From Brotato Wiki

Revision as of 14:37, 22 June 2023 by Darkly77 (talk | contribs) (Migrate content for older beta versions to dedicated pages. This is because this Beta page has become very long, and editing it has started to have issues with server timeouts and generally taking too long.)

Brotato updates may be released in the beta branch before their full release. Details for beta updates are here. They are shown with the most recent first.

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

The current beta version is 1.0.0.1.

The current main version is 1.1.7.1.

Patch 1.0.0.3

  • Baby Elephant.png Baby Elephant: Tier II => tier I, price reduced (35 => 25)
  • Cyberball.png Cyberball: Tier I => tier II, price increased (25 => 35)
  • For modders: pause.tscn and pause.gd moved out of ModLoader directory

Patch 1.0.0.2-Hotfix

  • Unannounced hotfix that fixes a code error, which was causing the game to crash if burning occured.

Patch 1.0.0.2

Character Changes

  • The following characters can now start with Wand.png Wand (Tweak)
  • Cryptid.png Cryptid: +10 Harvesting per living tree => +12 per tree
  • Cryptid.png Cryptid: Can now start with Ethereal weapons, Hand.png Hand, Pistol.png Pistol and SMG.png SMG (Tweak)
  • Cryptid.png Cryptid: +5 Trees => +6 (Buff)
  • Cryptid.png Cryptid: Clarified description (Tweak):
    • Old: "+10 Harvesting for every current living tree"
    • New: "Gain 12 material and XP for every living tree at the end of a wave"
    • Note: "This actually replaces the previous effect of +Harvesting per tree"
  • Fisherman.png Fisherman: +5 Max HP (Buff)
  • Fisherman.png Fisherman: -95% Bait price => -100% (Buff)
  • Generalist.png Generalist: Can no longer start with Crossbow.png Crossbow (Tweak)
  • Generalist.png Generalist: Can now start with Knife.png Knife, Shuriken.png Shuriken, Laser Gun.png Laser Gun (Tweak)
  • King.png King: Can now start with Spiky Shield.png Spiky Shield (Tweak)
  • Mage.png Mage: +5 Elemental Damage => +0 (Nerf)
  • Renegade.png Renegade: Added an icon on common items in the shop that are not already owned by Renegade (Tweak)
  • Streamer.png Streamer: Can now start with Spiky Shield (Tweak)

Item Changes

  • Alloy.png Alloy: +3 Elemental Damage (Buff)
  • Baby Elephant.png Baby Elephant: Tier I => Tier II (Nerf)
  • Baby Elephant.png Baby Elephant: Price slightly increased (30 => 35) (Nerf)
  • Blood Leech.png Blood Leech: Base price reduced 50 => 45 (Buff)
  • Blood Leech.png Blood Leech: -6 Harvesting => -4 (Nerf)
  • Cyberball.png Cyberball: Price slightly decreased (30 => 25) (Buff)
  • Dangerous Bunny.png Dangerous Bunny: Limited (3) (Nerf)
  • Fairy.png Fairy: -2 HP Regeneration for every Tier IV item you have (Nerf)
  • Hunting Trophy.png Hunting Trophy: Limited (3) (Tweak)
  • Lure.png Lure: Price increased (Nerf)
  • Medikit.png Medikit: +12 HP Regeneration => +10 (Nerf)
  • Medikit.png Medikit: +2 HP Regeneration every 5 seconds until the end of the wave (Buff)
  • Padding.png Padding: Limited (3) (Nerf)
  • Riposte.png Riposte: 50% chance to activate => 100% (Buff)
  • Stone Skin.png Stone Skin: -2 Armor, now only interacts with permanent Armor (Nerf)

Weapon Changes

  • Chain Gun.png Chain Gun: 5 Damage => 3 (Nerf)
  • Claw.png Claw: -5% Attack Speed scaling (Nerf)
  • Claw.png Claw: Melee Damage doesn't scale with upgrades anymore (Nerf)
  • Claw.png Claw: Crit Chance 10/20/30/50% => 10/15/20/25% (Nerf)
  • Claw.png Claw: Crit Damage x2/2.25/2.5/3 => x2/2.15/2.3/2.5 (Nerf)
  • Drill.png Drill: Now shows the amount of materials gained (Tweak)
  • Hatchet.png Hatchet: 75% Melee Damage scaling => 100% (Buff)
  • Hatchet.png Hatchet: Cooldown 9/9/9/5 => 9/7/5/3 (Buff)
  • Revolver.png Revolver: Ranged Damage scaling 1/1.25/1.5/1.75 => 1/1.3/1.65/2 (Buff)
  • Double Barrel Shotgun.png Double Barrel Shotgun: Tier IV: -15% Piercing Damage => -30% (Nerf)
  • Double Barrel Shotgun.png Double Barrel Shotgun: Tier IV: 12 Damage => 9 (Nerf)
  • Double Barrel Shotgun.png Double Barrel Shotgun: Tier IV: Cooldown 55 => 60 (Nerf)
  • Taser.png Taser: Damage 5/5/5/9 => 6/6/6/12 (Buff)
  • Wand.png Wand: Elemental Damage scaling 50% => 50/65/80/100% (Buff)

Enemy Changes

  • 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)

Endless Changes

  • 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 Changes

  • 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)

Bug Fixes

  • Fixed a bug where Esty's Couch.png Esty's Couch was interacting with Golem.png Golem's temporary % Speed changes
  • Fixed a bug where Golem.png Golem didn't get stat bonuses when the "HP bar on character" option was off
  • 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 some items not having tags:
  • 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

Modding Changes

  • Updated ModLoader to v6 - details of this release are on GitHub.
  • Added new effect, cryptid:
    • key: cryptid
    • text_key: effect_cryptid
    • Translation: Gain {0} material and XP for every living tree at the end of a wave
    • Note: In v1.0.0.2, Cryptid used the text_key EFFECT_GAIN_STAT_FOR_EVERY_TREE

Unlisted Changes

  • Changed the Japanese translation for "Elemental" from "基本" to "属性" (as requested by Lily on Discord)

Patch 1.0.0.1

Modding Changes

Character Changes

  • Apprentice.png Apprentice: Updated possible starting weapons (Tweak)
  • Cryptid.png Cryptid: 80% Dodge cap => 70% (Nerf)
  • Cryptid.png Cryptid: +5% Attack Speed on dodge => +3% (Nerf)
  • Fisherman.png Fisherman: Special enemies spawn throughout wave 20 => Baits now also spawn special enemies throughout all future waves (Tweak)
  • King.png King: +50 Luck (Buff)
  • Renegade.png Renegade: Renegade's % damage modification now also applies to Explosion Damage (Bug Fix)

Item Changes

  • Baby Gecko.png Baby Gecko: -1% Life Steal => +10 Range (Buff)
  • Missile.png Missile: -6% Attack Speed => -4% (Buff)
  • Panda.png Panda: -12% Damage => -5% (Buff)
  • Pocket Factory.png Pocket Factory: Price increased (Nerf)
  • Sharp Bullet.png Sharp Bullet: -30% Piercing Damage => -20% (Buff)
  • Sharp Bullet.png Sharp Bullet: Unique (Tweak)
  • Spider.png Spider: -6% Dodge => -3% (Buff)
  • Spider.png Spider: -8 Harvesting => -5 (Buff)

Enemy Changes

  • Special fish enemies' collision box size increased (Tweak)
  • Tweaked attack patterns of the bat/demon elite (Tweak)

Misc Changes

  • Added next wave's number in the "go" button in the shop
  • Added icon popups when Golem.png Golem gets stat bonuses for being under half health

Fixes

  • Fixed a bug where characters were considered as items for some effects

Patch 1.0.0.0

Overview

Changes

Unlisted Changes

Character Changes

  • Mage.png Mage: Can now start with Plank.png Plank (Tweak)
  • Jack.png Jack: +50% damage against bosses => +75% (Buff)

Item Changes

Weapon Changes

  • Hatchet.png Hatchet: 100% Melee Damage scaling => 75% (Nerf)
  • Hatchet.png Hatchet: +15% Attack Speed scaling (Buff)
  • Obliterator.png Obliterator: Now part of the Gun weapon set (Tweak)
  • Slingshot.png Slingshot: Fixed/tweaked the cooldown from 55/55/50/55 to 55/52/50/48 (Buff)

Enemy Changes

  • 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

Misc Changes

  • A button now appears in wave 19's shop to switch a normal run into an endless run
  • 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 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

Fixes

  • 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

New Content

Spoiler Warning

WARNING: Everything below here is a spoiler for unlockable content.

New 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

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
  • +10 Harvesting for every current living tree
  • +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%

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 (20%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 (25%Attack Speed.png 65%Melee Damage.png)
  • Critical: x2.25 (20% chance)
  • Cooldown: 0.74s
  • Knockback: 2
  • Range: 150 (Melee)

Claw.png

Claw III
Unarmed, Precise
  • Damage: 15 (30%Attack Speed.png 80%Melee Damage.png)
  • Critical: x2.5 (30% chance)
  • Cooldown: 0.69s
  • Knockback: 2
  • Range: 150 (Melee)

Claw.png

Claw IV
Unarmed, Precise
  • Damage: 25 (35%Attack Speed.png 100%Melee Damage.png)
  • Critical: x3 (50% 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
  • Cooldown is 4.4s every 100 shots

Chain Gun.png

Chain Gun II
Legendary, Gun
  • Cooldown is 4.4s every 100 shots

Chain Gun.png

Chain Gun III
Legendary, Gun
  • Cooldown is 4.4s every 100 shots

Chain Gun.png

Chain Gun IV
Legendary, Gun
  • Damage: x3 (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 

New Starting Weapons

The new Tier I weapons can be used by the follwing 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.

New Items

6 new items: Fairy.png Fairy, Lure.png Lure, Pocket Factory.png Pocket Factory, Shackles.png Shackles, Sharp Bullet.png Sharp Bullet, Stone Skin.png Stone Skin.

This update also adds Clover.png Clover, which already existed in the game 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

Shackles.png

Shackles
Unique
  • +8 HP Regeneration
  • +8 Engineering
  • +80 Range
  • Your Speed is capped at its current value [0]

Stone Skin.png

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

Modding Notes

Mod Uploader

The mod uploader now allows modders to tag their items. The available tags are:

  • Characters
  • Weapons
  • Items
  • GUI
  • New Mechanics
  • Reworks
  • Cheats
  • Challenges
  • Utilities
  • Translations

List of IDs

The new IDs for characters, weapons and items are:

Name ID Type
Apprentice.png Apprentice character_apprentice Character
Fisherman.png Fisherman character_fisherman Character
Cryptid.png Cryptid character_cryptid Character
Golem.png Golem character_golem Character
King.png King character_king Character
Renegade.png Renegade chal_renegade Character
Chain Gun.png Chain Gun weapon_chain_gun Weapon
Claw.png Claw weapon_claw Weapon
Drill.png Drill weapon_drill Weapon
Excalibur.png Excalibur weapon_excalibur Weapon
Fighting Stick.png Fighting Stick weapon_fighting_stick Weapon
Gatling Laser.png Gatling Laser weapon_gatling_laser Weapon
Scythe.png Scythe weapon_scythe Weapon
Fairy.png Fairy item_fairy Item
Lure.png Lure item_lure Item
Pocket Factory.png Pocket Factory item_pocket_factory Item
Shackles.png Shackles item_shackles Item
Sharp Bullet.png Sharp Bullet item_sharp_bullet Item
Stone Skin.png Stone Skin item_stone_skin Item

New Stats & Effects

New Stat: speed_cap

New Effects:

Key Text Key Description Values Notes Used By
accuracy EFFECT_ACCURACY +/-x % accuracy Number (%) Renegade.png Renegade
extra_loot_aliens_next_wave effect_extra_loot_aliens_next_wave +x additional loot aliens appear during the next wave Number (int) Lure.png Lure
guaranteed_shop_items effect_guaranteed_shop_item Shops always sell x Key = Item ID Apply effect with custom_key Fisherman.png Fisherman
no_heal effect_no_heal You can't heal in any way Bool (0/1) Golem.png Golem
projectiles EFFECT_PROJECTILES +x projectiles Number (int) Renegade.png Renegade
specific_items_price EFFECT_SPECIFIC_ITEM_PRICE +/- x price Key = Item ID Apply effect with custom_key Fisherman.png Fisherman
stats_below_half_health effect_stat_below_half_health {STAT/VALUE} when you have less than 50% health Key = stat Apply effect with custom_key Golem.png Golem
stats_on_level_up EFFECT_STAT_ON_LEVEL_UP {STAT/VALUE} when you level up Key = stat Apply effect with custom_key Apprentice.png Apprentice
temp_stats_on_dodge EFFECT_TEMP_STAT_ON_DODGE {STAT/VALUE} when you dodge Key = stat Apply effect with custom_key Cryptid.png Cryptid
tier_i_weapon_effects EFFECT_TIER_I_WEAPON_BONUS {STAT/VALUE} for every Tier 1 weapon Key = stat Apply effect with custom_key King.png King
tier_iv_weapon_effects EFFECT_TIER_IV_WEAPON_BONUS {STAT/VALUE} for every Tier 4 weapon Key = stat Apply effect with custom_key King.png King
tree_turrets EFFECT_TREE_TURRET Killing a tree spawns a turret Bool (0/1) Pocket Factory.png Pocket Factory
upgraded_baits effect_upgraded_baits Baits make special enemies spawn in all future waves Bool (0/1) Fisherman.png Fisherman
special_enemies_last_wave UNUSED UNUSED UNUSED UNUSED UNUSED

Changed Effects

One effect from pre-v1.0.0.0 has been expanded: gain_stat_for_every_stat_effect.

  • It now also supports: common_item (Tier 1), legendary_item (Tier 4), living_tree.
  • It also supports the number of a certain item that is currently held, using the key item_X, where item_X is an item ID.
    • Note that the item ID must start with item_ for this to work.
  • Previously, it could use any core stat, plus: materials, structure, living_enemy

Debug Service

There are several new debug options available:

Key Type Default Notes
invisible Bool false Player is invisible
randomize_equipment Bool false Start with 6 of a random weapon. Start with 10 - 500 materials. Start at level 10 - 26.
randomize_waves Bool false Every wave is randomised. Possible waves are 9 - 20
hide_wave_timer Bool false Hides the wave timer GUI
nullify_enemy_speed Bool false Enemies cannot move
no_enemies Bool false Enemies will not spawn
debug_enemies Array of Enemy Resources [] Forces the specified enemy/enemies to spawn
spawn_specific_elite String "" Forces the specified elite to spawn

Patch 0.8.0.x

See: Beta Patches 0.8.0.x

Patch 0.6.1.x

See: Beta Patches 0.6.1.x