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*ModLoader: Added explicit types to some variables to fix issues ''(credit to KANA)''
*ModLoader: Added explicit types to some variables to fix issues ''(credit to KANA)''


== 1.1.0.0-beta.9 ==
* {{MiniIconbox|name=Jack}}:
** +100% damage against bosses => +125%,
** +250% Enemy Health => +175%,
** +50% Enemy Damage => +35%


==1.1.0.0-beta.42==
==1.1.0.0-beta.42==

Revision as of 11:06, 11 October 2024

< Back to Updates

Brotato updates may be released in the beta branch before their full release. Details for beta updates are here. They are listed from oldest to newest.

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

The current beta version is 1.1.0.0-beta.42

The current main version is 1.1.6.3



Spoilers for new content is shown at the bottom of the page, see: New Content.

1.1.0.0

Overview

  • 4 new Characters (+8 associated challenges/achievements)
  • 4 new Weapons
  • 14 new Items

Features

  • Local multiplayer for up to 4 players (compatible with Steam Remote Play Together)
  • Added accessibility option to enable retrying a failed wave (Buff)

Balancing

Items

  • Acid.png Acid: -4% Dodge => -2%, -2 Knockback (Tweak)
  • Alien Tongue.png Alien Tongue: +1 Knockback (Buff)
  • Baby Gecko.png Baby Gecko: 20% chance to attract materials => 25%, limit 5 => 4 (Buff)
  • Banner.png Banner: -2% Lifesteal => -5 Knockback (Tweak)
  • Barricade.png Barricade: +3 Knockback (Buff)
  • Bean Teacher.png Bean Teacher: +40% XP Gain => +50% (Buff)
  • Big Arms.png Big Arms: +3 Knockback, -1 Armor => -3% Attack Speed, -5% Speed => -3% (Tweak)
  • Black Belt.png Black Belt: +3 Knockback, -8 Luck => -5 (Buff)
  • Blood Leech.png Blood Leech: -4 Harvesting => -3 (Buff)
  • Bloody Hand.png Bloody Hand: +12% Life Steal => +10% (Nerf)
  • Boxing Glove.png Boxing Glove: Price 15 => 18, +1 Melee Damage (Tweak)
  • Cog.png Cog: +1 Knockback (Buff)
  • Diploma.png Diploma: +20% XP Gain => +30% (Buff)
  • Duct Tape.png Duct Tape: cost 25 => 20 (Buff)
  • Exoskeleton.png Exoskeleton: +5 Armor => +3 (Nerf) (Undocumented)
  • Extra Stomach.png Extra Stomach: 10 Max HP / Wave ceiling => 8 (Nerf)
  • Eyes Surgery.png Eyes Surgery: Burning activates 10% faster => 12%, +1 Elemental Damage (Buff)
  • Fairy.png Fairy: -2 HP Regeneration for every Legendary Item => -3 (Nerf)
  • Gambling Token.png Gambling Token: cost 60 => 50 (Buff)
  • Gummy Berserker.png Gummy Berserker: +15 Range => +25 (Buff)
  • Helmet.png Helmet: cost 25 => 15 (Buff)
  • Lost Duck.png Lost Duck: +10 Luck => +8 (Nerf)
  • Lure.png Lure: +3 HP Regeneration => +2 (Nerf)
  • Mammoth.png Mammoth: +5 Knockback (Buff)
  • Mutation.png Mutation: -3% Speed => -3 Knockback (Tweak)
  • Plant.png Plant: +3 HP Regeneration => +2 (Nerf)
  • Robot Arm.png Robot Arm: (Entirely new effect) => +3 Melee Damage, +3 Engineering and -1 Max HP at the end of a wave (Tweak)
  • Scar.png Scar: Price 30 => 20 (Buff)
  • Scared Sausage.png Scared Sausage: Having multiple Scared Sausages now only increases the damage and no longer the duration of its burn effect (Tweak)
  • Sharp Bullet.png Sharp Bullet: -3 Knockback (Nerf)
  • Sifd's Relic.png Sifd's Relic: +3 Armor (Buff)
  • Spicy Sauce.png Spicy Sauce: 25% chance => 33%, limited to 4 => 3 (Tweak)
    • (Editor's Note: Spicy Sauce scales both the damage and chance to activate for each Sauce. So now you can only stack the damage 3 time: 400% => 300% of your Max HP as damage, which nerfs the most dominant Endless Mode strategy)
  • Stone Skin.png Stone Skin:
    • Cost 80 => 85 (Nerf)
    • -2 Armor => -6% Attack Speed (Tweak)
  • Tentacle.png Tentacle: Cost 32 => 35 (Nerf)
  • Terrified Onion.png Terrified Onion: -6 Luck => -5 (Buff)
  • Tyler.png Tyler:
    • 100% Engineering scaling => 75% Engineering (Nerf)
    • 75% Elemental Damage (Buff)
  • Wisdom.png Wisdom: -20% Damage => -15% (Buff)

Weapons

  • Chain Gun.png Chain Gun: Damage 3 => 2, crit damage x2 => x1.5 (Nerf)
  • Chopper.png Chopper: Range 125/135/150/180 => 135/150/165/180 (Buff)
  • Crossbow.png Crossbow: Damage 8/10/12/15 => 10/12/15/18 (Buff)
  • Excalibur.png Excalibur: Cost 260 => 230 (Buff)
  • Fighting Stick.png Fighting Stick:
    • Renamed to Quarterstaff (Tweak)
    • +2%/5%/9%/15% XP Gain (Buff)
  • Flamethrower.png Flamethrower:
    • Burning damage 5x3/6x4/8x5 => 3x1/5x3/8x5 (Nerf)
    • Range 300/350/400 => 250/300/400 (Nerf)
    • Projectile speed 1000 => 800/900/1000 (Nerf)
  • Hammer.png Hammer:
    • Damage 30/60/100 => 35/70/110 (Buff)
    • Knockback 25/30/40 => 30/40/50 (Buff)
  • Laser Gun.png Laser Gun: Cooldown 105/100/95/60 => 95/90/85/50 (Buff)
    • (Editor's Note: This is likely a mistake. Laser Gun's Weapon cooldown was 85 in the old patch. This is quite the buff from 85 to 50.)
  • Medical Gun.png Medical Gun: Cooldown 45/40/35/25 => 40/34/27/20 (Buff)
  • Pistol.png Pistol: Crit chance 3% => 5%/10%/15%/20% (Buff)
  • Rock.png Rock: Damage 20/30/40/60 => 20/35/50/70 (Buff)
  • Scissors.png Scissors: Crit damage x2 => x2/x2.15/x2.3/x2.5 (Buff)
  • Sniper Gun.png Sniper Gun:
    • Spawned projectiles crit chance 3% => 20% (Buff)
    • Spawned projectiles crit damage x2/x2 => x3/x4 (Buff)
  • Stick.png Stick: Crit damage x2 => x1.5 (Nerf)
  • Torch.png Torch:
    • Cost 12/26/52/105 => 10/22/45/91 (Buff)
    • Burn damage 3x3/5x4/8x6/12x8 => 3x3/5x5/8x6/12x9 (Buff)
    • Melee/elemental damage scaling 50% => 50/65/80/100% (Buff)
  • Wand.png Wand:
    • Cost 15/31/61/122 => 12/26/52/105 (Buff)
    • Burn damage 3x3/5x4/8x5/12x6 => 3x3/5x5/8x6/12x9 (Buff)

Characters


Elites

  • Colossus: Deals less damage, 1st phase projectiles are slower
  • Croc: 2nd phase charge cooldown increased, projectile ring size slightly increased
  • Demon: Tweaked 1st and 3rd phases, more 2nd phase projectiles
    • (Editor's Note: Elites have names in the game files. Regular enemies do not. The Wiki names aren't official. We went with "Gargoyle" for the Elite, because Demon.png Demon is a Character.
  • Mom: Reduced number of enemies spawned and number/damage of slashes in 2nd phase

Enemies

  • Big Chargers: 100% Knockback resistance => 90%
  • Buffers, Lampreys, Shooters: 100% Knockback resistance => 95%
  • Helmet Aliens: health increased (8+3/wave => 8+4/wave)
  • Junkies: health decreased (15+5/wave => 5+5/wave), 0% Knockback resistance => 50%
  • Loot Aliens: health decreased in earlier waves, increased in later waves (50+25/wave => 5+30/wave)
  • Slashers: 100% Knockback resistance => 90%, drop more materials & items/consumables (3 => 4 Materials dropped, Consumable & item chance 1% => 3%)
  • Small Chargers: 100% Knockback resistance => 80%
  • Spawners: Stay further away from the player (400 => 450)
    • (Editor's Note: This means that especially on wave 14, melee builds now have an easier time choosing not to pop the Junkie Spawners)
  • Tentacles: Drop more materials & items/consumables (3 => 4 Materials dropped, Consumable & item chance 1% => 2%)

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.
  • 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.

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.png Jack).
    • (Editor's Note: When there were 50 or more materials on the ground, Jack would lose out on the triple material drop, and just get regular drops.)
    • (Editor's Note: As a trade-off, Jack now no-longer has 100% Materials drop-rate, and is back to regular drops.)
  • The ability "-50% Materials dropped" now also affects trees. (Important for Farmer.png Farmer and Streamer.png Streamer). (Undocumented)
    • (Editor's Note: Before all the characters with "-50% materials" style abilities were the same. But now there's a difference. Farmer and Streamer also have their trees halved, while Explorer.png Explorer, Fisherman.png Fisherman, and Cryptid.png Cryptid have the "-50% materials from enemies. Trees are considered Neutral within the game, so the latter three characters get 100% material drops for killing trees.
  • Knockback now always pushes enemies away from the player.
    • (Editors Note: Before Knockback would be in the direction of the weapon that hit the enemy. So a weapon could knock enemies towards you at the end of its swing. Turrets could push them towards you, and spawned projectiles had a weird bug where the knockback would push enemies in a spiral around you.)
  • 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.
    • (Editor's Note: Wave 7 was known for its Chargers to sometimes spawn scattered all over the map, making them much harder to deal with.)
  • Fixed issue that could cause enemies to stop moving at low speed settings.
    • (Editor's Note: Some Enemies have their speed randomized when they enter the map. Before that speed didn't scale with accessibility settings. Now it does. So before, if you played with 25% speed, enemies could have their base speed reduced to for example 62, and then be hit by a +-50 speed that wasn't affected. This caused some of the enemies to spawn with a speed of nearly 0. Reversely, this changed also made runs played with the accessibility settings turned above 100% harder.)
  • Fixed incorrect text color for some short weapon cooldowns in tooltips.
    • (Editor's Note: Some Weapons, Minigun 4, Gatling Laser, and Chain Gun had a "weapon cooldown" of 1 frame, while the minimum weapon cooldown is coded to be 2 frames. So while at lower attack speeds, the tooltip would be red because the calculated attack speed was technically slower than the default attack speed. Even if that default attack speed was illegal. Their cooldown was changed to 2 frames.)
  • Increased precision of short weapon cooldowns in tooltips.
    • (Editor's Note: Weapon cooldown tooltip now show 3 significant numbers when their cooldown is 0.2 seconds or lower.)
  • Fixed the gameplay options UI layout overflowing the screen for some languages.
  • Tooltips no longer clip outside of the screen.

Item Fixes

  • Bait.png Bait: Fixed UI bugs when locking multiple Baits.
  • Grind's Magical Leaf.png Grind's Magical Leaf: Fixed a bug where the tooltip was only displaying the stats gained by the first copy of the item.
  • Improved Tools.png Improved Tools: Increased precision of Garden.png Garden and Pruner.png Pruner cooldowns in tooltips when Improved Tools are used.
  • Incendiary Turret.png Incendiary Turret: Fixed incorrect rounding of damage in tooltip.
  • Scared Sausage.png Scared Sausage: Fixed damage not being included in Incendiary Turret tooltip damage.
  • Scared Sausage.png Scared Sausage: Fixed issues that could cause damage dealt to be reported incorrectly.

Weapon Fixes

  • Revolver.png Revolver & Chain Gun.png Chain Gun: Fixed inaccurate extra cooldown value shown in tooltips.
    • (Editor's Note: The reload cooldown for the revolver is simply 8 times the "weapon cooldown" stat. However the actual cooldown for the attack speed uses both this weapon cooldown stat, and the "Recoil Duration" of the weapon. The reload tooltip calculated the reload time as 8 times weapon cooldown + recoil duration. This caused the tooltip reload time to be significantly longer than it actually was. In the case of Tier 1 Revolver, it was 3.47s vs 2.07s.)
  • Revolver.png Revolver: Fixed being on long cooldown at the start of waves.

Item Tag Fixes

Modding

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.

New debug options in debug_service (undocumented):

Name Type Default Description
nb_enemies_mult float 1.0 Multiplies the max number of enemies. Applied to the min/max number of enemies per wave.
spawn_debug_enemies bool false If true, enemies listed in debug_enemies will spawn each wave.
debug_enemies array [ ] Array of enemies to spawn, if enabled.
coop_multiple_keyboard_inputs bool false ?? - Appears to allow using a single keyboard for both co-op players.
spawn_specific_boss string "" Enter a boss name to spawn it. Works like the debug option spawn_specific_elite (info here)
has_dlc bool true Activates any DLCs found in res://dlc. Specifically, looks for dlc_data.tres files and loads them as DLCData (see global/dc_data.gd)
enable_time_scale_buttons bool false If enabled, allows changing the game's timescale (Engine.time_scale) by pressing the number keys 1 (x0.5), 2 (x1.0) or 3 (x2.0).
always_curse bool false Currently does nothing.

Special thanks to...

  • ArosRising for creating a ton of helpful documents and the Brotato MultiTool
    • (Editor's Note: Several of the new weapons, characters, items, and balance changes for this patch can be found in the documents by ArosRising.)
  • DarkTwinge for making the Balance Mod
    • (Editor's Notes: The Balance mod laid the ground work to the knockback changes in this patch, along with a ton of the balance changes.)
  • Everyone who contributed to the Brotato wiki
    • (Editor's Notes: That's us!)

1.1.0.0-beta.6

Features

  • Added a Streamer Mode option with work in progress soundtracks to avoid copyright claims.
    • (Editor's Notes: Brotato uses licensed music. So you can find the beloved soundtrack in many other places. Sadly this have led to content creators getting copyright claims sometimes when they have the music in their videos.)
    • (Editor's Notes: Turning on this option gives you an entirely new soundtrack that won't get your videos flagged. But even if you're not a content creator, you can enjoy the soundtrack.)

Characters

  • Baby.png Baby:
  • Vagabond.png Vagabond:
    • -20 Harvesting => -50% Luck & Harvesting modifications (Tweak)
    • Can start with Hand.png Hand
  • Vampire.png Vampire:
    • +1% Damage every 3% Missing Health => +1% every 1% (Buff)
    • +1 Armor on level up => +1 Armor for every 5% missing health (Tweak)
    • -30% Damage (Nerf)
    • -10 consumable healing => -100 (Nerf)
    • -100% HP Regen modifications => -100 HP Regen (Tweak)
  • Saver.png Saver:

Weapons

  • Cacti Club.png Cacti Club: Price 20/39/74/149 => 15/31/61/122 (Buff)

Items

  • Coffee.png Coffee: Price 15 => 20 (Nerf)
  • Honey:
    • Tier 2 => 3 (Tweak)
    • Price 65 => 70 (Nerf)
    • Replaced all effects with +1 Elemental Damage every 5% of missing health (Buff)
  • Scar.png Scar: Price 20 => 25

Fixes

  • Baby.png Baby: Fixed a bug where Plank.png Plank appeared twice Baby's starting weapons.
  • Vampire.png Vampire: Fixed a bug where Vampire's stats gained on missing health were still being displayed in the shop.
  • Multitasker.png Multitasker: Fixed a bug where Multitasker would get exponentially lower damage on weapon add or removal (and related issues, eg Excalibur.png Excalibur).
  • Strange Book.png Strange Book: Updated the description to "permanent Elemental Damage" to reflect its actual effect.
  • Robot Arm.png Robot Arm: Now keeps track of the stats gained.
  • Fixed a bug where the Experimentation challenge wouldn't get completed when having at least one duplicate weapon.
  • Fixed a bug where Bosses were no longer spawning in Endless Mode.
  • Fixed a bug where the Elite or Horde icon wouldn't get highlighted in the shop prior.
  • 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.
  • Fixed the Russian translation for "structure attack speed".

Modding

  • ModLoader: Added explicit types to some variables to fix issues (credit to KANA)

1.1.0.0-beta.9

  • Jack.png Jack:
    • +100% damage against bosses => +125%,
    • +250% Enemy Health => +175%,
    • +50% Enemy Damage => +35%

1.1.0.0-beta.42

Weapons

  • Added 1 new legendary weapon

Characters

Changes

  • Doctor.png Doctor: doubles HP Regeneration => +100% HP Regeneration modifications
  • Explorer.png Explorer: no longer has the "Pickup" tag, now has the "Consumable" tag
  • Jack.png Jack: -75% enemies => -70%, increase in materials dropped now also affects trees

Starting Weapons

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

Enemies

  • Butcher: cooldown reduced in phase 1 & 3, more projectiles in phase 2
  • Rhino: cooldown reduced

Weapons

  • Cacti Club.png Cacti Club:
    • price change reversed,
    • 80% Melee Damage scaling => 80/85/90/100%,
    • 50% Ranged Damage scaling => 50/60/70/80%
  • Chain Gun.png Chain Gun:
    • price 270 => 300
  • Chopper.png Chopper:
    • HP scaling 20% => 15/20/25/30%,
    • tier 4 crit chance 20% => 25%
  • Gatling Laser.png Gatling Laser:
    • price 300 => 290,
    • -50% piercing damage => -25%
  • Lightning Shiv.png Lightning Shiv:
    • projectile damage 5/8/12/15 -> 5/6/8/11
  • Plank.png Plank:
    • 50/55/60/65% damage scaling => 50/60/70/80%
  • Rocket Launcher.png Rocket Launcher:
    • explosion size slightly increased
  • Scythe.png Scythe:
    • +100% Life Steal scaling,
    • price 260 => 285
  • Sharp Tooth.png Sharp Tooth:
    • crit chance 3% => 3/6/9/12%,
    • crit damage x2 => x2/2.15/2.3/2.5,
    • +1% Life Steal every 30/25/20/15% missing health => 25/20/15/10%

Items

Tweaks

Items

  • Changed Improved Tools.png Improved Tools and Clockwork Wasp.png Clockwork Wasp's tags from "Engineering" to "Structure"
  • "Consumable" and "Luck" tags are now separated
  • Limited items now display how many of them you have next to the max number you can have
  • King.png King and Fairy.png Fairy icons now appear on the first copies of the items they affect
  • Renegade.png Renegade and new icons now also appear when getting an item from a crate
  • Locking items in single player can now be done with the same button as in the coop shop
  • Scared Sausage.png Scared Sausage now displays the correct amount of damage done in the tooltip
  • Items which apply specific bonuses to the next wave (e.g. Peacock.png Peacock) are now applied correctly when retrying that wave
  • Retrying a wave now correctly resets the values of tracked effects (e.g. Extra Stomach.png Extra Stomach)
  • Tooltips now track damage/healing done for structures and the Lucky.png Lucky and Bull.png Bull characters

Weapons

  • Tweaked phrasing of Snowball.png Snowball's description
  • Tweaked Torch.png Torch and Plank.png Plank's hitboxes
  • Damage dealt numbers are now formatted with commas
  • The weapon inventory in shops now display more weapons simultaneously if playing characters with increased weapon caps (Multitasker.png Multitasker, Baby.png Baby)
  • Weapons can no longer have more than ~3 seconds of cooldown before their first shot at the beginning of a wave

Enemies

  • Bosses and charging enemies can more reliably push other enemies out of the way to avoid being stuck
  • Weak enemies now get despawned in priority once the enemy limit for a wave is reached

Misc

  • The camera reacts smoother when a player dies in coop mode
  • Dead players no longer interfere with auto pickup of materials by other players (e.g. Sifd's Relic.png Sifd's Relic)
  • Fixed a bug where the Engineer.png Engineer's turrets could spawn too close to the edges of the map
  • Fixed a bug where Particle Accelerator.png Particle Accelerator was sometimes not applying any slow
  • Added optimizations that should improve performance during horde and late endless waves
  • Fixed a bug where buffed enemies' projectiles' damage wasn't getting increased
  • Fixed a bug where Ball and Chain.png Ball and Chain would make long reloads longer (Revolver.png Revolver, Chain Gun.png Chain Gun) much beyond the minimum threshold

Fixes

  • Fixed the Spicy Sauce.png 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
  • Fixed a bug where Particle Accelerator.png Particle Accelerator's projectiles were not affected by the Projectile Opacity option


New Content

This section will be updated as new beta patches are released, so it's subject to change. It may also not reflect the latest beta patch listed above, if it's not been updated yet.

Currently it's showing data for 1.1.0.0-beta.6.

WARNING: This section has spoilers for all new content.

New Characters

4 new characters: Baby.png Baby, Technomage.png Technomage, Vagabond.png Vagabond, Vampire.png Vampire

Baby.png

Baby
Character
  • +10 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
  • Leveling up requires an additional 150% XP

Vagabond.png

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

Technomage.png

Technomage
Character
  • You start with 2 Turret
  • +5% Structure attack speed for every permanent 1 Elemental Damage you have
  • +2 Elemental Damage for every 1 Structure you have
  • +20% Items Price
  • Melee Damage modifications are reduced by 100%
  • Ranged Damage modifications are reduced by 100%

Vampire.png

Vampire
Character
  • +1 % 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 50%
  • -30% Damage
  • -100 HP Regeneration
  • -100 HP recovered from consumables

New Weapons

4 new weapons: Sharp Tooth.png Sharp Tooth, Fireball.png Fireball, Icicle.png Icicle, Particle Accelerator.png Particle Accelerator

Sharp Tooth.png

Sharp Tooth
Primitive, Precise
  • Damage: 6 (50%Melee Damage.png 50%Life Steal.png)
  • Critical: x2 (3% chance)
  • Cooldown: 1.31s
  • Knockback: 2
  • Range: 150 (Melee)
  • Deals +1 Damage for every 10% of missing health

Fireball.png

Fireball
Elemental
  • Damage: 5 (+25% Elemental Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.12s
  • Range: 400 (Ranged)
  • Projectiles explode on hit
  • Deals 5x6 (+100% Elemental Damage.png) burning damage

Icicle.png

Icicle
Elemental
  • Damage: 25 (+100% Elemental Damage.png)
  • Critical: x2 (10% chance)
  • Cooldown: 0.95s
  • Knockback: 15
  • Range: 400 (Ranged)

Particle Accelerator.png

Particle Accelerator
Heavy, Elemental
  • Damage: 120 (+100% Elemental Damage.png +100% Engineering Stat.png)
  • Critical: x2 (3% chance)
  • Cooldown: 2.12s
  • Range: 800 (Ranged)
  • Deals 10x13 (+100% Elemental Damage.png) burning damage
  • Slows enemies by 2% on hit for every 1 Engineering you have

New Items

New items total: 14 (1, 6, 7, 0)

✔️

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

I II III IV

📦 👁️ Materials.png 🏷️

Jelly.png

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

Celery Tea.png

Celery Tea
Item
  • +5 % XP Gain at the end of a wave
  • +100 % Enemy health during the next wave

Clockwork Wasp.png

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

Decomposing Flesh.png

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

Ice Cube.png

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

Nail.png

Nail
Unique
  • Weapon damage additionally scales with 20% Engineering

Snowball.png

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

Ball and Chain.png

Ball and Chain
Unique
  • +20 % Damage
  • +3 Armor
  • +5 Knockback
  • Weapons have a minimum cooldown of 0.5 seconds between attacks

Coil.png

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

Fried Rice.png

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

Frozen Heart.png

Frozen Heart
Unique
  • +8 Elemental Damage
  • +5 % Crit Chance
  • Weapon damage additionally scales with 10% Elemental Damage
  • Burning activates 50% slower

Greek Fire.png

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

Honey.png

Honey
Unique
  • +1 Elemental Damage for every 5% of missing health

Pile of Books.png

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

New Challenges (8)

Type Name Requirement Reward
General Fast Learner Reach level 10 before wave 6 Baby
Experimentation Have 6 different weapons at once Vagabond
Magic and Machinery Reach 10 Elemental Damage and get 3 structures at the same time Technomage
Blood Drinker Reach +40% Life Steal Vampire
Character Baby Win a run with Baby Celery Tea
Vagabond Win a run with Vagabond Jelly
Technomage Win a run with Technomage Particle Accelerator
Vampire Win a run with Vampire Decomposing Flesh