From Brotato Wiki
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.6.
The current main version is 1.1.7.1.
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: -4% Dodge => -2%, -2 Knockback (Tweak)
- Alien Tongue: +1 Knockback (Buff)
- Baby Gecko: 20% chance to attract materials => 25%, limit 5 => 4 (Buff)
- Banner: -2% Lifesteal => -5 Knockback (Tweak)
- Barricade: +3 Knockback (Buff)
- Bean Teacher: +40% XP Gain => +50% (Buff)
- Big Arms: +3 Knockback, -1 Armor => -3% Attack Speed, -5% Speed => -3% (Tweak)
- Black Belt: +3 Knockback, -8 Luck => -5 (Buff)
- Blood Leech: -4 Harvesting => -3 (Buff)
- Bloody Hand: +12% Life Steal => +10% (Nerf)
- Boxing Glove: Price 15 => 18, +1 Melee Damage (Tweak)
- Cog: +1 Knockback (Buff)
- Diploma: +20% XP Gain => +30% (Buff)
- Duct Tape: cost 25 => 20 (Buff)
- Exoskeleton: +5 Armor => +3 (Nerf) (Undocumented)
- Extra Stomach: 10 Max HP / Wave ceiling => 8 (Nerf)
- Eyes Surgery: Burning activates 10% faster => 12%, +1 Elemental Damage (Buff)
- Fairy: -2 HP Regeneration for every Legendary Item => -3 (Nerf)
- Gambling Token: cost 60 => 50 (Buff)
- Gummy Berserker: +15 Range => +25 (Buff)
- Helmet: cost 25 => 15 (Buff)
- Lost Duck: +10 Luck => +8 (Nerf)
- Lure: +3 HP Regeneration => +2 (Nerf)
- Mammoth: +5 Knockback (Buff)
- Mutation: -3% Speed => -3 Knockback (Tweak)
- Plant: +3 HP Regeneration => +2 (Nerf)
- Robot Arm: (Entirely new effect) => +3 Melee Damage, +3 Engineering and -1 Max HP at the end of a wave (Tweak)
- Scar: Price 30 => 20 (Buff)
- Scared Sausage: Having multiple Scared Sausages now only increases the damage and no longer the duration of its burn effect (Tweak)
- Sharp Bullet: -3 Knockback (Nerf)
- Sifd's Relic: +3 Armor (Buff)
- 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:
- Cost 80 => 85 (Nerf)
- -2 Armor => -6% Attack Speed (Tweak)
- Tentacle: Cost 32 => 35 (Nerf)
- Terrified Onion: -6 Luck => -5 (Buff)
- Tyler:
- 100% Engineering scaling => 75% Engineering (Nerf)
- 75% Elemental Damage (Buff)
- Wisdom: -20% Damage => -15% (Buff)
Weapons
- Chain Gun: Damage 3 => 2, crit damage x2 => x1.5 (Nerf)
- Chopper: Range 125/135/150/180 => 135/150/165/180 (Buff)
- Crossbow: Damage 8/10/12/15 => 10/12/15/18 (Buff)
- Excalibur: Cost 260 => 230 (Buff)
- Fighting Stick:
- Renamed to Quarterstaff (Tweak)
- +2%/5%/9%/15% XP Gain (Buff)
- 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:
- Damage 30/60/100 => 35/70/110 (Buff)
- Knockback 25/30/40 => 30/40/50 (Buff)
- 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: Cooldown 45/40/35/25 => 40/34/27/20 (Buff)
- Pistol: Crit chance 3% => 5%/10%/15%/20% (Buff)
- Rock: Damage 20/30/40/60 => 20/35/50/70 (Buff)
- Scissors: Crit damage x2 => x2/x2.15/x2.3/x2.5 (Buff)
- Sniper Gun:
- Spawned projectiles crit chance 3% => 20% (Buff)
- Spawned projectiles crit damage x2/x2 => x3/x4 (Buff)
- Stick: Crit damage x2 => x1.5 (Nerf)
- 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:
- Cost 15/31/61/122 => 12/26/52/105 (Buff)
- Burn damage 3x3/5x4/8x5/12x6 => 3x3/5x5/8x6/12x9 (Buff)
Characters
- Bull: Changed tag "Max HP" to "Armor"
- Entrepreneur: Can now start with Fighting Stick [Quarterstaff] and Hatchet
- Explorer: Can now start with Hand, Wrench and Jousting Lance
- Farmer: Can now start with Fighting Stick [Quarterstaff]
- Knight: +5 Armor => +3
- Mage: +33% Elemental Damage modifications => +25%
- Multitasker: Can now start with Rock
- Well Rounded: Can now start with Fist and Wrench
- Pacifist: Rock removed from starting weapons. (Undocumented)
- (Editor's Note: Spiky Shield used to be a support weapon before the medieval weapon class was added. Pacifist having access to spiky shield was a leftover from the past.)
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 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).
- (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.)
- 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)
- 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 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: Fixed UI bugs when locking multiple Baits.
- 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: Increased precision of Garden and Pruner cooldowns in tooltips when Improved Tools are used.
- Incendiary Turret: Fixed incorrect rounding of damage in tooltip.
- Scared Sausage: Fixed damage not being included in Incendiary Turret tooltip damage.
- Scared Sausage: Fixed issues that could cause damage dealt to be reported incorrectly.
Weapon Fixes
- Revolver & 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: Fixed being on long cooldown at the start of waves.
Item Tag Fixes
- Alloy: Added "Elemental Damage"
- Baby Gecko: Added "Range"
- Community Support: Added "Attack Speed"
- Improved Tools: Added "Attack Speed"
- Octopus: Added "HP Regeneration"
- Power Generator: Added "Damage"
- Sharp Bullet: Added "Ranged Damage"
- Silver Bullet: Added "Damage"
- Triangle of Power: Removed "Armor"
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.
- The presskit is available on Brotato's official Discord, see: Info Hub > #start-here.
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
- Vagabond:
- -20 Harvesting => -50% Luck & Harvesting modifications (Tweak)
- Can start with Hand
- 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:
- Can now start with Revolver
Weapons
- Cacti Club: Price 20/39/74/149 => 15/31/61/122 (Buff)
Items
- 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: Price 20 => 25
Fixes
- Baby: Fixed a bug where Plank appeared twice Baby's starting weapons.
- Vampire: Fixed a bug where Vampire's stats gained on missing health were still being displayed in the shop.
- Multitasker: Fixed a bug where Multitasker would get exponentially lower damage on weapon add or removal (and related issues, eg Excalibur).
- Strange Book: Updated the description to "permanent Elemental Damage" to reflect its actual effect.
- 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)
New Content
This section will be updated as new beta patches are released, so it's subject to change. 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, Technomage, Vagabond, Vampire
New Weapons
4 new weapons: Sharp Tooth, Fireball, Icicle, Particle Accelerator
New Items
New items total: 14 (1, 6, 7, 0)
❌ ✔️ |
|
I II III IV |
📦 👁️ 🏷️ |
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 |