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 main version is 1.1.2.0
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: Spiky Shield 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.)
- The ability "-50% Materials dropped" now also affects trees. (Important for Farmer and 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, Fisherman, and 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: 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)
1.1.0.0-beta.9
- 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: doubles HP Regeneration => +100% HP Regeneration modifications
- Explorer: no longer has the "Pickup" tag, now has the "Consumable" tag
- Jack: -75% enemies => -70%, increase in materials dropped now also affects trees
Starting Weapons
Character | Can now start with | No longer starts with |
---|---|---|
Apprentice | Medical Gun | Pistol |
Chunky | Taser, Revolver | Hand |
Demon | Wrench | |
Entrepreneur | Ghost Flint, Crossbow, Claw, Plank | Wand |
Explorer | Thief Dagger, Ghost Axe | |
Farmer | Slingshot and Thief Dagger | |
Fisherman | Plank, Pruner and Scissors | Screwdriver |
Generalist | Scissors, Ghost Flint, Fist, Shredder and Ghost Scepter | Pistol |
Gladiator | Hatchet and Lightning Shiv | |
Glutton | Hatchet | |
Golem | Crossbow and Ghost Scepter | |
Hunter | Scissors and Shotgun | |
Jack | Spiky Shield | Pistol |
King | Jousting Lance, Rocket Launcher and Fireball | |
Knight | Quarterstaff, Plank, Rock, Fist, Knife, Scissors and Cacti Club | Spiky Shield |
Lich | Lightning Shiv and Rock | |
Lich | Thief Dagger and Spiky Shield | |
Loud | Screwdriver | Revolver, Taser and Wand |
Lucky | Jousting Lance, Torch and Pruner | |
Masochist | Torch | Ghost Scepter |
Multitasker | Ghost Flint | |
Mutant | Lightning Shiv | |
Old | Revolver | |
One Armed | Screwdriver, Ghost Flint, Pistol, Fist, Crossbow, Wand, Chopper and Laser Gun | |
Ranger | Shotgun and Slingshot | |
Renegade | Shuriken and Slingshot | |
Saver | Fist, Chopper and Pruner | |
Sick | Cacti Club, Pruner, Ghost Flint | Hand |
Soldier | Lightning Shiv | |
Speedy | Ghost Flint and Pruner | Wrench |
Streamer | Ghost Scepter | Quarterstaff, Rock, Jousting Lance, Knife, Lightning Shiv and Claw |
Vagabond | Ghost Flint | |
Well Rounded | Slingshot |
Enemies
- Butcher: cooldown reduced in phase 1 & 3, more projectiles in phase 2
- Rhino: cooldown reduced
Weapons
- Cacti Club:
- price change reversed,
- 80% Melee Damage scaling => 80/85/90/100%,
- 50% Ranged Damage scaling => 50/60/70/80%
- Chain Gun:
- price 270 => 300
- Chopper:
- HP scaling 20% => 15/20/25/30%,
- tier 4 crit chance 20% => 25%
- Gatling Laser:
- price 300 => 290,
- -50% piercing damage => -25%
- Lightning Shiv:
- projectile damage 5/8/12/15 -> 5/6/8/11
- Plank:
- 50/55/60/65% damage scaling => 50/60/70/80%
- Rocket Launcher:
- explosion size slightly increased
- Scythe:
- +100% Life Steal scaling,
- price 260 => 285
- 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
- Alien Baby: +15% enemy health => +10%
- Baby Elephant: price 25 => 22
- Bloody Hand: price 100 => 110
- Cyberball: price 35 => 30
- Diploma:
- price 80 => 90,
- +30% XP Gain => +50%
- Explosive Shells: price 110 => 100
- Giant Belt: price 100 => 110
- Glasses: price 25 => 20
- Grind's Magical Leaf: price 100 => 110
- Lucky Coin: price 100 => 105
- Mammoth: price 130 => 110
- Night Goggles: price 90 => 95
- Octopus: added missing "HP Regeneration" tag
- Padding:
- now has the "Max HP" tag,
- -5% Speed => -0%,
- +1 Max HP every 100 materials => every 80,
- limited (3) => 1
- Retromation's Hoodie: price 100 => 110
- Rip and Tear: -12 Harvesting => -5% Crit Chance
- Robot Arm: price 90 => 100
- Scope: price 55 => 48
- Silver Bullet: added missing "Damage" tag
- Snail: -5% enemy speed => -8%
- Spider: price 120 => 110
- Torture: price 110 => 100
- Triangle of Power: removed "Armor" tag
Tweaks
Items
- Changed Improved Tools and 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 and Fairy icons now appear on the first copies of the items they affect
- 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 now displays the correct amount of damage done in the tooltip
- Items which apply specific bonuses to the next wave (e.g. Peacock) are now applied correctly when retrying that wave
- Retrying a wave now correctly resets the values of tracked effects (e.g. Extra Stomach)
- Tooltips now track damage/healing done for structures and the Lucky and Bull characters
Weapons
- Tweaked phrasing of Snowball's description
- Tweaked Torch and 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, 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)
- Fixed a bug where the Engineer's turrets could spawn too close to the edges of the map
- Fixed a bug where 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 would make long reloads longer ( Revolver, Chain Gun) much beyond the minimum threshold
Fixes
- 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
- Fixed a bug where 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, 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 |