endless run
*The wave number displayed on the shop now corresponds to the '''current wave''' and not the next one
* Changed {{MiniModIconbox|name=Lumberjack|rarity=0|image=Lumberjack Shirt.png}} challenge icon
**The old icon was from the {{MiniIconbox|name=Tree}} item, which is now used for the ''Forest'' challenge instead.
**The new icon is from the {{MiniIconbox|name=Lumberjack Shirt}} item.
*Changed the max number of structures on the map at once, from 50 to 100
 
====Fixes====
* 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
** This affects the following characters:
** {{MiniIconbox|Arms Dealer}}, {{MiniIconbox|Engineer}}, {{MiniIconbox|Entrepreneur}}, {{MiniIconbox|Lich}}, {{MiniIconbox|One Armed}}
*Fixed a bug where one less elite was spawning after wave 101 than the intended number
 
=== New Content===
 
====Spoiler Warning====
'''{{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;">
<tr>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name  = Apprentice
| type  = character
| cat    = Character
| image  = Apprentice.png
| rarity = 0
| stat1  = {{Color|green|+2 Melee Damage}} when you level up
| stat2  = {{Color|green|+1 Ranged Damage}} when you level up
| stat3  = {{Color|green|+1 Elemental Damage}} when you level up
| stat4  = {{Color|green|+1 Engineering Damage}} when you level up
| stat5  = {{Color|red|-2 Max HP}} when you level up
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name  = Cryptid
| type  = character
| 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====
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}}
 
<table class="itembox-table" style="color:#eee; background:transparent; vertical-align:top;">
<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 Starting Weapons====
The new Tier I weapons can be used by the follwing characters:
 
*{{MiniModIconbox|name=Claw|rarity=1|image=}} = {{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}, {{MiniIconbox|Brawler}}, {{MiniIconbox|Crazy}}, {{MiniIconbox|Gladiator}}, {{MiniIconbox|Hunter}}, {{MiniIconbox|Loud}}, {{MiniIconbox|Multitasker}}, {{MiniIconbox|One Armed}}, {{MiniIconbox|Speedy}}, {{MiniIconbox|Streamer}}
*{{MiniModIconbox|name=Fighting Stick|rarity=1|image=}} = {{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}, {{MiniIconbox|Gladiator}}, {{MiniIconbox|Loud}}, {{MiniIconbox|Multitasker}}, {{MiniIconbox|Speedy}}, {{MiniIconbox|Streamer}}, {{MiniIconbox|Mutant}}, {{MiniIconbox|Wildling}}
 
====New Weapon Classes====
One new weapon class has been added: '''Legendary'''. Each level after 1 reduces your [[Max HP]].
#---
#-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====
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}}.
 
This update also adds {{MiniIconbox|name=Clover}}, which already existed in the game but was not usable due to a bug.
 
<div class="statscard-grid statscard-grid">
{{StatsCard_GridToggles|extra_btns=1|tier_btns=1}}
<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_clover" class="statscard-grid__item">
{{StatsCard
| name = Clover
| type = item
| cat = Item
| image = Clover.png
| rarity = 3
| tags = luck dodge
| stat1 = {{Color|green|+20}} Luck
| stat2 = {{Color|green|+6%}} Dodge
| stat3 = {{Color|red|-2%}} Life Steal
| stat4 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 65}}</small></span>
| stat5 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>luck, dodge}}</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===
 
==== Mod Uploader ====
The mod uploader now allows modders to tag their items. The available tags are:
 
* Characters
* Weapons
* Items
* GUI
* New Mechanics
* Reworks
* Cheats
* Challenges
* Utilities
* Translations
 
====List of IDs====
The new IDs for characters, weapons and items are:
{| class="wikitable"
!Name
!ID
!Type
|-
|{{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====
New Stat: <code>speed_cap</code>
 
New Effects:
{| class="wikitable"
!Key
!Text Key
!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>
|EFFECT_SPECIFIC_ITEM_PRICE
| +/- x price
|Key = Item ID
|Apply effect with custom_key
|{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}
|-
|<code>stats_below_half_health</code>
| effect_stat_below_half_health
|{STAT/VALUE} when you have less than 50% health
|Key = stat
|Apply effect with custom_key
|{{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}
|-
|<code>stats_on_level_up</code>
| EFFECT_STAT_ON_LEVEL_UP
|{STAT/VALUE} when you level up
|Key = stat
|Apply effect with custom_key
|{{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}
|-
|<code>temp_stats_on_dodge</code>
|EFFECT_TEMP_STAT_ON_DODGE
|{STAT/VALUE} when you dodge
|Key = stat
|Apply effect with custom_key
|{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}
|-
|<code>tier_i_weapon_effects</code>
|EFFECT_TIER_I_WEAPON_BONUS
|{STAT/VALUE} for every Tier 1 weapon
|Key = stat
|Apply effect with custom_key
|{{MiniModIconbox|name=King|rarity=0|image=King.png}}
|-
|<code>tier_iv_weapon_effects</code>
|EFFECT_TIER_IV_WEAPON_BONUS
|{STAT/VALUE} for every Tier 4 weapon
|Key = stat
|Apply effect with custom_key
|{{MiniModIconbox|name=King|rarity=0|image=King.png}}
|-
|<code>tree_turrets</code>
|EFFECT_TREE_TURRET
|Killing a tree spawns a turret
|Bool (0/1)
|
|{{MiniModIconbox|name=Pocket Factory|rarity=2}}
|-
|<code>upgraded_baits</code>
|effect_upgraded_baits
|Baits make special enemies spawn in all future waves
|Bool (0/1)
|
|{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}
|-
|<code>special_enemies_last_wave</code>
|{{Color|color=cream|text=UNUSED}}
|{{Color|color=cream|text=UNUSED}}
|{{Color|color=cream|text=UNUSED}}
|{{Color|color=cream|text=UNUSED}}
|{{Color|color=cream|text=UNUSED}}
|}
 
====Changed Effects====
One effect from pre-v1.0.0.0 has been expanded: <code>gain_stat_for_every_stat_effect</code>.
 
*It now also supports: <code>common_item</code> ''(Tier 1)'', <code>legendary_item</code> ''(Tier 4)'', <code>living_tree</code>.
*It also supports the number of a certain item that is currently held, using the key <code>item_X</code>, where <code>item_X</code> is an item ID.
**Note that the item ID must start with <code>item_</code> for this to work.
*Previously, it could use any core stat, plus: <code>materials</code>, <code>structure</code>, <code>living_enemy</code>
 
====Debug Service====
There are several new debug options available:
{| class="wikitable"
!Key
!Type
!Default
!Notes
|-
|invisible
|Bool
| false
|Player is invisible
|-
|randomize_equipment
|Bool
|false
|Start with 6 of a random weapon. Start with 10 - 500 materials. Start at level 10 - 26.
|-
|randomize_waves
|Bool
|false
|Every wave is randomised. Possible waves are 9 - 20
|-
|hide_wave_timer
|Bool
|false
|Hides the wave timer GUI
|-
|nullify_enemy_speed
|Bool
|false
|Enemies cannot move
|-
|no_enemies
|Bool
|false
|Enemies will not spawn
|-
|debug_enemies
|Array of Enemy Resources
|[]
|Forces  the specified enemy/enemies to spawn
|-
|spawn_specific_elite
|String
|""
|Forces  the specified elite to spawn
|}
 
==Patch 0.8.0.3==
 
*{{MiniIconbox|name=Landmines}}: Fixed a bug where explosion area wasn't being increased
* {{MiniModIconbox|Giant Belt|4}}: Actually fixed tracking
*{{MiniModIconbox|name=Improved Tools|rarity=3|image=}} now modify the displayed spawn cooldown of mines and gardens
* {{MiniModIconbox|name=Bloody Hand|rarity=4|image=}}: unique
 
==Patch 0.8.0.2==
 
===Character Changes===
*{{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===
* {{MiniModIconbox|Giant Belt|4}}: Efficiency slightly decreases with endless waves
*{{MiniIconbox|Mushroom}}: +2 HP Regeneration => +3, -3 Luck => -2
*{{MiniIconbox|Plant}}: +2 HP Regeneration => +3
 
===Misc Changes ===
 
*Endless starts scaling faster after wave 35
*Tentacle enemy: drops more materials
 
=== Fixes===
 
*Fixed Tentacle, Giant Belt and Vigilante Ring's tracking values
*Fixed a bug where turning off the HP bar option while in game would crash the game
 
==Patch 0.8.0.1==
 
=== Character Changes===
* {{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===
 
*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=(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|green|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">
{{StatsCard_GridToggles|extra_btns=1}}
 
<div class="statscard-grid__main statscard-grid__main--transparent-hidden-items">
<div id="item_bait" class="statscard-grid__item">
{{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">
{{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">
{{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">
{{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">
{{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">
{{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">
{{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">
{{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">
{{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">
{{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">
{{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">
{{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">
{{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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