From Brotato Wiki
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===New Characters=== | ===New Characters=== | ||
Data in this grid reflects the data at the time of the release. Scroll down to see the current data. | |||
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<div class="statscard-grid__main"> | <div class="statscard-grid__main"> | ||
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</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=== |
Revision as of 00:25, 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.
Overview
- 4 new Characters (+8 associated challenges/achievements)
- 5 new Weapons
- 15 new Items
- 5 new music tracks
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
- Acid:
- -4% Dodge => -2%
- -2 Knockback
- Alien Baby:
- +8% Enemy Speed => +10% Enemy Health
- Alien Tongue:
- +1 Knockback
- Baby Elephant:
- price 25 => 22
- Baby Gecko:
- 20% chance to attract materials => 25%
- limit 5 => 4
- Banner:
- -2% Lifesteal => -5 Knockback
- Barricade:
- +3 Knockback
- Bean Teacher:
- +40% XP Gain => +50%
- Big Arms:
- +3 Knockback
- -1 Armor => -3% Attack Speed
- -5% Speed => -3%
- Black Belt:
- +3 Knockback
- -8 Luck => -5
- Blood Leech:
- -4 Harvesting => -3
- Bloody Hand:
- +12% Life Steal => +10%
- Bloody Hand:
- price 100 => 110
- Boxing Glove:
- price 15 => 18
- +1 Melee Damage
- Coffee:
- price 15 => 20
- Cog:
- +1 Knockback
- Cyberball:
- price 35 => 30
- Dangerous Bunny:
- price 35 => 30
- Diploma:
- +20% XP Gain => +30%
- Diploma:
- price 80 => 90
- +30% XP Gain => +50%
- Duct Tape:
- cost 25 => 20
- Esty's Couch:
- -15% speed => -20%
- Exoskeleton:
- -5 Armor => -3
- Explosive Shells:
- price 110 => 100
- Extra Stomach:
- 10 Max HP / Wave ceiling => 8
- Eyes Surgery:
- +12% burn speed => +20%
- Limited (3) => Limited (2)
- Eyes Surgery:
- Burning activates 10% faster => 20%
- +1 Elemental Damage
- Limited (3) => Limited (2)
- Fairy:
- -2 HP Regeneration for every Legendary Item => -3
- Gambling Token:
- cost 60 => 50
- Giant Belt:
- price 100 => 110
- Glasses:
- price 25 => 20
- Grind's Magical Leaf:
- price 100 => 110
- Gummy Berserker:
- +15 Range => +25
- Helmet:
- cost 25 => 15
- Landmines:
- crit damage x1.5 => x2
- Little Frog:
- price 50 => 45
- -5% Dodge => -3%
- Lost Duck:
- +10 Luck => +8
- Lucky Coin:
- price 100 => 105
- Lure:
- +3 HP Regeneration => +2
- Mammoth:
- price 130 => 110
- +5 Knockback
- Mutation:
- -3% Speed => -3 Knockback
- Night Goggles:
- price 90 => 95
- Padding:
- now has the "Max HP" tag
- -5% Speed => -0%
- +1 Max HP every 100 materials => every 80
- limited (3) => 1
- Plant:
- price 10 => 15
- +2 HP Regeneration => +3
- Retromation's Hoodie:
- price 100 => 110
- Rip and Tear:
- -12 Harvesting => -5% Crit Chance
- Robot Arm:
- price 90 => 100
- effects replaced with +3 Melee Damage
- +3 Engineering and -1 Max HP at the end of a wave
- Scar:
- price 20 => 25
- Scar:
- price 30 => 20
- Scope:
- price 55 => 48
- Sharp Bullet:
- -2 Knockback
- Sifd's Relic:
- +3 Armor
- Snail:
- -5% enemy speed => -8%
- Spicy Sauce:
- 25% chance => 33%
- limited to 4 => 3
- Spider:
- price 120 => 110
- Stone Skin:
- cost 80 => 85
- -2 Armor => -6% Attack Speed
- Tentacle:
- cost 32 => 35
- Terrified Onion:
- -6 Luck => -5
- Torture:
- price 110 => 100
- healing 4 HP per second => 5
- Tyler:
- 100% Engineering scaling => 75% Engineering
- 75% Elemental Damage
- Tyler:
- crit damage x1.5 => x2
- Ugly Tooth:
- remove 10% speed up to 30% => 5% up to 20%
- Wisdom:
- -20% Damage => -15%
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
- Fighting Stick:
- 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
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 |
📦 👁️ 🏷️ |
New Characters
Data in this grid reflects the data at the time of the release. Scroll down to see the current data.
Stats tables. Note that this reflects the current data, not the data on initial release of the DLC.
Name | Stats | Unlocked By | Unlocks | Item 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
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New Challenges
Game Challenges
Group | Icon | Name | Challenge | Unlocks |
---|---|---|---|---|
Misc | Fast Learner | Reach level 10 before wave 6 | Baby | |
Misc | Experimentation | Have 6 different weapons at once | Vagabond | |
Misc | Magic and Machinery | Reach 10 Elemental Damage and get 3 structures at the same time | Technomage | |
Misc | Blood Drinker | Reach +40% Life Steal | Vampire |
Character Challenges
Icon | Name | Challenge | Unlocks | Unlock Type |
---|---|---|---|---|
Baby | Win a run with Baby | Celery Tea | Weapon | |
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 |