From Brotato Wiki

(Migrate content for older beta versions to dedicated pages. This is because this Beta page has become very long, and editing it has started to have issues with server timeouts and generally taking too long.)
(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 1.0.0.3 ==
 
* {{MiniIconbox|name=Baby Elephant}}: Tier II => tier I, price reduced (35 => 25)
* {{MiniIconbox|name=Cyberball}}: Tier I => tier II, price increased (25 => 35)
* For modders: ''pause.tscn'' and ''pause.gd'' moved out of ModLoader directory
 
== Patch 1.0.0.2-Hotfix ==
 
* Unannounced hotfix that fixes a code error, which was causing the game to crash if burning occured.
 
== 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.x ==
 
See: [[Beta Patches 0.8.0.x]]
 
== Patch 0.6.1.x ==
 
See: [[Beta Patches 0.6.1.x]]

Latest revision as of 10:59, 27 October 2024

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There is currently no active beta version.