From Brotato Wiki

(INITIAL (needs cleanup))
 
(cleanup)
Line 1: Line 1:
<div style="font-size: 20px;">{{Color|pastelred|NOTE: THIS PAGE IS CURRENTLY BEING WORKED ON. PLEASE DON'T CHANGE ANYTHING.}}</div>
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)}}.
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)}}.
==Overview==
==Overview==


Line 12: Line 8:
* Added 12 new [[Progress|Challenges]]
* Added 12 new [[Progress|Challenges]]


===Challenges===
== Challenges ==
 
{| class="wikitable"
{| class="wikitable"
!Icon
!Icon
Line 98: Line 93:
=== New Characters ===
=== New Characters ===


6 new characters:
6 new characters: {{MiniModIconbox|Apprentice|rarity=0|image=Apprentice.png}} / {{MiniModIconbox|Fisherman|rarity=0|image=Fisherman.png}} / {{MiniModIconbox|Cryptid|rarity=0|image=Cryptid.png}} / {{MiniModIconbox|Golem|rarity=0|image=Golem.png}} / {{MiniModIconbox|King|rarity=0|image=King.png}} / {{MiniModIconbox|Renegade|rarity=0|image=Renegade.png}}
 
* {{MiniModIconbox|Apprentice|rarity=0|image=Apprentice.png}}
* {{MiniModIconbox|Fisherman|rarity=0|image=Fisherman.png}}
* {{MiniModIconbox|Cryptid|rarity=0|image=Cryptid.png}}
* {{MiniModIconbox|Golem|rarity=0|image=Golem.png}}
* {{MiniModIconbox|King|rarity=0|image=King.png}}
* {{MiniModIconbox|Renegade|rarity=0|image=Renegade.png}}


<table class="itembox-table" style="color:#eee; background:transparent; vertical-align:top;">
<table class="itembox-table" style="color:#eee; background:transparent; vertical-align:top;">
<tr>
<tr>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
{{StatsCard
| name  = Apprentice
| name  = Apprentice
Line 123: Line 111:
}}
}}
</td>
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
{{StatsCard
| name  = Cryptid
| name  = Cryptid
Line 140: Line 128:
}}
}}
</td>
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">  
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
{{StatsCard
| name  = Fisherman
| name  = Fisherman
Line 157: Line 145:
</tr>
</tr>
<tr>
<tr>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">  
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
{{StatsCard
| name  = Golem
| name  = Golem
Line 172: Line 160:
}}
}}
</td>
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">  
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
{{StatsCard
| name  = King
| name  = King
Line 189: Line 177:
}}
}}
</td>
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">  
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
{{StatsCard
| name  = Renegade
| name  = Renegade
Line 208: Line 196:
</table>
</table>


===Changes to Characters===
=== Changes to Characters ===
 
* {{MiniIconbox|Jack}}: +50% damage against bosses => +75% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Mage}}: +5 Elemental Damage => +0 {{Color|color=pastelred|text=(Nerf)}}


*{{MiniIconbox|Mage}}: Can now start with {{MiniIconbox|Plank}} {{Color|color=cream|text=(Tweak)}}
===Changes to Starting Weapons===
*{{MiniIconbox|Jack}}: +50% damage against bosses => +75% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Generalist}}: Can no longer start with {{MiniIconbox|Crossbow}} {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Generalist}}: Can now start with {{MiniIconbox|Knife}}, {{MiniIconbox|Shuriken}}, {{MiniIconbox|Laser Gun}} {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Mage}}: +5 Elemental Damage => +0 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Streamer}}: Can now start with Spiky Shield {{Color|color=cream|text=(Tweak)}}


*The following characters can now start with {{MiniIconbox|Wand}} {{Color|color=cream|text=(Tweak)}}:
*{{MiniIconbox|Mage}}: Can now start with {{MiniIconbox|Plank}}
*{{MiniIconbox|Generalist}}: Can no longer start with {{MiniIconbox|Crossbow}}
*{{MiniIconbox|Generalist}}: Can now start with {{MiniIconbox|Knife}}, {{MiniIconbox|Shuriken}}, {{MiniIconbox|Laser Gun}}
*{{MiniIconbox|Streamer}}: Can now start with {{MiniIconbox|Spiky Shield}}
*{{MiniIconbox|Entrepreneur}}: Can now start with {{MiniIconbox|Wrench}} and {{MiniIconbox|Pruner}}
 
*The following characters can now start with {{MiniIconbox|Wand}}:
**{{MiniIconbox|Well Rounded}}
**{{MiniIconbox|Well Rounded}}
**{{MiniIconbox|Old}}
**{{MiniIconbox|Old}}
Line 228: Line 220:
**{{MiniIconbox|Soldier}}
**{{MiniIconbox|Soldier}}
**{{MiniIconbox|Masochist}}
**{{MiniIconbox|Masochist}}


== Weapons ==
== Weapons ==
Line 234: Line 225:
=== New Weapons ===
=== New Weapons ===


7 new weapons:
7 new weapons: {{MiniModIconbox|Claw|rarity=1|image=}} / {{MiniModIconbox|Fighting Stick|rarity=1|image=}} / {{MiniModIconbox|Chain Gun|rarity=4|image=}} / {{MiniModIconbox|Drill|rarity=4|image=}} / {{MiniModIconbox|Excalibur|rarity=4|image=}} / {{MiniModIconbox|Gatling Laser|rarity=4|image=}} / {{MiniModIconbox|Scythe|rarity=4|image=}}
 
* {{MiniModIconbox|Claw|rarity=1|image=}}
* {{MiniModIconbox|Fighting Stick|rarity=1|image=}}
* {{MiniModIconbox|Chain Gun|rarity=4|image=}}
* {{MiniModIconbox|Drill|rarity=4|image=}}
* {{MiniModIconbox|Excalibur|rarity=4|image=}}
* {{MiniModIconbox|Gatling Laser|rarity=4|image=}}
* {{MiniModIconbox|Scythe|rarity=4|image=}}


{{StatsCard_WeaponToggles}}
{{StatsCard_WeaponToggles}}
Line 250: Line 233:
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name1     = Claw
| name1 = Claw
| class1     = Unarmed, Precise
| class1 = Unarmed, Precise
| image1     = Claw.png
| image1 = Claw.png
| damage1   = 5 (20%{{StatIcon|Attack Speed}} 50%{{StatIcon|Melee Damage}})
| damage1 = 5 (15%{{StatIcon|Attack Speed}} 50%{{StatIcon|Melee Damage}})
| damage2   = 10 (25%{{StatIcon|Attack Speed}} 65%{{StatIcon|Melee Damage}})
| damage2 = 10 (20%{{StatIcon|Attack Speed}} 50%{{StatIcon|Melee Damage}})
| damage3   = 15 (30%{{StatIcon|Attack Speed}} 80%{{StatIcon|Melee Damage}})
| damage3 = 15 (25%{{StatIcon|Attack Speed}} 50%{{StatIcon|Melee Damage}})
| damage4   = 25 (35%{{StatIcon|Attack Speed}} 100%{{StatIcon|Melee Damage}})
| damage4 = 25 (30%{{StatIcon|Attack Speed}} 50%{{StatIcon|Melee Damage}})
| critical1 = x2 (10% chance)
| critical1 = x2 (10% chance)
| critical2 = x2.25 (20% chance)
| critical2 = x2.15 (15% chance)
| critical3 = x2.5 (30% chance)
| critical3 = x2.3 (20% chance)
| critical4 = x3 (50% chance)
| critical4 = x2.5 (25% chance)
| cooldown1 = 0.78s
| cooldown1 = 0.78s
| cooldown2 = 0.74s
| cooldown2 = 0.74s
| cooldown3 = 0.69s
| cooldown3 = 0.69s
| cooldown4 = 0.61s
| cooldown4 = 0.61s
| knockback1 = 2
| knockback1 = 2
| range1     = 150 (Melee)
| range1 = 150 (Melee)
| addTierNumbers = 1
| addTierNumbers = 1
| firstShownTier = 1
| firstShownTier = 1
                | unlock = Finish a run with Cryptid
| unlock = Finish a run with Cryptid
}}
}}
</td>
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
Line 301: Line 284:
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name1     = Chain Gun
| name1 = Chain Gun
| class1     = Legendary, Gun
| class1 = Legendary, Gun
| image1     = Chain Gun.png
| image1 = Chain Gun.png
| image4     = Chain Gun.png
| image4 = Chain Gun.png
| damage4   = x3 ({{StatIcon|Ranged Damage}} {{StatIcon|Engineering}})
| damage1 = na
| critical4 = x2 (3% chance)
| damage4 = 3x3 ({{StatIcon|Ranged Damage}} {{StatIcon|Engineering}})
| cooldown2 =  
| critical4 = x2 (3% chance)
| cooldown3 =  
| cooldown1 = na
| cooldown4 = 0.07s
| cooldown2 =  
| knockback4 = 5
| cooldown3 =  
| range4     = 500 (Ranged)
| cooldown4 = 0.07s
| piercing4 = 1 (-50% damage)
| knockback4 = 5
| speciala1 = Cooldown is {{Color|red|4.4s}} every 100 shots
| range1 = na
| addTierNumbers = 1
| range4 = 500 (Ranged)
| firstShownTier = 4
| piercing4 = 1 (-50% damage)
| tier2disabled = 1
| speciala1 = Cooldown is {{Color|red|4.4s}} every 100 shots
| tier3disabled = 1
| addTierNumbers = 1
| tier4disabled = 0
| firstShownTier = 4
| tier1disabled = 1
| tier2disabled = 1
}}
| tier3disabled = 1
| tier4disabled = 0
| tier1disabled = 1
}}
</td>
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
Line 412: Line 398:
</td>
</td>
</tr>
</tr>
</table>
</table>The new Tier I weapons can be used by the following characters:
 
===New Starting Weapons===
 
*{{MiniIconbox|Entrepreneur}}: Can now start with {{MiniIconbox|Wrench}} and {{MiniIconbox|Pruner}} {{Color|color=cream|text=(Tweak)}}
 
The new Tier I weapons can be used by the following characters:
 
{{MiniModIconbox|Claw|rarity=1|image=}}:
 
* {{MiniModIconbox|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|Fighting Stick|rarity=1|image=}}:
* {{MiniModIconbox|Claw|rarity=1|image=}}:
 
** {{MiniModIconbox|Cryptid|rarity=0|image=Cryptid.png}}
* {{MiniModIconbox|Apprentice|rarity=0|image=Apprentice.png}}
** {{MiniIconbox|Brawler}}
* {{MiniIconbox|Gladiator}}
** {{MiniIconbox|Crazy}}
* {{MiniIconbox|Loud}}
** {{MiniIconbox|Gladiator}}
* {{MiniIconbox|Multitasker}}
** {{MiniIconbox|Hunter}}
* {{MiniIconbox|Speedy}}
** {{MiniIconbox|Loud}}
* {{MiniIconbox|Streamer}}
** {{MiniIconbox|Multitasker}}
* {{MiniIconbox|Mutant}}
** {{MiniIconbox|One Armed}}
* {{MiniIconbox|Wildling}}
** {{MiniIconbox|Speedy}}
** {{MiniIconbox|Streamer}}
* {{MiniModIconbox|Fighting Stick|rarity=1|image=}}:
** {{MiniModIconbox|Apprentice|rarity=0|image=Apprentice.png}}
** {{MiniIconbox|Gladiator}}
** {{MiniIconbox|Loud}}
** {{MiniIconbox|Multitasker}}
** {{MiniIconbox|Speedy}}
** {{MiniIconbox|Streamer}}
** {{MiniIconbox|Mutant}}
** {{MiniIconbox|Wildling}}


===New Weapon Classes===
===New Weapon Classes===
Line 474: Line 451:
*{{MiniIconbox|Wand}}: Elemental Damage scaling 50% => 50/65/80/100% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Wand}}: Elemental Damage scaling 50% => 50/65/80/100% {{Color|color=pastelgreen|text=(Buff)}}


 
Items
== Items ==
 
=== New Items ===
=== New Items ===


<s>6</s> 7 new items:
7 new items:


* {{MiniIconbox|Clover}}
* {{MiniIconbox|Clover}}
Line 554: Line 529:
<div id="item_fairy" class="statscard-grid__item">
<div id="item_fairy" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name = Fairy
| name = Fairy
| type = item
| type = item
| cat = Unique
| cat = Unique
| image = Fairy.png
| image = Fairy.png
| rarity = 3
| rarity = 3
| tags = hp_regeneration
| tags = hp_regeneration
| stat1 = {{Color|green|+1}} {{Color|green|HP Regeneration}} for every different {{Color|green|Tier I item}} you have
| 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>
| stat2 = {{Color|red|-2}} {{Color|red|HP Regeneration}} for every different {{Color|green|Tier IV item}} you have
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>hp_regeneration}}</small></span>
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 85}}</small></span>
}}
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>hp_regeneration}}</small></span>
}}
</div>
</div>
<div id="item_shackles" class="statscard-grid__item">
<div id="item_shackles" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name = Shackles
| name = Shackles
| type = item
| type = item
| cat = Unique
| cat = Unique
| image = Shackles.png
| image = Shackles.png
| rarity = 3
| rarity = 3
| tags = stat_range stat_hp_regeneration stat_engineering
| tags = stat_range stat_hp_regeneration stat_engineering
| stat1 = {{Color|green|+8}} HP Regeneration
| stat1 = {{Color|green|+8}} HP Regeneration
| stat2 = {{Color|green|+8}} Engineering
| stat2 = {{Color|green|+8}} Engineering
| stat3 = {{Color|green|+80}} Range
| stat3 = {{Color|green|+80}} Range
| stat4 = Your Speed is capped at its current value [{{Color|green|0}}]
| stat4 = Your Speed is capped at its current value
| stat5 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| 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>
| 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>
<div id="item_stone_skin" class="statscard-grid__item">
<div id="item_stone_skin" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name = Stone Skin
| name = Stone Skin
| type = item
| type = item
| cat = Unique
| cat = Unique
| image = Stone Skin.png
| image = Stone Skin.png
| rarity = 3
| rarity = 3
| tags = stat_armor stat_max_hp
| tags = stat_armor stat_max_hp
| stat1 = {{Color|green|+1}} {{Color|green|Max HP}} for every {{Color|green|1}} {{Color|green|Armor}} you have
| stat1 = {{Color|green|+1}} {{Color|green|Max HP}} for every {{Color|green|1 permanent Armor}} you have
| stat2 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat2 = {{Color|red|-2}} Armor
| 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>
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
}}
| stat4 = <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>
</div>
Line 598: Line 575:


===Changes to Items===
===Changes to Items===
*{{MiniIconbox|Alloy}}: +3 Elemental Damage {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Baby Elephant}}: Price slightly increased (30 => 35) {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Baby Elephant}}: Price slightly increased (30 => 35) {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Baby Gecko}}: -1% Life Steal => +10 Range {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Baby Gecko}}: -1% Life Steal => +10 Range {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Cyberball}}: Price increased (25 => 35) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Cyberball}}: Tier I => Tier II {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Blood Leech}}: -6 Harvesting => -4 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Blood Leech}}: Base price reduced 50 => 45 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Dangerous Bunny}}: Limited (3) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Missile}}: -6% Attack Speed => -4% {{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)}}
*{{MiniIconbox|Spicy Sauce}}: 50% Max HP scaling => 100% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Alloy}}: +3 Elemental Damage {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Community Support}}: Now unique {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Hunting Trophy}}: Limited (3) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Statue}}: +30% Attack Speed while standing still => +40% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Statue}}: Price decreased (65 => 60) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Big Arms}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Big Arms}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Big Arms}}: +5 Ranged Damage => +6 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Big Arms}}: +5 Ranged Damage => +6 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Big Arms}}: +10 Melee Damage => +12 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Big Arms}}: +10 Melee Damage => +12 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Blood Leech}}: -6 Harvesting => -4 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Blood Leech}}: Base price reduced 50 => 45 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Community Support}}: Now unique {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Cyberball}}: Price increased (25 => 35) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Cyberball}}: Tier I => Tier II {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Dangerous Bunny}}: Limited (3) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Diploma}}: +10% XP Gain => +20% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Diploma}}: +10% XP Gain => +20% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Explosive Shells}}: +15% Explosion Size {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Explosive Shells}}: +15% Explosion Size {{Color|color=pastelgreen|text=(Buff)}}
Line 615: Line 599:
*{{MiniIconbox|Gnome}}: +5 Elemental Damage => +10 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Gnome}}: +5 Elemental Damage => +10 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Heavy Bullets}}: -10% Attack Speed => -5% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Heavy Bullets}}: -10% Attack Speed => -5% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Hunting Trophy}}: Limited (3) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Jet Pack}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Jet Pack}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Jet Pack}}: -6 Max HP => -5 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Jet Pack}}: -6 Max HP => -5 {{Color|color=pastelgreen|text=(Buff)}}
Line 623: Line 606:
*{{MiniIconbox|Medikit}}: +2 HP Regeneration every 5 seconds until the end of the wave {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Medikit}}: +2 HP Regeneration every 5 seconds until the end of the wave {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Medikit}}: Price increased (90 => 95) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Medikit}}: Price increased (90 => 95) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Missile}}: -6% Attack Speed => -4% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Night Goggles}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Night Goggles}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Octopus}}: +5 HP Regeneration {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Octopus}}: +5 HP Regeneration {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Octopus}}: +5% Life Steal => +3% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Octopus}}: +5% Life Steal => +3% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Padding}}: Limited (3) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Panda}}: -12% Damage => -5% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Panda}}: -12% Damage => -5% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Potato}}: +1 HP Regeneration => +2 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Potato}}: +1 HP Regeneration => +2 {{Color|color=pastelgreen|text=(Buff)}}
Line 635: Line 616:
*{{MiniIconbox|Ricochet}}: -35% Damage => -25% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Ricochet}}: -35% Damage => -25% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Ricochet}}: Price increased (100 => 110) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Ricochet}}: Price increased (100 => 110) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Riposte}}: 50% chance to activate => 100% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Robot Arm}}: -3 HP Regeneration => -2 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Robot Arm}}: -3 HP Regeneration => -2 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Robot Arm}}: -3% Life Steal => -2% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Robot Arm}}: -3% Life Steal => -2% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Spicy Sauce}}: 50% Max HP scaling => 100% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Spider}}: -6% Dodge => -3% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Spider}}: -6% Dodge => -3% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Spider}}: -8 Harvesting => -5 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Spider}}: -8 Harvesting => -5 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Statue}}: +30% Attack Speed while standing still => +40% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Statue}}: Price decreased (65 => 60) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Wolf Helmet}}: +8 Elemental Damage => +10 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Wolf Helmet}}: +8 Elemental Damage => +10 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Wolf Helmet}}: +15 Luck => +20 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Wolf Helmet}}: +15 Luck => +20 {{Color|color=pastelgreen|text=(Buff)}}
Line 663: Line 640:
*Enemies spawned by elites and bosses are now affected by modifiers to the number of enemies
*Enemies spawned by elites and bosses are now affected by modifiers to the number of enemies


 
== Endless ==
 
==Misc Changes==
 
=== Endless ===
*The health of enemies in endless mode now increases slightly faster {{Color|color=pastelred|text=(Nerf)}}
*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 rate of consumables' drops in endless mode now decreases a lot slower {{Color|color=pastelgreen|text=(Buff)}}
Line 675: Line 648:
*Endless shop and rerolling prices now increase a lot slower {{Color|color=pastelgreen|text=(Buff)}}
*Endless shop and rerolling prices now increase a lot slower {{Color|color=pastelgreen|text=(Buff)}}


=== Other ===
== Misc ==
*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)}}
*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)}}
*Tweaked the number of trees spawning to be more consistent when having bonuses to trees {{Color|color=cream|text=(Tweak)}}
Line 681: Line 654:
*Added next wave's number in the "go" button in the shop
*Added next wave's number in the "go" button in the shop
*The wave number displayed on the shop now corresponds to the '''current wave''' and not the next one
*The wave number displayed on the shop now corresponds to the '''current wave''' and not the next one
*Changed {{MiniModIconbox|Lumberjack|rarity=0|image=Lumberjack Shirt.png}} challenge icon
*Changed {{MiniModIconbox|Lumberjack|rarity=0|image=Lumberjack Shirt.png}} challenge icon:
**The old icon was from the {{MiniIconbox|Tree}} item, which is now used for the ''Forest'' challenge instead.
**The old icon was from the {{MiniIconbox|Tree}} item, which is now used for the {{MiniModIconbox|Forest|rarity=0|image=Tree.png}} challenge instead.
**The new icon is from the {{MiniIconbox|Lumberjack Shirt}} item.
**The new icon is from the {{MiniIconbox|Lumberjack Shirt}} item.
*Changed the max number of structures on the map at once, from 50 to 100
*Changed the max number of structures on the map at once, from 50 to 100 {{Color|color=pastelgreen|text=(Buff)}}
 
 
==Fixes==
==Fixes==


*Fixed a bug where {{MiniIconbox|Esty's Couch}} was interacting with {{MiniModIconbox|Golem|rarity=0|image=Golem.png}}'s temporary % Speed changes
*Fixed a bug where {{MiniModIconbox|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|Recycling Machine}} wasn't displaying the materials gained from recycling items found in crates
*Fixed a bug where {{MiniIconbox|Recycling Machine}} wasn't displaying the materials gained from recycling items found in crates
*Fixed a bug where {{MiniIconbox|Chunky}} was tagged for [[HP Regeneration]] instead of [[Luck]]
*Fixed a bug where {{MiniIconbox|Chunky}} was tagged for [[HP Regeneration]] instead of [[Luck]]
*Fixed a bug where {{MiniIconbox|Improved Tools}} were tagged for [[Elemental Damage]] instead of [[Engineering]]
*Fixed a bug where {{MiniIconbox|Improved Tools}} were tagged for [[Elemental Damage]] instead of [[Engineering]]
*Fixed some items not having tags:
**{{MiniModIconbox|Fairy|rarity=3}}: Added [[HP Regeneration]]
**{{MiniModIconbox|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 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
*Fixed a bug where the experience gained by [[Harvesting]] could make the XP bar overflow
---
 
*Fixed a bug where characters were considered as items for some effects
*Fixed a bug where characters were considered as items for some effects
*Fixed a bug where the {{MiniIconbox|Clover}} item was not spawning.
*Fixed a bug where the {{MiniIconbox|Clover}} item was not spawning.
---
 
*Fixed a bug where "Damage" modifications were not affecting the "% Damage against bosses" secondary stat
*Fixed a bug where "Damage" modifications were not affecting the "% Damage against bosses" secondary stat
** This affects the following characters:
** This affects the following characters:

Revision as of 12:17, 23 June 2023

Where appropriate, coloured text shows the following: (Buff) (Nerf) (Tweak) (Bug Fix).

Overview

Challenges

Icon Name Requirements Unlock Unlock Type
Bait.png Baited Get 2 Bait during a run Fisherman.png Fisherman Character
Tree.png Forest Finish a wave with 10 or more living trees Cryptid.png Cryptid Character
Crown.png Bourgeoisie Get 3 tier IV weapons at once King.png King Character
Book.png Student Reach level 20 Apprentice.png Apprentice Character
Gummy Berserker.png Reckless Finish a wave with 1 HP Golem.png Golem Character
Metal Detector.png Scavenger Get 10 different tier I items during a run Renegade.png Renegade Character
Apprentice.png Apprentice Finish a run with Apprentice Fighting Stick.png Fighting Stick Weapon
Cryptid.png Cryptid Finish a run with Cryptid Claw.png Claw Weapon
Fisherman.png Fisherman Finish a run with Fisherman Lure.png Lure Item
Golem.png Golem Finish a run with Golem Stone Skin.png Stone Skin Item
King.png King Finish a run with King Excalibur.png Excalibur Item
Renegade.png Renegade Finish a run with Renegade Fairy.png Fairy Item

Characters

New Characters

6 new characters: Apprentice.png Apprentice / Fisherman.png Fisherman / Cryptid.png Cryptid / Golem.png Golem / King.png King / Renegade.png Renegade

Apprentice.png

Apprentice
Character
  • +2 Melee Damage when you level up
  • +1 Ranged Damage when you level up
  • +1 Elemental Damage when you level up
  • +1 Engineering Damage when you level up
  • -2 Max HP when you level up

Cryptid.png

Cryptid
Character
  • More trees spawn (+6)
  • Gain 12 material and XP for every living tree at the end of a wave
  • +3 HP Regeneration for every current living tree
  • Dodge is capped at 70%
  • +3 Attack Speed until the end of the wave when you dodge an attack
  • -100 % Life Steal
  • -100 Range
  • -50% materials dropped from enemies

Fisherman.png

Fisherman
Character
  • +20 Harvesting
  • Shops always sell a Bait
  • -95% Bait price
  • +2 Harvesting for every 1 Bait you have
  • Baits make some special enemies spawn throughout all future waves
  • -50% materials dropped from enemies

Golem.png

Golem
Character
  • +20 Max HP
  • Max HP modifications are increased by 33%
  • Armor modifications are increased by 33%
  • +40 % Attack Speed when you have less than 50% health
  • +20 % Speed when you have less than 50% health
  • You can't heal in any way

King.png

King
Character
  • +50 Luck
  • +25 % Damage for every Tier IV weapon you have
  • +25% Attack Speed for every Tier IV weapon you have
  • +5 Max HP for every different Tier IV item you have
  • -15% Damage for every Tier 1 weapon you have
  • -15% Attack Speed for every Tier 1 weapon you have
  • -2% Max HP for every Tier 1 weapon you have
  • UNLISTED BONUS: Starting weapon is Tier II

Renegade.png

Renegade
Character
  • +2 projectiles
  • Projectiles pierce through 1 additional target
  • +10 % Damage for every different Tier I item you have
  • You can't equip melee weapons
  • -400 % Damage
  • -50 % accuracy
  • % Damage modifications are reduced by 80%

Changes to Characters

  • Jack.png Jack: +50% damage against bosses => +75% (Buff)
  • Mage.png Mage: +5 Elemental Damage => +0 (Nerf)

Changes to Starting Weapons

Weapons

New Weapons

7 new weapons: Claw.png Claw / Fighting Stick.png Fighting Stick / Chain Gun.png Chain Gun / Drill.png Drill / Excalibur.png Excalibur / Gatling Laser.png Gatling Laser / Scythe.png Scythe

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

Claw.png

Claw
Unarmed, Precise
  • Damage: 5 (15%Attack Speed.png 50%Melee Damage.png)
  • Critical: x2 (10% chance)
  • Cooldown: 0.78s
  • Knockback: 2
  • Range: 150 (Melee)

Claw.png

Claw II
Unarmed, Precise
  • Damage: 10 (20%Attack Speed.png 50%Melee Damage.png)
  • Critical: x2.15 (15% chance)
  • Cooldown: 0.74s
  • Knockback: 2
  • Range: 150 (Melee)

Claw.png

Claw III
Unarmed, Precise
  • Damage: 15 (25%Attack Speed.png 50%Melee Damage.png)
  • Critical: x2.3 (20% chance)
  • Cooldown: 0.69s
  • Knockback: 2
  • Range: 150 (Melee)

Claw.png

Claw IV
Unarmed, Precise
  • Damage: 25 (30%Attack Speed.png 50%Melee Damage.png)
  • Critical: x2.5 (25% chance)
  • Cooldown: 0.61s
  • Knockback: 2
  • Range: 150 (Melee)

Claw.png

Claw
Unarmed, Precise
  • Unlock:
  • Finish a run with Cryptid
 I 
 II 
 III 
 IV 
Locked Icon.png

Fighting Stick.png

Fighting Stick
Primitive, Medieval
  • Damage: 10 (75% Level.png 50% Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.42s
  • Knockback: 0
  • Range: 175 (Melee)
  • Alternates between thrusting and sweeping attacks

Fighting Stick.png

Fighting Stick II
Primitive, Medieval
  • Damage: 15 (85% Level.png 65% Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.25s
  • Knockback: 0
  • Range: 175 (Melee)
  • Alternates between thrusting and sweeping attacks

Fighting Stick.png

Fighting Stick III
Primitive, Medieval
  • Damage: 20 (100% Level.png 80% Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.09s
  • Knockback: 0
  • Range: 175 (Melee)
  • Alternates between thrusting and sweeping attacks

Fighting Stick.png

Fighting Stick IV
Primitive, Medieval
  • Damage: 30 (125% Level.png 100% Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 0.92s
  • Knockback: 0
  • Range: 175 (Melee)
  • Alternates between thrusting and sweeping attacks

Fighting Stick.png

Fighting Stick
Primitive, Medieval
  • Unlock:
  • Finish a run with Apprentice
 I 
 II 
 III 
 IV 
Locked Icon.png

Chain Gun.png

Chain Gun
Legendary, Gun
  • Damage: na
  • Cooldown: na
  • Range: na
  • Cooldown is 4.4s every 100 shots

Chain Gun.png

Chain Gun II
Legendary, Gun
  • Damage: na
  • Range: na
  • Cooldown is 4.4s every 100 shots

Chain Gun.png

Chain Gun III
Legendary, Gun
  • Damage: na
  • Range: na
  • Cooldown is 4.4s every 100 shots

Chain Gun.png

Chain Gun IV
Legendary, Gun
  • Damage: 3x3 (Ranged Damage.png Engineering Stat.png)
  • Critical: x2 (3% chance)
  • Cooldown: 0.07s
  • Knockback: 5
  • Range: 500 (Ranged)
  • Piercing: 1 (-50% damage)
  • Cooldown is 4.4s every 100 shots
 I 
 II 
 III 
 IV 

Drill.png

Drill
Legendary, Precise
  • Damage: XX
  • 100% chance to gain 1 material when killing an enemy with a critical hit
  • +10 % Attack Speed every 5 seconds until the end of the wave

Drill.png

Drill II
Legendary, Precise
  • Damage: XX
  • 100% chance to gain 1 material when killing an enemy with a critical hit
  • +10 % Attack Speed every 5 seconds until the end of the wave

Drill.png

Drill III
Legendary, Precise
  • Damage: XX
  • 100% chance to gain 1 material when killing an enemy with a critical hit
  • +10 % Attack Speed every 5 seconds until the end of the wave

Drill.png

Drill IV
Legendary, Precise
  • Damage: 10 (Melee Damage.png, Engineering Stat.png)
  • Critical: x2.5 (50% chance)
  • Cooldown: 0.45s
  • Knockback: 1
  • Range: 100 (Melee)
  • 100% chance to gain 1 material when killing an enemy with a critical hit
  • +10 % Attack Speed every 5 seconds until the end of the wave
 I 
 II 
 III 
 IV 

Excalibur.png

Excalibur
Legendary, Blade
  • Damage: na
  • Alternates between thrusting and sweeping attacks
  • -3 Armor for every weapon you have

Excalibur.png

Excalibur II
Legendary, Blade
  • Damage: na
  • Alternates between thrusting and sweeping attacks
  • -3 Armor for every weapon you have

Excalibur.png

Excalibur III
Legendary, Blade
  • Damage: na
  • Alternates between thrusting and sweeping attacks
  • -3 Armor for every weapon you have

Excalibur.png

Excalibur IV
Legendary, Blade
  • Damage: 200 (200% Melee Damage.png 200% Max HP.png)
  • Critical: x2.5 (10% chance)
  • Cooldown: 0.66s
  • Knockback: 5
  • Range: 200 (Melee)
  • Alternates between thrusting and sweeping attacks
  • -3 Armor for every weapon you have

Excalibur.png

Excalibur
Legendary, Blade
  • Unlock:
  • Finish a run with King
 I 
 II 
 III 
 IV 
Locked Icon.png

Gatling Laser.png

Gatling Laser
Legendary, Heavy
  • Knockback: XX
  • Range: XX

Gatling Laser.png

Gatling Laser II
Legendary, Heavy
  • Knockback: XX
  • Range: XX

Gatling Laser.png

Gatling Laser III
Legendary, Heavy
  • Knockback: XX
  • Range: XX

Gatling Laser.png

Gatling Laser IV
Legendary, Heavy
  • Damage: 10 (Ranged Damage.png)
  • Critical: x3 (10% chance)
  • Cooldown: 0.07s
  • Knockback: 5
  • Range: 500 (Ranged)
  • Piercing: 3 (-50% damage)
 I 
 II 
 III 
 IV 

Scythe.png

Scythe
Legendary, Ethereal

Scythe.png

Scythe II
Legendary, Ethereal

Scythe.png

Scythe III
Legendary, Ethereal

Scythe.png

Scythe IV
Legendary, Ethereal
  • Damage: 150 (100%Melee Damage.png)
  • Critical: x2 (3% chance)
  • Cooldown: 0.72s
  • Knockback: 2
  • Range: 250 (Melee)
  • Lifesteal: 100%
  • You take 3 damage per second (does not give invulnerability time)
  • +3 % Damage when you take damage until the end of the wave
 I 
 II 
 III 
 IV 

The new Tier I weapons can be used by the following characters:

New Weapon Classes

One new weapon class has been added: Legendary. Each level after 1 reduces your Max HP.

  1. ---
  2. -20 Max HP
  3. -40 Max HP
  4. -80 Max HP
  5. -100 Max HP

This new weapon class is applied to all the new Tier IV weapons:

  • Chain Gun.png Chain Gun
  • Drill.png Drill
  • Excalibur.png Excalibur
  • Gatling Laser.png Gatling Laser
  • Scythe.png Scythe

Changes to Weapons

Items

New Items

7 new items:

  • Clover.png Clover
  • Fairy.png Fairy
  • Lure.png Lure
  • Pocket Factory.png Pocket Factory
  • Shackles.png Shackles
  • Sharp Bullet.png Sharp Bullet
  • Stone Skin.png Stone Skin

Note: Clover already existed in the game files, but was not usable due to a bug.

✔️

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 🏷️

Sharp Bullet.png

Sharp Bullet
Unique
  • Projectiles pierce through 1 additional target
  • -20% Piercing Damage
  • -5 % Damage

Lure.png

Lure
Item
  • +3 HP Regeneration
  • 2 additional loot aliens appear during the next wave

Pocket Factory.png

Pocket Factory
Unique
  • +2 Engineering
  • Killing a tree spawns a turret

Clover.png

Clover
Item
  • +20 Luck
  • +6% Dodge
  • -2% Life Steal

Fairy.png

Fairy
Unique
  • +1 HP Regeneration for every different Tier I item you have
  • -2 HP Regeneration for every different Tier IV item you have

Shackles.png

Shackles
Unique
  • +8 HP Regeneration
  • +8 Engineering
  • +80 Range
  • Your Speed is capped at its current value

Stone Skin.png

Stone Skin
Unique
  • +1 Max HP for every 1 permanent Armor you have
  • -2 Armor

Changes to Items

Enemies

New Elites

There are 5 new Elites.

Changes to Enemies

  • Reduced the number of enemies spawned by the alien mom elite in its second phase (Buff)
  • Reduced the number of projectiles shot by the demon elite in its third phase (Buff)
  • Special fish enemies' collision box size increased (Tweak)
  • Tweaked attack patterns of the bat/demon elite (Tweak)
  • 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

Endless

  • The health of enemies in endless mode now increases slightly faster (Nerf)
  • The rate of consumables' drops in endless mode now decreases a lot slower (Buff)
  • The speed of enemies in endless mode now increases slower (Buff)
  • Endless Harvesting decrease: 10% => 20% (Nerf)
  • Endless materials drops now decrease slower and cap higher (Buff)
  • Endless shop and rerolling prices now increase a lot slower (Buff)

Misc

  • Runs with modified accessibility options that end up at 100% are now displayed as 100% runs instead of being the same as default runs (Tweak)
  • Tweaked the number of trees spawning to be more consistent when having bonuses to trees (Tweak)
  • A button now appears in wave 19's shop to switch a normal run into an endless run
  • Added next wave's number in the "go" button in the shop
  • The wave number displayed on the shop now corresponds to the current wave and not the next one
  • Changed Lumberjack Shirt.png Lumberjack challenge icon:
    • The old icon was from the Tree.png Tree item, which is now used for the Tree.png Forest challenge instead.
    • The new icon is from the Lumberjack Shirt.png Lumberjack Shirt item.
  • Changed the max number of structures on the map at once, from 50 to 100 (Buff)

Fixes

  • Fixed a bug where Recycling Machine.png Recycling Machine wasn't displaying the materials gained from recycling items found in crates
  • Fixed a bug where Chunky.png Chunky was tagged for HP Regeneration instead of Luck
  • Fixed a bug where Improved Tools.png Improved Tools were tagged for Elemental Damage instead of Engineering
  • 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
  • Fixed a bug where characters were considered as items for some effects
  • Fixed a bug where the Clover.png Clover item was not spawning.
  • Fixed a bug where "Damage" modifications were not affecting the "% Damage against bosses" secondary stat
  • Fixed a bug where one less elite was spawning after wave 101 than the intended number
  • Changed the Japanese translation for "Elemental" from "基本" to "属性" (as requested by Lily on Discord)