From Brotato Wiki

m →Starting Weapons: fixed small issue with shotgun
Darkly77 (talk | contribs)
Rename Fighting Stick > Quarterstaff
 
(3 intermediate revisions by the same user not shown)
Line 187: Line 187:
* {{MiniIconbox|Excalibur}}:  
* {{MiniIconbox|Excalibur}}:  
** cost 260 => 230
** cost 260 => 230
* {{MiniIconbox|Fighting Stick}}:  
* {{MiniIconbox|Quarterstaff}}:  
** renamed from "Fighting Stick" to "Quarterstaff"
** renamed from "Fighting Stick" to "Quarterstaff"
** +2%/5%/9%/15% XP Gain
** +2%/5%/9%/15% XP Gain
Line 302: Line 302:
|-
|-
|{{MiniIconbox|Entrepreneur}}
|{{MiniIconbox|Entrepreneur}}
|{{MiniIconbox|Fighting Stick}} {{MiniIconbox|Hatchet}} {{MiniIconbox|Ghost Flint}} {{MiniIconbox|Crossbow}} {{MiniIconbox|Claw}} {{MiniIconbox|Plank}}
|{{MiniIconbox|Quarterstaff}} {{MiniIconbox|Hatchet}} {{MiniIconbox|Ghost Flint}} {{MiniIconbox|Crossbow}} {{MiniIconbox|Claw}} {{MiniIconbox|Plank}}
|{{MiniIconbox|Wand}}
|{{MiniIconbox|Wand}}
|-
|-
Line 310: Line 310:
|-
|-
|{{MiniIconbox|Farmer}}
|{{MiniIconbox|Farmer}}
|{{MiniIconbox|Fighting Stick}} {{MiniIconbox|Slingshot}} {{MiniIconbox|Thief Dagger}}
|{{MiniIconbox|Quarterstaff}} {{MiniIconbox|Slingshot}} {{MiniIconbox|Thief Dagger}}
|
|
|-
|-
Line 346: Line 346:
|-
|-
|{{MiniIconbox|Knight}}
|{{MiniIconbox|Knight}}
|{{MiniIconbox|Fighting Stick}} {{MiniIconbox|Plank}} {{MiniIconbox|Rock}} {{MiniIconbox|Fist}} {{MiniIconbox|Knife}} {{MiniIconbox|Scissors}} {{MiniIconbox|Cacti Club}}
|{{MiniIconbox|Quarterstaff}} {{MiniIconbox|Plank}} {{MiniIconbox|Rock}} {{MiniIconbox|Fist}} {{MiniIconbox|Knife}} {{MiniIconbox|Scissors}} {{MiniIconbox|Cacti Club}}
|{{MiniIconbox|Spiky Shield}}
|{{MiniIconbox|Spiky Shield}}
|-
|-
Line 411: Line 411:
|{{MiniIconbox|Streamer}}
|{{MiniIconbox|Streamer}}
|{{MiniIconbox|Ghost Scepter}}
|{{MiniIconbox|Ghost Scepter}}
|{{MiniIconbox|Fighting Stick}} {{MiniIconbox|Rock}} {{MiniIconbox|Jousting Lance}} {{MiniIconbox|Knife}} {{MiniIconbox|Lightning Shiv}} {{MiniIconbox|Claw}}
|{{MiniIconbox|Quarterstaff}} {{MiniIconbox|Rock}} {{MiniIconbox|Jousting Lance}} {{MiniIconbox|Knife}} {{MiniIconbox|Lightning Shiv}} {{MiniIconbox|Claw}}
|-
|-
|{{MiniIconbox|Well Rounded}}
|{{MiniIconbox|Well Rounded}}
Line 749: Line 749:


===New Characters===
===New Characters===
Data in this grid reflects the data at the time of the release. Scroll down to see the current data.
<div class="statscard-grid" style="margin-left: 0;">
<div class="statscard-grid" style="margin-left: 0;">
<div class="statscard-grid__main">
<div class="statscard-grid__main">
Line 822: Line 823:
</div>
</div>
</div>
</div>
Stats tables. Note that this reflects the current data, not the data on initial release of the DLC.
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<tr>
<th style="width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Name</th>
<th style="width:57%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Stats</th>
<th style="width:20%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocked By</th>
<th style="width:13%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocks</th><th>Item Tags</th>
</tr>
<tr>
<td>{{Iconbox|Baby}}</td>
<td>{{Character Data|Baby|stats}}</td>
<td>{{Character Data|Baby|unlockedby}}</td>
<td>{{Iconbox|{{Character Data|Baby|unlocks}}|rarity={{Item Data|{{Character Data|Baby|unlocks}}|rarity}}}}</td>
<td>{{Character Data|Baby|wantedtags}}</td>
</tr>
<tr>
<td>{{Iconbox|Vagabond}}</td>
<td>{{Character Data|Vagabond|stats}}</td>
<td>{{Character Data|Vagabond|unlockedby}}</td>
<td>{{Iconbox|{{Character Data|Vagabond|unlocks}}|rarity={{Item Data|{{Character Data|Vagabond|unlocks}}|rarity}}}}</td>
<td>{{Character Data|Vagabond|wantedtags}}</td>
</tr>
<tr>
<td>{{Iconbox|Technomage}}</td>
<td>{{Character Data|Technomage|stats}}</td>
<td>{{Character Data|Technomage|unlockedby}}</td>
<td>{{Iconbox|{{Character Data|Technomage|unlocks}}|rarity={{Item Data|{{Character Data|Technomage|unlocks}}|rarity}}}}</td>
<td>{{Character Data|Technomage|wantedtags}}</td>
</tr>
<tr>
<td>{{Iconbox|Vampire}}</td>
<td>{{Character Data|Vampire|stats}}</td>
<td>{{Character Data|Vampire|unlockedby}}</td>
<td>{{Iconbox|{{Character Data|Vampire|unlocks}}|rarity={{Item Data|{{Character Data|Vampire|unlocks}}|rarity}}}}</td>
<td>{{Character Data|Vampire|wantedtags}}</td>
</tr>
</table>


===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>
Line 962: Line 1,150:
|Win a run with [[Baby]]
|Win a run with [[Baby]]
|{{MiniIconbox|name=Celery Tea}}
|{{MiniIconbox|name=Celery Tea}}
|[[Weapons|Weapon]]
|[[Items|Item]]
|-
|-
|[[File:Vagabond.png|32x32px]]
|[[File:Vagabond.png|32x32px]]

Latest revision as of 13:34, 4 November 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:
    • 80% Melee Damage scaling => 80/85/90/100%
    • 50% Ranged Damage scaling => 50/60/70/80%
  • Chain Gun:
    • price 270 => 300
    • damage 3 => 2
    • crit damage x2 => x1.5
  • Chopper:
    • range 125/135/150/180 => 135/150/165/180
    • HP scaling 20% => 15/20/25/30%
    • tier 4 crit chance 20% => 25%
  • Crossbow:
    • price 18/36/66/140 => 16/34/62/132
    • damage 8/10/12/15 => 10/12/15/18
  • Excalibur:
    • cost 260 => 230
  • Quarterstaff:
    • renamed from "Fighting Stick" to "Quarterstaff"
    • +2%/5%/9%/15% XP Gain
  • Flamethrower:
    • burning damage 3x5/4x6/5x8 => 1x3/3x5/5x8
    • range 300/350/400 => 250/300/400
    • projectile speed 1000 => 800/900/1000
  • Gatling Laser:
    • price 300 => 290
    • -50% piercing damage => -25%
  • Hammer:
    • damage 30/60/100 => 35/70/110
    • knockback 25/30/40 => 30/40/50
    • +2/4/6 Knockback
  • Jousting Lance:
    • damage 25/30/35/50 => 20/25/30/50
    • price 18/34/68/118 => 20/36/72/132
  • Laser Gun:
    • cooldown 105/100/95/85 => 95/90/85/75
  • 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:
    • cooldown 45/40/35/25 => 40/34/27/20
  • Obliterator:
    • projectile speed 1500 => 2000
  • Pistol:
    • crit chance 3% => 5%/10%/15%/20%
  • Plank:
    • 50/55/60/65% damage scaling => 50/60/70/80%
    • tweaked hitbox
  • Rock:
    • damage 20/30/40/60 => 20/35/50/70
  • Rocket Launcher:
    • explosion size slightly increased
  • Scissors:
    • crit damage x2 => x2/x2.15/x2.3/x2.5
  • Scythe:
    • +100% Life Steal scaling
    • price 260 => 285
  • Sniper Gun:
    • spawned projectiles crit chance 3% => 20%
    • crit damage x2/x2 => x3/x4
  • 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:
    • 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:
    • cost 15/31/61/122 => 12/26/52/105
    • burn damage 3x3/5x4/8x5/12x6 => 3x3/5x5/8x6/12x9


Characters

Changes

  • Artificer:
    • +100% Damage with Tool weapons
  • Bull:
    • changed tag "Max HP" to "Armor"
  • Cyborg:
    • 250% Ranged Damage converted into Engineering => 200%
    • replaced "stat_engineering" tag with "structure" tag
  • Doctor:
    • doubles HP Regeneration => +100% HP Regeneration modifications
  • Engineer:
    • added "structure" wanted tag
  • Explorer:
    • no longer has the "Pickup" tag, now has the "Consumable" tag
  • 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:
    • +5 Armor => +3
  • Mage:
    • +33% Elemental Damage modifications => +25%
    • -100% Engineering modifications => -50%
  • Mutant:
    • +200% XP Gain => -66% XP required to level up
  • Streamer:
    • added "structure" wanted tag

Starting Weapons

Character Can now start with No longer starts with
Apprentice Medical Gun Pistol
Chunky Taser Revolver Hand
Cryptid Sharp Tooth
Demon Wrench
Entrepreneur Quarterstaff Hatchet Ghost Flint Crossbow Claw Plank Wand
Explorer Hand Wrench Jousting Lance Thief Dagger Ghost Axe
Farmer Quarterstaff Slingshot Thief Dagger
Fisherman Plank Pruner Scissors Screwdriver
Generalist Scissors Ghost Flint Fist Shredder Ghost Scepter Pistol
Gladiator Hatchet Lightning Shiv
Glutton Hatchet
Golem Crossbow Ghost Scepter
Hunter Scissors Double Barrel Shotgun
Jack Spiky Shield Pistol
King Jousting Lance Rocket Launcher Fireball
Knight Quarterstaff Plank Rock Fist Knife Scissors Cacti Club Spiky Shield
Lich Thief Dagger Spiky Shield Lightning Shiv Rock
Loud Screwdriver Revolver Taser Wand
Lucky Jousting Lance Torch Pruner
Masochist Torch Ghost Scepter
Multitasker Rock Ghost Flint Pistol
Mutant Lightning Shiv
Old Revolver
One Armed Screwdriver Ghost Flint Pistol Fist Crossbow Wand Chopper Laser Gun
Pacifist Spiky Shield
Ranger Double Barrel Shotgun Slingshot
Renegade Shuriken Slingshot
Saver Revolver Fist Chopper Pruner
Sick Cacti Club Pruner Ghost Flint Hand
Soldier Lightning Shiv
Speedy Ghost Flint Pruner Wrench
Streamer Ghost Scepter Quarterstaff Rock Jousting Lance Knife Lightning Shiv Claw
Well Rounded Fist Slingshot 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 now counts as 1 structure (for 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" 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 and 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)
  • 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 and Fairy icons now appear on the first copies of the items they affect
  • 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)

❌ ✔️

I II III IV

📦 👁️ 🏷️

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

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

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

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

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

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

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

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

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

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

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

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

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

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

New Characters

Data in this grid reflects the data at the time of the release. Scroll down to see the current data.

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
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
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
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

Stats tables. Note that this reflects the current data, not the data on initial release of the DLC.

Name Stats Unlocked By UnlocksItem Tags
+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
Reach level 10 before wave 6 XP Gain
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%
Have 6 different weapons at once None
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%
Reach 10 Elemental Damage and get 3 structures at the same time Elemental Damage, Engineering, Structure
+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
Reach +40 % Life Steal Life Steal

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
Primitive, Precise
  • Damage: 5 (+50%+50%)
  • 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 II
Primitive, Precise
  • Damage: 8 (+50%+65%)
  • 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 III
Primitive, Precise
  • Damage: 11 (+50%+80%)
  • 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 IV
Primitive, Precise
  • Damage: 15 (+50%+100%)
  • 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
Precise, Elemental
  • Damage: 10 (+100%)
  • Critical: x2 (5% chance)
  • Cooldown: 1.03s
  • Knockback: 5
  • Range: 400 (Ranged)
  • Lifesteal: 0%

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

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

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

[[File:|60x60px]]

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

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

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

[[File:|60x60px]]

[[File:|60x60px]]

II

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

Particle Accelerator IV
Heavy, Elemental
  • Damage: 120 (+100%+100%)
  • Critical: x2 (3% chance)
  • Cooldown: 1.62s
  • Knockback: 0
  • Range: 800 (Ranged)
  • Lifesteal: 0%
  • Deals 10x10 (+100%) 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 IV
Legendary, Explosive
  • Damage: 100 (+100%+100%)
  • 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%) damage
 I 
 II 
 III 
 IV 

New Challenges

Game Challenges

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


Character Challenges

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