From Brotato Wiki

(fix icons for Character Challenges)
(Update weapons to have tier tabs)
 
(One intermediate revision by one other user not shown)
Line 386: Line 386:
|-
|-
|{{MiniIconbox|Ranger}}
|{{MiniIconbox|Ranger}}
|{{MiniIconbox|Double Barrel Shotgun
|{{MiniIconbox|Double Barrel Shotgun}} {{MiniIconbox|Slingshot}}
}} {{MiniIconbox|Slingshot}}
|
|
|-
|-
Line 417: Line 416:
|{{MiniIconbox|Fist}} {{MiniIconbox|Slingshot}} {{MiniIconbox|Wrench}}
|{{MiniIconbox|Fist}} {{MiniIconbox|Slingshot}} {{MiniIconbox|Wrench}}
|}
|}


===[[Enemies]]===
===[[Enemies]]===
Line 827: Line 825:
===New Weapons===
===New Weapons===
<div class="statscard-grid" style="margin-left: 0;">
<div class="statscard-grid" style="margin-left: 0;">
{{StatsCard_WeaponToggles}}
<div class="statscard-grid__main" style="max-height: none;">
<div class="statscard-grid__main" style="max-height: none;">
<div id="weapon_sharp_tooth_1" class="statscard-grid__item">
<div id="weapon_sharp_tooth_1" class="statscard-grid__item">
{{StatsCardWeapon
{{StatsCardWeaponTabs
| name     = Sharp Tooth
| name1     = Sharp Tooth
| type     = Melee
| type1     = Melee
| class     = Primitive, Precise
| class1     = Primitive, Precise
| image     = Sharp Tooth.png
| image1     = Sharp Tooth.png
| rarity   = 1
| rarity1   = 1
| damage   = 5 (+50%{{StatIcon|Melee Damage}}+50%{{StatIcon|Lifesteal}})
| damage1   = {{Color|white|5}} ({{Color|white|+50%}}{{StatIcon|Melee Damage}}{{Color|white|+50%}}{{StatIcon|Lifesteal}})
| critical = x2 3
| critical1 = {{Color|white|x2}} ({{Color|white|3}}% chance)
| cooldown = 1.14s
| cooldown1 = {{Color|white|1.14s}}
| knockback = 2
| knockback1 = 2
| range     = 150 (Melee)
| range1     = 150 (Melee)
| special1 = {{Color|green|+1}} {{Color|green|% Life Steal}} for every {{Color|green|25%}} of missing health  
| lifesteal1 = 0%
| speciala1 = {{Color|green|+1}} {{Color|green|% Life Steal}} for every {{Color|green|25%}} of missing health  
| name2      = Sharp Tooth
| type2      = Melee
| class2    = Primitive, Precise
| image2    = Sharp Tooth.png
| rarity2    = 2
| damage2    = {{Color|white|8}} ({{Color|white|+50%}}{{StatIcon|Melee Damage}}{{Color|white|+65%}}{{StatIcon|Lifesteal}})
| critical2  = {{Color|white|x2.15}} ({{Color|white|6}}% chance)
| cooldown2  = {{Color|white|1.07s}}
| knockback2 = 2
| range2    = 160 (Melee)
| lifesteal2 = 0%
| speciala2  = {{Color|green|+1}} {{Color|green|% Life Steal}} for every {{Color|green|20%}} of missing health
| name3      = Sharp Tooth
| type3      = Melee
| class3    = Primitive, Precise
| image3    = Sharp Tooth.png
| rarity3    = 3
| damage3    = {{Color|white|11}} ({{Color|white|+50%}}{{StatIcon|Melee Damage}}{{Color|white|+80%}}{{StatIcon|Lifesteal}})
| critical3  = {{Color|white|x2.3}} ({{Color|white|9}}% chance)
| cooldown3  = {{Color|white|1s}}
| knockback3 = 2
| range3    = 170 (Melee)
| lifesteal3 = 0%
| speciala3  = {{Color|green|+1}} {{Color|green|% Life Steal}} for every {{Color|green|15%}} of missing health
| name4      = Sharp Tooth
| type4      = Melee
| class4    = Primitive, Precise
| image4    = Sharp Tooth.png
| rarity4    = 4
| damage4    = {{Color|white|15}} ({{Color|white|+50%}}{{StatIcon|Melee Damage}}{{Color|white|+100%}}{{StatIcon|Lifesteal}})
| critical4  = {{Color|white|x2.5}} ({{Color|white|12}}% chance)
| cooldown4  = {{Color|white|0.93s}}
| knockback4 = 2
| range4    = 180 (Melee)
| lifesteal4 = 0%
| speciala4  = {{Color|green|+1}} {{Color|green|% Life Steal}} for every {{Color|green|10%}} of missing health
| firstShownTier = 1
| addTierNumbers = 1
| tier1disabled  = 0
| tier2disabled  = 0
| tier3disabled  = 0
| tier4disabled  = 0
}}
}}
</div>
</div>
<div id="weapon_icicle_1" class="statscard-grid__item">
<div id="weapon_icicle_1" class="statscard-grid__item">
{{StatsCardWeapon
{{StatsCardWeaponTabs
| name     = Icicle
| name1     = Icicle
| type     = Ranged
| type1     = Ranged
| class     = Precise, Elemental
| class1     = Precise, Elemental
| image     = Icicle.png
| image1     = Icicle.png
| rarity   = 1
| rarity1   = 1
| damage    = 10 (+100%{{StatIcon|Elemental Damage}})
| damage1    = {{Color|white|10}} ({{Color|white|+100%}}{{StatIcon|Elemental Damage}})
| critical = x2 5
| critical1  = {{Color|white|x2}} ({{Color|white|5}}% chance)
| cooldown = 1.03s
| cooldown1  = {{Color|white|1.03s}}
| knockback = 5
| knockback1 = 5
| range     = 400 (Ranged)
| range1    = 400 (Ranged)
| pierce   = 1 (50% damage)
| lifesteal1 = 0%
| pierce1    = 1 (50% damage)
| name2      = Icicle
| type2      = Ranged
| class2    = Precise, Elemental
| image2    = Icicle.png
| rarity2    = 2
| damage2   = {{Color|white|20}} ({{Color|white|+100%}}{{StatIcon|Elemental Damage}})
| critical2  = {{Color|white|x2}} ({{Color|white|10}}% chance)
| cooldown2  = {{Color|white|0.95s}}
| knockback2 = 5
| range2    = 400 (Ranged)
| lifesteal2 = 0%
| pierce2    = 1 (50% damage)
| name3      = Icicle
| type3      = Ranged
| class3    = Precise, Elemental
| image3    = Icicle.png
| rarity3    = 3
| damage3    = {{Color|white|30}} ({{Color|white|+100%}}{{StatIcon|Elemental Damage}})
| critical3 = {{Color|white|x2.5}} ({{Color|white|15}}% chance)
| cooldown3 = {{Color|white|0.87s}}
| knockback3 = 5
| range3    = 400 (Ranged)
| lifesteal3 = 0%
| pierce3    = 1 (50% damage)
| name4      = Icicle
| type4      = Ranged
| class4    = Precise, Elemental
| image4    = Icicle.png
| rarity4    = 4
| damage4    = {{Color|white|40}} ({{Color|white|+100%}}{{StatIcon|Elemental Damage}})
| critical4  = {{Color|white|x3}} ({{Color|white|20}}% chance)
| cooldown4  = {{Color|white|0.7s}}
| knockback4 = 5
| range4     = 400 (Ranged)
| lifesteal4 = 0%
| pierce4   = 1 (50% damage)
| firstShownTier = 1
| addTierNumbers = 1
| tier1disabled  = 0
| tier2disabled  = 0
| tier3disabled  = 0
| tier4disabled  = 0
}}
}}
</div>
</div>
<div id="weapon_fireball_2" class="statscard-grid__item">
<div id="weapon_fireball_2" class="statscard-grid__item">
{{StatsCardWeapon
{{StatsCardWeaponTabs
| name     = Fireball
| name2     = Fireball
| type     = Ranged
| type2     = Ranged
| class     = Explosive, Elemental
| class2     = Explosive, Elemental
| image     = Fireball.png
| image2     = Fireball.png
| rarity   = 2
| rarity2   = 2
| damage   = 5 (+25%{{StatIcon|Elemental Damage}})
| damage2   = {{Color|white|5}} ({{Color|white|+25%}}{{StatIcon|Elemental Damage}})
| critical = x1.5 3
| critical2 = {{Color|white|x1.5}} ({{Color|white|3}}% chance)
| cooldown = 1.12s
| cooldown2 = {{Color|white|1.12s}}
| knockback = 0
| knockback2 = 0
| range     = 400 (Ranged)
| range2     = 400 (Ranged)
| special1 = Projectiles explode on hit
| lifesteal2 = 0%
| special2 = Deals 5x{{Color|green|3}} ({{Color|green|{{Color|grey|+100%}}{{StatIcon|Elemental Damage}}}}) burning damage
| speciala2 = Projectiles explode on hit
| specialb2 = Deals 5x{{Color|green|3}} ({{Color|green|{{Color|white|+100%}}{{StatIcon|Elemental Damage}}}}) burning damage
| name3      = Fireball
| type3      = Ranged
| class3    = Explosive, Elemental
| image3    = Fireball.png
| rarity3    = 3
| damage3    = {{Color|white|10}} ({{Color|white|+50%}}{{StatIcon|Elemental Damage}})
| critical3  = {{Color|white|x1.5}} ({{Color|white|3}}% chance)
| cooldown3  = {{Color|white|1.03s}}
| knockback3 = 0
| range3    = 450 (Ranged)
| lifesteal3 = 0%
| speciala3  = Projectiles explode on hit
| specialb3  = Deals 6x{{Color|green|4}} ({{Color|green|{{Color|white|+100%}}{{StatIcon|Elemental Damage}}}}) burning damage
| name4      = Fireball
| type4      = Ranged
| class4    = Explosive, Elemental
| image4    = Fireball.png
| rarity4    = 4
| damage4    = {{Color|white|20}} ({{Color|white|+75%}}{{StatIcon|Elemental Damage}})
| critical4  = {{Color|white|x1.5}} ({{Color|white|3}}% chance)
| cooldown4  = {{Color|white|0.87s}}
| knockback4 = 0
| range4    = 500 (Ranged)
| lifesteal4 = 0%
| speciala4  = Projectiles explode on hit
| specialb4  = Deals 8x{{Color|green|5}} ({{Color|green|{{Color|white|+100%}}{{StatIcon|Elemental Damage}}}}) burning damage
| firstShownTier = 2
| addTierNumbers = 1
| tier1disabled  = 1
| tier2disabled  = 0
| tier3disabled  = 0
| tier4disabled  = 0
}}
}}
</div>
</div>
<div id="weapon_particle_accelerator_3" class="statscard-grid__item">
<div id="weapon_particle_accelerator_3" class="statscard-grid__item">
{{StatsCardWeapon
{{StatsCardWeaponTabs
| name     = Particle Accelerator
| name3     = Particle Accelerator
| type     = Ranged
| type3     = Ranged
| class     = Heavy, Elemental
| class3     = Heavy, Elemental
| image     = Particle Accelerator.png
| image3     = Particle Accelerator.png
| rarity   = 3
| rarity3   = 3
| damage   = 60 (+100%{{StatIcon|Elemental Damage}}+100%{{StatIcon|Engineering}})
| damage3   = {{Color|white|60}} ({{Color|white|+100%}}{{StatIcon|Elemental Damage}}{{Color|white|+100%}}{{StatIcon|Engineering}})
| critical = x2 3
| critical3 = {{Color|white|x2}} ({{Color|white|3}}% chance)
| cooldown = 1.95s
| cooldown3 = {{Color|white|1.95s}}
| knockback = 0
| knockback3 = 0
| range     = 800 (Ranged)
| range3     = 800 (Ranged)
| pierce   = 99 (0% damage)
| lifesteal3 = 0%
| special1 = Deals 8x{{Color|green|8}} ({{Color|green|{{Color|grey|+100%}}{{StatIcon|Elemental Damage}}}}) burning damage
| pierce3   = 99 (0% damage)
| special2 = Slows enemies by {{Color|green|1%}} on hit for every {{Color|green|1}} {{Color|green|Engineering}} you have [0%]
| speciala3 = Deals 8x{{Color|green|8}} ({{Color|green|{{Color|white|+100%}}{{StatIcon|Elemental Damage}}}}) burning damage
| specialb3 = Slows enemies by {{Color|green|1%}} on hit for every {{Color|green|1}} {{Color|green|Engineering}} you have [0%]
| name4      = Particle Accelerator
| type4      = Ranged
| class4    = Heavy, Elemental
| image4    = Particle Accelerator.png
| rarity4    = 4
| damage4    = {{Color|white|120}} ({{Color|white|+100%}}{{StatIcon|Elemental Damage}}{{Color|white|+100%}}{{StatIcon|Engineering}})
| critical4  = {{Color|white|x2}} ({{Color|white|3}}% chance)
| cooldown4  = {{Color|white|1.62s}}
| knockback4 = 0
| range4    = 800 (Ranged)
| lifesteal4 = 0%
| pierce4    = 99 (0% damage)
| speciala4  = Deals 10x{{Color|green|10}} ({{Color|green|{{Color|white|+100%}}{{StatIcon|Elemental Damage}}}}) burning damage
| specialb4  = Slows enemies by {{Color|green|2%}} on hit for every {{Color|green|1}} {{Color|green|Engineering}} you have [0%]
| firstShownTier = 3
| addTierNumbers = 1
| tier1disabled  = 1
| tier2disabled  = 1
| tier3disabled  = 0
| tier4disabled  = 0
}}
}}
</div>
</div>
<div id="weapon_dextroyer_4" class="statscard-grid__item">
<div id="weapon_dextroyer_4" class="statscard-grid__item">
{{StatsCardWeapon
{{StatsCardWeaponTabs
| name     = DEX-troyer
| name4     = DEX-troyer
| type     = Melee
| type4     = Melee
| class     = Legendary, Explosive
| class4     = Legendary, Explosive
| image     = DEX-troyer.png
| image4     = DEX-troyer.png
| rarity   = 4
| rarity4   = 4
| damage   = 100 (+100%{{StatIcon|Melee Damage}}+100%{{StatIcon|Engineering}})
| damage4   = {{Color|white|100}} ({{Color|white|+100%}}{{StatIcon|Melee Damage}}{{Color|white|+100%}}{{StatIcon|Engineering}})
| critical = x2 3
| critical4 = {{Color|white|x2}} ({{Color|white|3}}% chance)
| cooldown = 1.33s
| cooldown4 = {{Color|white|1.33s}}
| knockback = 10
| knockback4 = 10
| range     = 400 (Melee)
| range4     = 400 (Melee)
| special1 = {{Color|green|50%}} chance to explode on hit
| lifesteal4 = 0%
| special2 = Hitting an enemy spawns a lightning projectile that bounces {{Color|green|5}} times and deals {{Color|green|30}} ({{Color|green|{{Color|grey|+100%}}{{StatIcon|Elemental Damage}}}}) damage
| speciala4 = {{Color|green|50%}} chance to explode on hit
| specialb4 = Hitting an enemy spawns a lightning projectile that bounces {{Color|green|5}} times and deals {{Color|green|30}} ({{Color|green|{{Color|white|+100%}}{{StatIcon|Elemental Damage}}}}) damage
| firstShownTier = 4
| addTierNumbers = 1
| tier1disabled  = 1
| tier2disabled  = 1
| tier3disabled  = 1
| tier4disabled  = 0
}}
}}
</div>
</div>

Latest revision as of 23:52, 31 October 2024

Patch v1.1.0.0 was released October 25th, 2024. It was released alongside the Abyssal Terrors DLC, and features new content, tweaks, and a multiplayer co-op mode. The Steam release post is here.

Jump to New Content

Overview

Features

  • Local multiplayer for up to 4 players (compatible with Steam Remote Play Together)
  • Added accessibility option to enable retrying a failed wave
  • Added an option to disable the music tracks that lead to copyright issues
  • Steam Trading Cards have been enabled

Balancing

Items


Weapons

  • Cacti Club.png Cacti Club:
    • 80% Melee Damage scaling => 80/85/90/100%
    • 50% Ranged Damage scaling => 50/60/70/80%
  • Chain Gun.png Chain Gun:
    • price 270 => 300
    • damage 3 => 2
    • crit damage x2 => x1.5
  • Chopper.png Chopper:
    • range 125/135/150/180 => 135/150/165/180
    • HP scaling 20% => 15/20/25/30%
    • tier 4 crit chance 20% => 25%
  • Crossbow.png Crossbow:
    • price 18/36/66/140 => 16/34/62/132
    • damage 8/10/12/15 => 10/12/15/18
  • Excalibur.png Excalibur:
    • cost 260 => 230
  • Fighting Stick.png Fighting Stick:
    • renamed from "Fighting Stick" to "Quarterstaff"
    • +2%/5%/9%/15% XP Gain
  • Flamethrower.png Flamethrower:
    • burning damage 3x5/4x6/5x8 => 1x3/3x5/5x8
    • range 300/350/400 => 250/300/400
    • projectile speed 1000 => 800/900/1000
  • Gatling Laser.png Gatling Laser:
    • price 300 => 290
    • -50% piercing damage => -25%
  • Hammer.png Hammer:
    • damage 30/60/100 => 35/70/110
    • knockback 25/30/40 => 30/40/50
    • +2/4/6 Knockback
  • Jousting Lance.png Jousting Lance:
    • damage 25/30/35/50 => 20/25/30/50
    • price 18/34/68/118 => 20/36/72/132
  • Laser Gun.png Laser Gun:
    • cooldown 105/100/95/85 => 95/90/85/75
  • Lightning Shiv.png Lightning Shiv:
    • crit chance 5/10/15/15% => 4/6/8/10%
    • projectile crit chance 3% => 4/6/8/10%
    • 100% Elemental Damage scaling => 80%
    • price 15/31/61/122 => 18/36/66/142
    • projectile damage 5/8/12/15 -> 5/6/8/11
  • Medical Gun.png Medical Gun:
    • cooldown 45/40/35/25 => 40/34/27/20
  • Obliterator.png Obliterator:
    • projectile speed 1500 => 2000
  • Pistol.png Pistol:
    • crit chance 3% => 5%/10%/15%/20%
  • Plank.png Plank:
    • 50/55/60/65% damage scaling => 50/60/70/80%
    • tweaked hitbox
  • Rock.png Rock:
    • damage 20/30/40/60 => 20/35/50/70
  • Rocket Launcher.png Rocket Launcher:
    • explosion size slightly increased
  • Scissors.png Scissors:
    • crit damage x2 => x2/x2.15/x2.3/x2.5
  • Scythe.png Scythe:
    • +100% Life Steal scaling
    • price 260 => 285
  • Sniper Gun.png Sniper Gun:
    • spawned projectiles crit chance 3% => 20%
    • crit damage x2/x2 => x3/x4
  • Stick.png Stick:
    • crit damage x2 => x1.5
    • damage 8/8/12/20 => 8/9/10/12
    • cooldown 40/36/31/27 => 42/38/34/30
  • Torch.png Torch:
    • cost 12/26/52/105 => 10/22/45/91
    • burn damage 3x3/5x4/8x6/12x8 => 3x3/5x5/8x6/12x9
    • melee/elemental damage scaling 50% => 50/65/80/100%
    • gives +1 burning spread in tiers III and IV
    • tweaked hitbox
  • Wand.png Wand:
    • cost 15/31/61/122 => 12/26/52/105
    • burn damage 3x3/5x4/8x5/12x6 => 3x3/5x5/8x6/12x9


Characters

Changes

  • Artificer.png Artificer:
    • +100% Damage with Tool weapons
  • Bull.png Bull:
    • changed tag "Max HP" to "Armor"
  • Cyborg.png Cyborg:
    • 250% Ranged Damage converted into Engineering => 200%
    • replaced "stat_engineering" tag with "structure" tag
  • Doctor.png Doctor:
    • doubles HP Regeneration => +100% HP Regeneration modifications
  • Engineer.png Engineer:
    • added "structure" wanted tag
  • Explorer.png Explorer:
    • no longer has the "Pickup" tag, now has the "Consumable" tag
  • Jack.png Jack:
    • +75% damage against bosses => +125%
    • +250% Enemy Health => +175%
    • +50% Enemy Damage => +35%
    • -75% enemies => -70%
    • increase in materials dropped now also affects trees
  • Knight.png Knight:
    • +5 Armor => +3
  • Mage.png Mage:
    • +33% Elemental Damage modifications => +25%
    • -100% Engineering modifications => -50%
  • Mutant.png Mutant:
    • +200% XP Gain => -66% XP required to level up
  • Streamer.png Streamer:
    • added "structure" wanted tag

Starting Weapons

Character Can now start with No longer starts with
Apprentice.png Apprentice Medical Gun.png Medical Gun Pistol.png Pistol
Chunky.png Chunky Taser.png Taser Revolver.png Revolver Hand.png Hand
Cryptid.png Cryptid Sharp Tooth.png Sharp Tooth
Demon.png Demon Wrench.png Wrench
Entrepreneur.png Entrepreneur Fighting Stick.png Fighting Stick Hatchet.png Hatchet Ghost Flint.png Ghost Flint Crossbow.png Crossbow Claw.png Claw Plank.png Plank Wand.png Wand
Explorer.png Explorer Hand.png Hand Wrench.png Wrench Jousting Lance.png Jousting Lance Thief Dagger.png Thief Dagger Ghost Axe.png Ghost Axe
Farmer.png Farmer Fighting Stick.png Fighting Stick Slingshot.png Slingshot Thief Dagger.png Thief Dagger
Fisherman.png Fisherman Plank.png Plank Pruner.png Pruner Scissors.png Scissors Screwdriver.png Screwdriver
Generalist.png Generalist Scissors.png Scissors Ghost Flint.png Ghost Flint Fist.png Fist Shredder.png Shredder Ghost Scepter.png Ghost Scepter Pistol.png Pistol
Gladiator.png Gladiator Hatchet.png Hatchet Lightning Shiv.png Lightning Shiv
Glutton.png Glutton Hatchet.png Hatchet
Golem.png Golem Crossbow.png Crossbow Ghost Scepter.png Ghost Scepter
Hunter.png Hunter Scissors.png Scissors Double Barrel Shotgun.png Double Barrel Shotgun
Jack.png Jack Spiky Shield.png Spiky Shield Pistol.png Pistol
King.png King Jousting Lance.png Jousting Lance Rocket Launcher.png Rocket Launcher Fireball.png Fireball
Knight.png Knight Fighting Stick.png Fighting Stick Plank.png Plank Rock.png Rock Fist.png Fist Knife.png Knife Scissors.png Scissors Cacti Club.png Cacti Club Spiky Shield.png Spiky Shield
Lich.png Lich Thief Dagger.png Thief Dagger Spiky Shield.png Spiky Shield Lightning Shiv.png Lightning Shiv Rock.png Rock
Loud.png Loud Screwdriver.png Screwdriver Revolver.png Revolver Taser.png Taser Wand.png Wand
Lucky.png Lucky Jousting Lance.png Jousting Lance Torch.png Torch Pruner.png Pruner
Masochist.png Masochist Torch.png Torch Ghost Scepter.png Ghost Scepter
Multitasker.png Multitasker Rock.png Rock Ghost Flint.png Ghost Flint Pistol.png Pistol
Mutant.png Mutant Lightning Shiv.png Lightning Shiv
Old.png Old Revolver.png Revolver
One Armed.png One Armed Screwdriver.png Screwdriver Ghost Flint.png Ghost Flint Pistol.png Pistol Fist.png Fist Crossbow.png Crossbow Wand.png Wand Chopper.png Chopper Laser Gun.png Laser Gun
Pacifist.png Pacifist Spiky Shield.png Spiky Shield
Ranger.png Ranger Double Barrel Shotgun.png Double Barrel Shotgun Slingshot.png Slingshot
Renegade.png Renegade Shuriken.png Shuriken Slingshot.png Slingshot
Saver.png Saver Revolver.png Revolver Fist.png Fist Chopper.png Chopper Pruner.png Pruner
Sick.png Sick Cacti Club.png Cacti Club Pruner.png Pruner Ghost Flint.png Ghost Flint Hand.png Hand
Soldier.png Soldier Lightning Shiv.png Lightning Shiv
Speedy.png Speedy Ghost Flint.png Ghost Flint Pruner.png Pruner Wrench.png Wrench
Streamer.png Streamer Ghost Scepter.png Ghost Scepter Fighting Stick.png Fighting Stick Rock.png Rock Jousting Lance.png Jousting Lance Knife.png Knife Lightning Shiv.png Lightning Shiv Claw.png Claw
Well Rounded.png Well Rounded Fist.png Fist Slingshot.png Slingshot Wrench.png Wrench

Enemies

  • Helmet Aliens: health increased (8+3/wave => 8+4/wave)
  • Loot Aliens: health decreased in earlier waves, increased in later waves (50+25/wave => 5+30/wave)
  • Junkies: health decreased (15+5/wave => 5+5/wave), 0% Knockback resistance => 50%
  • Spawners: stay further away from the player (400 => 450)
  • Small Chargers: 100% Knockback resistance => 80%
  • Big Chargers: 100% Knockback resistance => 90%
  • Buffers, Lampreys, Shooters: 100% Knockback resistance => 95%
  • Slashers: 100% Knockback resistance => 90%, drop more materials & items/consumables
  • Tentacles: drop more materials & items/consumables

Elites

  • Colossus: deals less damage, 1st phase projectiles are slower
  • Gargoyle: tweaked 1st and 3rd phases, more 2nd and 3rd phase projectiles
  • Croc: spawns less projectiles in 2nd phase, 2nd phase charge cooldown increased, projectile ring size slightly increased
  • Mother: reduced number of enemies spawned and number/damage of slashes in 2nd phase
  • Butcher: cooldown reduced in phase 1 & 3, more projectiles in phase 2
  • Rhino: cooldown reduced


Changes

  • Wave 20 on endless mode now lasts for 90 seconds
  • Bugs can now be reported by pressing F8 in game. Game data will be attached to the report to help us diagnose issues.
  • Save files have been upgraded and are not compatible with previous versions. A new save file will be created on the first launch using your existing save.
  • Slightly increased the chance of finding the same weapons or weapons of the same sets in the first five shops
  • Waves with elites are now displayed in the pause menu
  • Long item text can now be scrolled with the right joystick
  • Shop materials now flash when trying to spend more than the available materials
  • UX improvements to character and weapon selection
  • Updated formatting of weapon and structure damage modifiers in tooltips
  • Updated formatting of burning damage in tooltips. The burn duration is now displayed first, followed by damage.
  • Having multiple Scared Sausages now only increases the damage and no longer the duration of its burn effect (chance of activation still stacks)
  • Number of loot aliens spawned are no longer affected by modifiers to the number of enemies
  • Structures' shooting animation speed now scales with increases of structure attack speed (=removed hidden ~3 shots/sec cap from animation length)
  • Added a new "structure" tag which is separate from the old "stat_engineering" tag and assigned it to relevant items
  • Fruits now no longer heal instead of healing 1 HP when having -3 Consumable Healing stat or less
  • Pocket Factory.png Pocket Factory now counts as 1 structure (for Streamer.png Streamer etc.)
  • % Structure Attack Speed now appears in the Secondary Stats container
  • Plasma Sledgehammer renamed to Plasma Sledge to allow display of weapon classes
  • Faster enemies get slowed down more when hitting you (proportionally to their speed)
  • Bonus % damage applied by items & other effects is now rounded instead of rounded down
  • Effects to enemy damage and health from all sources are now applied as a multiplier rather than additively which has many implications, including making items like Peacock and Celery Tea display the right amount of modifications applied and making 182% runs harder
  • Updated the description of "Strange Book.png Strange Book" to "permanent Elemental Damage" to reflect its actual effect
  • Renamed the "Builder" challenge to "Industrialization"
  • Adjusted the volume of some sounds
  • Bosses and charging enemies can more reliably push other enemies out of the way to avoid being stuck
  • Tooltips now track damage/healing done for structures and the Lucky.png Lucky and Bull.png Bull characters
  • Weak enemies now get despawned in priority once the enemy limit for a wave is reached
  • The weapon inventory in shops now display more weapons simultaneously if playing characters with increased weapon caps (Multitasker.png Multitasker)
  • Weapons can no longer have more than ~3 seconds of cooldown before their first shot at the beginning of a wave
  • Locking items in single player can now be done using the same button as in the coop shop
  • King.png King and Fairy.png Fairy icons now appear on the first copies of the items they affect
  • Renegade.png Renegade icon now also appears when getting an item from a crate
  • Damage dealt numbers are now formatted with commas
  • Limited items now display how many of them you have next to the max number you can have
  • "Consumable" and "Luck" tags are now separated


Fixes

  • Fixed a bug where the additional value added to existing materials after the max number of materials on the ground has been reached did not take the "materials dropped" modifiers into account (affected Jack)
  • Knockback now always pushes enemies away from the player
  • Charging enemies now behave more predictably when attacking close to the player
  • Fixed bug triggered when pause is pressed while go button is held
  • The amount of enemies is now more reliably affected by items and characters that increase/decrease it
  • Enemy groups now reliably spawn together, instead of occasionally scattering over the map
  • Fixed a bug where Farmer's and Streamer's negative materials dropped effect wasn't affecting trees
  • Fixed a bug where Grind's Magical Leaf's tooltip was only displaying the stats gained by the first copy of the item
  • Fixed issue that could cause enemies to stop moving at low speed settings
  • Fixed inaccurate extra cooldown value shown in Revolver and Chain Gun tooltips
  • Fixed incorrect text color for some short weapon cooldowns in tooltips
  • Fixed incorrect rounding of damage in Incendiary Turret tooltip
  • Fixed damage from Scared Sausage not being included in Incendiary Turret tooltip damage
  • Fixed issues that could cause damage dealt for Scared Sausage to be reported incorrectly
  • Fixed a bug where the queue of enemies to spawn would fill up faster than it was emptied when having too many enemies to spawn
  • Fixed a bug where the cursor would move to the newly combined weapon after buying a combinable weapon in the shop instead of staying in the shop
  • Increased precision of short weapon cooldowns in tooltips
  • Increased precision of Garden and Pruner cooldowns in tooltips when Improved Tools are used
  • Fixed UI bugs when locking multiple baits
  • Fixed the gameplay options UI layout overflowing the screen for some languages
  • Tooltips no longer clip outside of the screen
  • Fixed the Revolver being on long cooldown at the start of waves
  • Added the "Range" tag to "Baby Gecko"
  • Added the "Elemental Damage" tag to "Alloy"
  • Added the "Attack Speed" tag to "Community Support"
  • Added the "Attack Speed" tag to "Improved Tools"
  • Added the "Damage" tag to "Power Generator"
  • Added the "Damage" tag to "Silver Bullet"
  • Added the "HP Regeneration" tag to "Octopus"
  • Added the "Ranged Damage" tag to "Sharp Bullet"
  • Removed the "Armor" tag from "Triangle of Power"
  • Fixed Japanese localization
  • Fixed the Garden's description sometimes showing the wrong cooldown
  • Fixed a bug where spinning enemy projectiles' damage was not being initialized properly
  • Fixed a bug where some information was not getting serialized/deserialized properly and was messing up some descriptions when loading a run
  • Scared Sausages now display the correct amount of damage done in the tooltip
  • Fixed the Spicy Sauce appearance not appearing
  • Fixed the rounding of enemy damage numbers which should result in smoother increase over the waves
  • Fixed a bug where rewards with descriptions that are too long would push the whole Progression screen down


Modding info

  • Created a "Brotatools" plugin that appears on the bottom dock in the Godot Editor. It helps simplify the creation process by generating most of the resource files for new content and linking them together. It also imports, resize and link sprites automatically from a folder following the structure and naming conventions of the presskit.


Special thanks to...

  • ArosRising for creating a ton of helpful documents and the Brotato MultiTool
  • DarkTwinge for making the Balance Mod
  • Everyone who contributed to the Brotato wiki
  • Everyone who participated in the betas and reported bugs and gave feedback


New Content

Contains spoilers!

New Items

Current items total: 14 (1, 5, 7, 1)

✔️

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

I II III IV

📦 👁️ Materials.png 🏷️

Jelly.png

Jelly
Item
  • +1 Max HP for every different weapon you have

Clockwork Wasp.png

Clockwork Wasp
Item
  • +10 % Structure attack speed
  • +5 % Speed

Decomposing Flesh.png

Decomposing Flesh
Item
  • +1 % Life Steal when you level up
  • -1 Max HP when you level up

Ice Cube.png

Ice Cube
Unique
  • Enemies take 10% more damage for 3 seconds when first hit by Elemental Damage

Reinforced Steel.png

Reinforced Steel
Item
  • +2 Ranged Damage
  • +3 Engineering
  • -3 % Speed

Snowball.png

Snowball
Unique
  • +1 Elemental Damage every time you get an item that increases Elemental Damage

Ball and Chain.png

Ball and Chain
Unique
  • +15 % Damage
  • +3 Armor
  • +5 Knockback
  • -3 % Speed
  • Weapons have a minimum cooldown of 0.75 seconds between attacks

Coil.png

Coil
Limited (3/{1})
  • +5 Knockback
  • +1 % Damage for every 1 Knockback you have

Fried Rice.png

Fried Rice
Unique
  • +1 HP Regeneration for every currently burning enemy

Frozen Heart.png

Frozen Heart
Unique
  • +8 Elemental Damage
  • +5 % Crit Chance
  • Weapon damage additionally scales with 10% Elemental Damage
  • Burning activates 100% slower

Honey.png

Honey
Item
  • +3 Ranged Damage
  • +10 % Explosion Damage
  • +5 % Explosion Size
  • -3 % Speed
  • -3 % Dodge

Nail.png

Nail
Unique
  • +5 Engineering
  • Weapon damage additionally scales with 20% Engineering
  • -2 Ranged Damage

Pile of Books.png

Pile of Books
Unique
  • Your structures can crit
  • +3 % Crit Chance
  • +3 Engineering

Greek Fire.png

Greek Fire
Unique
  • Burning deals an additional 10% of current enemy HP as damage (1% for bosses and elites)

New Characters

Baby.png

Baby
Character
  • +12 Harvesting
  • -20 % Items Price
  • You gain a weapon slot when you level up instead of a stat upgrade (max: 24)
  • You start with one weapon slot
  • Shops always sell at least one weapon
  • +130% XP required to level up

Vagabond.png

Vagabond
Character
  • Equipped weapons always contribute to the class bonuses of other equipped weapons
  • You can't equip two of the same weapon at the same time
  • -5 Armor
  • -5 % Dodge
  • Luck modifications are reduced by 50%
  • Harvesting modifications are reduced by 50%

Technomage.png

Technomage
Character
  • You start with 2 Turret
  • +5 % Structure attack speed for every permanent 1 Elemental Damage you have
  • +2 Elemental Damage for every 1 Structure you have
  • +75% XP required to level up
  • Melee Damage modifications are reduced by 100%
  • Ranged Damage modifications are reduced by 100%

Vampire.png

Vampire
Character
  • +2 % Damage for every 1% of missing health
  • +1 % Life Steal for every 3% of missing health
  • +1 Armor for every 5% of missing health
  • Max HP modifications are reduced by 25%
  • -60 % Damage
  • -100 HP Regeneration
  • -100 HP recovered from consumables

New Weapons

Note: If the tier buttons aren't working, please use Ctrl+F5 to refresh your browser's scripts

Tier 1 Tier 2 Tier 3 Tier 4

Sharp Tooth.png

Sharp Tooth
Primitive, Precise
  • Damage: 5 (+50%Melee Damage.png+50%Life Steal.png)
  • Critical: x2 (3% chance)
  • Cooldown: 1.14s
  • Knockback: 2
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • +1 % Life Steal for every 25% of missing health

Sharp Tooth.png

Sharp Tooth II
Primitive, Precise
  • Damage: 8 (+50%Melee Damage.png+65%Life Steal.png)
  • Critical: x2.15 (6% chance)
  • Cooldown: 1.07s
  • Knockback: 2
  • Range: 160 (Melee)
  • Lifesteal: 0%
  • +1 % Life Steal for every 20% of missing health

Sharp Tooth.png

Sharp Tooth III
Primitive, Precise
  • Damage: 11 (+50%Melee Damage.png+80%Life Steal.png)
  • Critical: x2.3 (9% chance)
  • Cooldown: 1s
  • Knockback: 2
  • Range: 170 (Melee)
  • Lifesteal: 0%
  • +1 % Life Steal for every 15% of missing health

Sharp Tooth.png

Sharp Tooth IV
Primitive, Precise
  • Damage: 15 (+50%Melee Damage.png+100%Life Steal.png)
  • Critical: x2.5 (12% chance)
  • Cooldown: 0.93s
  • Knockback: 2
  • Range: 180 (Melee)
  • Lifesteal: 0%
  • +1 % Life Steal for every 10% of missing health
 I 
 II 
 III 
 IV 

Icicle.png

Icicle
Precise, Elemental
  • Damage: 10 (+100%Elemental Damage.png)
  • Critical: x2 (5% chance)
  • Cooldown: 1.03s
  • Knockback: 5
  • Range: 400 (Ranged)
  • Lifesteal: 0%

Icicle.png

Icicle II
Precise, Elemental
  • Damage: 20 (+100%Elemental Damage.png)
  • Critical: x2 (10% chance)
  • Cooldown: 0.95s
  • Knockback: 5
  • Range: 400 (Ranged)
  • Lifesteal: 0%

Icicle.png

Icicle III
Precise, Elemental
  • Damage: 30 (+100%Elemental Damage.png)
  • Critical: x2.5 (15% chance)
  • Cooldown: 0.87s
  • Knockback: 5
  • Range: 400 (Ranged)
  • Lifesteal: 0%

Icicle.png

Icicle IV
Precise, Elemental
  • Damage: 40 (+100%Elemental Damage.png)
  • Critical: x3 (20% chance)
  • Cooldown: 0.7s
  • Knockback: 5
  • Range: 400 (Ranged)
  • Lifesteal: 0%
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

Fireball.png

Fireball II
Explosive, Elemental
  • Damage: 5 (+25%Elemental Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.12s
  • Knockback: 0
  • Range: 400 (Ranged)
  • Lifesteal: 0%
  • Projectiles explode on hit
  • Deals 5x3 (+100%Elemental Damage.png) burning damage

Fireball.png

Fireball III
Explosive, Elemental
  • Damage: 10 (+50%Elemental Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.03s
  • Knockback: 0
  • Range: 450 (Ranged)
  • Lifesteal: 0%
  • Projectiles explode on hit
  • Deals 6x4 (+100%Elemental Damage.png) burning damage

Fireball.png

Fireball IV
Explosive, Elemental
  • Damage: 20 (+75%Elemental Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 0.87s
  • Knockback: 0
  • Range: 500 (Ranged)
  • Lifesteal: 0%
  • Projectiles explode on hit
  • Deals 8x5 (+100%Elemental Damage.png) burning damage
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

[[File:|60x60px]]

II

Particle Accelerator.png

Particle Accelerator III
Heavy, Elemental
  • Damage: 60 (+100%Elemental Damage.png+100%Engineering Stat.png)
  • Critical: x2 (3% chance)
  • Cooldown: 1.95s
  • Knockback: 0
  • Range: 800 (Ranged)
  • Lifesteal: 0%
  • Deals 8x8 (+100%Elemental Damage.png) burning damage
  • Slows enemies by 1% on hit for every 1 Engineering you have [0%]

Particle Accelerator.png

Particle Accelerator IV
Heavy, Elemental
  • Damage: 120 (+100%Elemental Damage.png+100%Engineering Stat.png)
  • Critical: x2 (3% chance)
  • Cooldown: 1.62s
  • Knockback: 0
  • Range: 800 (Ranged)
  • Lifesteal: 0%
  • Deals 10x10 (+100%Elemental Damage.png) burning damage
  • Slows enemies by 2% on hit for every 1 Engineering you have [0%]
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

[[File:|60x60px]]

II

[[File:|60x60px]]

III

DEX-troyer.png

DEX-troyer IV
Legendary, Explosive
  • Damage: 100 (+100%Melee Damage.png+100%Engineering Stat.png)
  • Critical: x2 (3% chance)
  • Cooldown: 1.33s
  • Knockback: 10
  • Range: 400 (Melee)
  • Lifesteal: 0%
  • 50% chance to explode on hit
  • Hitting an enemy spawns a lightning projectile that bounces 5 times and deals 30 (+100%Elemental Damage.png) damage
 I 
 II 
 III 
 IV 

New Challenges

Game Challenges

Group Icon Name Challenge Unlocks
Misc Pile of Books.png Fast Learner Reach level 10 before wave 6
Baby
Baby
Misc Improved Tools.png Experimentation Have 6 different weapons at once
Vagabond
Vagabond
Misc Strange Book.png Magic and Machinery Reach 10 Elemental Damage and get 3 structures at the same time
Technomage
Technomage
Misc Blood Leech.png Blood Drinker Reach +40% Life Steal
Vampire
Vampire


Character Challenges

Icon Name Challenge Unlocks Unlock Type
Baby.png Baby Win a run with Baby Celery Tea.png Celery Tea Weapon
Vagabond.png Vagabond Win a run with Vagabond Jelly.png Jelly Item
Technomage.png Technomage Win a run with Technomage Particle Accelerator.png Particle Accelerator Weapon
Vampire.png Vampire Win a run with Vampire Decomposing Flesh.png Decomposing Flesh Item