From Brotato Wiki

(0.8.0.0 - start adding buff/tweak color labels)
(0.8.0.0 - weapons)
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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.
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.


The current beta version is 0.8.0.0.
The current beta version is '''0.8.0.0'''.
The current main version is {{Version|version={{GetVersion}}}}.
 
The current main version is '''{{Version|version={{GetVersion}}}}'''.


== Patch 0.8.0.0 ==
== Patch 0.8.0.0 ==
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==== Character Changes ====
==== Character Changes ====


* {{MiniIconbox|Wildling}}: -3 Melee/Ranged Damage => -0 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Wildling}}:  
* {{MiniIconbox|Wildling}}: Weapon tier capped at II => none {{Color|color=pastelgreen|text=(Buff)}}
** -3 Melee/Ranged Damage => -0 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Wildling}}: +25% Weapons Price {{Color|color=pastelred|text=(Nerf)}}
** Weapon tier capped at II => none {{Color|color=pastelgreen|text=(Major Buff)}}
* {{MiniIconbox|Farmer}}: 5% Harvesting growth => 3% {{Color|color=pastelgreen|text=(Buff)}}
** +25% Weapons Price {{Color|color=pastelred|text=(Nerf)}}
* {{MiniIconbox|Farmer}}: +1 Harvesting when eating a consumable while at full health {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Farmer}}:
* {{MiniIconbox|Mage}}: -100 Melee/Ranged Damage/Engineering => -0; -100% Melee/Ranged Damage/Engineering modifications instead
** 5% Harvesting growth => 3% {{Color|color=pastelred|text=(Nerf)}}
** 1 Harvesting when eating a consumable while at full health {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Mage}}:  
** -100 Melee/Ranged Damage/Engineering => -0; -100% Melee/Ranged Damage/Engineering modifications instead {{Color|color=pastelgreen|text=(Buff)}}
** ''{{Color|color=grey|text=Editor note: This means that Mage can now take non-elemental weapons without them suffering a major damage penalty (eg. SMG/Shotgun).}}''
* {{MiniIconbox|Demon}} Can now start with Chopper {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|Demon}} Can now start with Chopper {{Color|color=cream|text=(Tweak)}}


==== Weapon Changes ====
==== Weapon Changes ====
* {{MiniIconbox|Laser Gun}}: Base damage increased {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Laser Gun}}: Base damage increased {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Thief Dagger}}: Damage increased, chance for material on crit increased {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Thief Dagger}}: Damage increased {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Thief Dagger}}: Chance for material on crit increased {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Slingshot}}: Reduced scaling from getting upgraded {{Color|color=pastelred|text=(Nerf)}}
* {{MiniIconbox|Slingshot}}: Reduced scaling from getting upgraded {{Color|color=pastelred|text=(Nerf)}}
* {{MiniIconbox|Plank}}: Damage scaling starts at 50% instead of 25% Melee/Elemental/Engineering
* {{MiniIconbox|Plank}}: Damage scaling starts at 50% instead of 25% Melee/Elemental/Engineering {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Plank}}: Cooldown reduced {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Plank}}: Cooldown reduced {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Hammer}}: 100% Melee Damage scaling => 150%/175%/200% (tier II/III/IV)
* {{MiniIconbox|Hammer}}: 100% Melee Damage scaling => 150%/175%/200% (tier II/III/IV) {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Plasma Sledgehammer}}: 100% Melee/Elemental Damage scaling => 150%/200% (tier III/IV)
* {{MiniIconbox|Plasma Sledgehammer}}: 100% Melee/Elemental Damage scaling => 150%/200% (tier III/IV)
* {{MiniIconbox|Thunder Sword}}: 100% Melee/Elemental Damage scaling => 125%/150% (tier III/IV)
* {{MiniIconbox|Thunder Sword}}: 100% Melee/Elemental Damage scaling => 125%/150% (tier III/IV) {{Color|color=pastelgreen|text=(Buff)}}


==== Item Changes ====
==== Item Changes ====
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=== Fixes ===
=== Fixes ===
* Fixed a bug where enemy projectiles were not affected by the difficulties' damage increase (boss projectiles' base damage is decreased to compensate)
* Fixed a bug where enemy projectiles were not affected by the difficulties' damage increase (boss projectiles' base damage is decreased to compensate).
* Fixed a bug where weapon set effects were not properly deserialized when resuming a run after exiting the game
* Fixed a bug where weapon set effects were not properly deserialized when resuming a run after exiting the game.
* Fixed Alien Baby being improperly tagged
* Fixed Alien Baby being improperly tagged.
* Fixed a bug where Wisdom would make the % Damage stat go up when hovering it in the level up screen
* Fixed a bug where Wisdom would make the % Damage stat go up when hovering it in the level up screen.
* Fixed a bug where the "Recycling" challenge's value wasn't being reset between runs
* Fixed a bug where the "Recycling" challenge's value wasn't being reset between runs.
* Fixed a bug where enemy projectiles weren't being affected by the "Enemy Damage" accessibility option
* Fixed a bug where enemy projectiles weren't being affected by the "Enemy Damage" accessibility option.
* Fixed a bug where Anvil could upgrade Wildling's weapons past tier II
* Fixed a bug where Anvil could upgrade Wildling's weapons past tier II.
* Fixed a bug where some effects were not applied correctly when going back to the weapon selection screen from the difficulty selection screen
* Fixed a bug where some effects were not applied correctly when going back to the weapon selection screen from the difficulty selection screen.
* Fixed a bug where projectile spread was not getting properly deserialized from save files
* Fixed a bug where projectile spread was not getting properly deserialized from save files.
* Fixed a bug where the ticks for the last 5 seconds of a wave were slightly desynchronized
* Fixed a bug where the ticks for the last 5 seconds of a wave were slightly desynchronized.


===Modding Notes===
===Modding Notes===
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=== Characters ===
=== Characters ===


4 new characters: Cyborg, Glutton, Jack, Lich.
4 new characters: ''Cyborg, Glutton, Jack, Lich''.


<table class="itembox-table" style="color:#eee; background:transparent; vertical-align:top;">
<table class="itembox-table" style="color:#eee; background:transparent; vertical-align:top;">
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=== Items ===
=== Items ===
New items total: 13 <small>({{Color|tier1|0}}, {{Color|tier2|5}}, {{Color|tier3|4}}, {{Color|tier4|4}})</small>
13 new items ({{Color|tier1|0}}, {{Color|tier2|5}}, {{Color|tier3|4}}, {{Color|tier4|4}}): ''Bait, Garden, Riposte, Spicy Sauce, Tentacle, Adrenaline, Improved Tools, Peacock, Silver Bullet, Bloody Hand, Extra Stomach, Giant Belt.''<div class="statscard-grid" style="margin: 0 auto; max-width: 1230px;">
 
<div class="statscard-grid" style="margin: 0 auto; max-width: 1230px;">
{{StatsCard_GridToggles|extra_btns=1}}
{{StatsCard_GridToggles|extra_btns=1}}


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</div>
</div>
</div>
</div>
=== Weapons ===
3 new weapons: ''Jousting Lance, Pruner, Revolver.''<table class="itembox-table" style="color:#eee; background:transparent; vertical-align:top;">
<tr>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"> {{StatsCardWeapon
| name      = Jousting Lance
| class    = Medieval
| image    = Jousting Lance.png
| rarity    = 1
| damage    = 25 (50%{{StatIcon|Melee Damage}} 30%{{StatIcon|Speed}})
| critical  = x2 (3% chance)
| cooldown  = 1.58s
| knockback =
| range    = 250 (Melee)
| lifesteal =
| bounce    =
| pierce    =
| special1  ={{Color|green|+2}} % Speed
| special2  ={{Color|red|-10 % Damage}} while standing still
}} </td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"> {{StatsCardWeapon
| name      = Pruner
| class    = Tool, Precise
| image    = Pruner.png
| rarity    = 1
| damage    = 8 (50%{{StatIcon|Melee Damage}})
| critical  = x1.25 (3% chance)
| cooldown  = 1.14s
| knockback = 2
| range    = 150 (Melee)
| lifesteal =
| bounce    =
| pierce    =
| special1  =Spawns a garden that creates a fruit every {{Color|green|15}} seconds
| special2  =
}} </td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"> {{StatsCardWeapon
| name      = Revolver
| class    = Gun
| image    = Revolver.png
| rarity    = 1
| damage    = 15 ({{StatIcon|Ranged Damage}})
| critical  = x2 (3% chance)
| cooldown  = 0.43s
| knockback = 15
| range    = 450 (Ranged)
| lifesteal =
| bounce    =
| pierce    =
| special1  =Cooldown is 3.47s every 6 shots
| special2  =
}} </td></tr>
</table>


== [[Patch 0.6.1.6]] ==
== [[Patch 0.6.1.6]] ==

Revision as of 09:40, 10 February 2023

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.

The current beta version is 0.8.0.0.

The current main version is 1.0.1.3.

Patch 0.8.0.0

Released 9th February, 2023 - Discord notes here

Overview

  • Added 4 new characters (+4 challenges/achievements)
  • Added 13 new items
  • Added 3 new weapons
  • Added endless mode
  • Added support for Steam Workshop (documentation & details are WIP, see "Modding Notes" below)

Changes

Character Changes

  • Wildling.png Wildling:
    • -3 Melee/Ranged Damage => -0 (Buff)
    • Weapon tier capped at II => none (Major Buff)
    • +25% Weapons Price (Nerf)
  • Farmer.png Farmer:
    • 5% Harvesting growth => 3% (Nerf)
    • 1 Harvesting when eating a consumable while at full health (Buff)
  • Mage.png Mage:
    • -100 Melee/Ranged Damage/Engineering => -0; -100% Melee/Ranged Damage/Engineering modifications instead (Buff)
    • Editor note: This means that Mage can now take non-elemental weapons without them suffering a major damage penalty (eg. SMG/Shotgun).
  • Demon.png Demon Can now start with Chopper (Tweak)

Weapon Changes

  • Laser Gun.png Laser Gun: Base damage increased (Buff)
  • Thief Dagger.png Thief Dagger: Damage increased (Buff)
  • Thief Dagger.png Thief Dagger: Chance for material on crit increased (Buff)
  • Slingshot.png Slingshot: Reduced scaling from getting upgraded (Nerf)
  • Plank.png Plank: Damage scaling starts at 50% instead of 25% Melee/Elemental/Engineering (Buff)
  • Plank.png Plank: Cooldown reduced (Buff)
  • Hammer.png Hammer: 100% Melee Damage scaling => 150%/175%/200% (tier II/III/IV) (Buff)
  • Plasma Sledgehammer.png Plasma Sledgehammer: 100% Melee/Elemental Damage scaling => 150%/200% (tier III/IV)
  • Thunder Sword.png Thunder Sword: 100% Melee/Elemental Damage scaling => 125%/150% (tier III/IV) (Buff)

Item Changes

Misc Changes

  • Fruits now get attracted at the end of a wave
  • Added a button in the Gameplay options to reset them to their default values
  • Bosses now drop legendary crates
  • Flying enemies no longer spawn projectiles when hit by melee weapons
  • Monk elite attacks tweaked
  • Tweaked how damage from luck stacks (Lucky, Baby Elephant, Cyberball etc.)
  • Reworded "Chance for double materials" into "Double Material Chance"

Fixes

  • Fixed a bug where enemy projectiles were not affected by the difficulties' damage increase (boss projectiles' base damage is decreased to compensate).
  • Fixed a bug where weapon set effects were not properly deserialized when resuming a run after exiting the game.
  • Fixed Alien Baby being improperly tagged.
  • Fixed a bug where Wisdom would make the % Damage stat go up when hovering it in the level up screen.
  • Fixed a bug where the "Recycling" challenge's value wasn't being reset between runs.
  • Fixed a bug where enemy projectiles weren't being affected by the "Enemy Damage" accessibility option.
  • Fixed a bug where Anvil could upgrade Wildling's weapons past tier II.
  • Fixed a bug where some effects were not applied correctly when going back to the weapon selection screen from the difficulty selection screen.
  • Fixed a bug where projectile spread was not getting properly deserialized from save files.
  • Fixed a bug where the ticks for the last 5 seconds of a wave were slightly desynchronized.

Modding Notes

  • An intro guide to modding & documentation will get linked on the Steam Workshop once it's done. Checkout the #modding-dev channel on the Discord server to stay updated about advancements.
  • If you create a mod now you should still expect to have to update it when the base game gets updated since a lot of changes/refactoring will likely be made to facilitate modding.
  • Modding Brotato currently requires coding skills but we're looking into making it more accessible.
  • Thanks to all modders who have worked on creating tools or mods for the game! Special thanks to Darkly, Ste, Kana and otDan who have worked on ModLoader, the code used to support multiple mods in Brotato.

Characters

4 new characters: Cyborg, Glutton, Jack, Lich.

Cyborg.png

Cyborg
Character
  • You start with 1 Minigun
  • Ranged Damage modifications are increased by 300%
  • 100% of your Ranged Damage are temporarily converted into Engineering halfway through a wave (1 Ranged Damage = 8 Engineering)
  • Engineering modifications are reduced by 75%
  • Melee modifications are reduced by 100%
  • Elemental modifications are reduced by 100%

Glutton.png

Glutton
Character
  • +50 Luck
  • +1 % Explosion Damage when picking up a consumable while at maximum health
  • Consumable have a 100% chance to explode for 10 (500% Melee_Damage does not exist as an icon) damage when picked up
  • +25 % Items Price
  • -25 % XP Gain

Jack.png

Jack
Character
  • +50% damage against bosses and elites
  • +200% materials dropped from enemies
  • -75% Enemies
  • +250 % Enemy health
  • +50 % Enemy damage

Lich.png

Lich
Character
  • +10 HP Regeneration
  • +10 % Life Steal
  • 100% chance to deal 10 (Max_HP does not exist as an icon) damage to a random enemy when you heal
  • Damage modifications are reduced by 50%

Enemies

A new enemy is introduced, via the Bait.png Bait item: Enemy 26.png

Items

13 new items (0, 5, 4, 4): Bait, Garden, Riposte, Spicy Sauce, Tentacle, Adrenaline, Improved Tools, Peacock, Silver Bullet, Bloody Hand, Extra Stomach, Giant Belt.

✔️

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

📦 👁️ Materials.png 🏷️

Bait.png

Bait
Item
  • +8 % Damage
  • Special enemies appear at the beginning of the next wave

Garden.png

Garden
Item
  • Spawns a garden that creates a fruit every 15 seconds

Riposte.png

Riposte
Item
  • +50% chance to deal 1 (300%Melee Damage.png) damage to an enemy when dodging their attack

Spicy Sauce.png

Spicy Sauce
Limited (4)
  • Consumables have a 25% chance to explode for 5 (50%Max HP.png) damage when picked up

Tentacle.png

Tentacle
Limited (10)
  • +10% chance to heal 1 HP when killing an enemy with a critical hit

Adrenaline.png

Adrenaline
Unique
  • +50% chance to heal 5 HP when dodging an attack

Improved Tools.png

Improved Tools
Unique
  • Reduces the attack cooldown of your structures by 0% (Attack Speed.png)

Peacock.png

Peacock
Item
  • +25 % XP Gain
  • +100 % XP Gain during the next wave
  • +50 % Enemy damage during the next wave

Silver Bullet.png

Silver Bullet
Item
  • +25% damage against bosses and elites

Bloody Hand.png

Bloody Hand
Item
  • +12 % Life Steal
  • +3 % Damage for every 1 % Life Steal you have
  • You take 1 damage per second (does not give invulnerability time)

Extra Stomach.png

Extra Stomach
Unique
  • +1 Max HP when picking up a consumable while at maximum health

Giant Belt.png

Giant Belt
Unique
  • Critical hits deal 10% of an enemy’s current health as bonus damage (1% for bosses and elites)

Lucky Coin.png

Lucky Coin
Unique
  • +2 Luck for every 1 % Crit Chance you have
  • -2 Armor

Weapons

3 new weapons: Jousting Lance, Pruner, Revolver.

Jousting Lance.png

Jousting Lance
Medieval
  • Damage: 25 (50%Melee Damage.png 30%Speed Stat.png)
  • Critical: x2 (3% chance)
  • Cooldown: 1.58s
  • Range: 250 (Melee)
  • +2 % Speed
  • -10 % Damage while standing still

Pruner.png

Pruner
Tool, Precise
  • Damage: 8 (50%Melee Damage.png)
  • Critical: x1.25 (3% chance)
  • Cooldown: 1.14s
  • Knockback: 2
  • Range: 150 (Melee)
  • Spawns a garden that creates a fruit every 15 seconds

Revolver.png

Revolver
Gun
  • Damage: 15 (Ranged Damage.png)
  • Critical: x2 (3% chance)
  • Cooldown: 0.43s
  • Knockback: 15
  • Range: 450 (Ranged)
  • Cooldown is 3.47s every 6 shots

Patch 0.6.1.6

  • Fixed a bug where having multiple Grind's Magical Leaf.png Grind's Magical Leaf would display too many stats earned
  • Added "permanent" in the descriptions of Esty's Couch and Power Generator to show that they don't scale with temporary % Speed (eg from Streamer.png Streamer's passive)

Patch 0.6.1.2

Patch 0.6.1.1

  • Fixed Bag.png Bag and Eyes Surgery.png Eyes Surgery being Unique
  • Pressing the left or right trigger buttons on a gamepad now switch between the primary and secondary stats tabs
  • Recycling challenge: recycle 20 weapons in one run => 12

Patch 0.6.1.3

  • Streamer.png Streamer: -1% Speed every 20 Materials => every 30, +60% Damage while moving => +40% Damage and Attack Speed while moving
  • Bag.png Bag: price reduced, +10 Materials => +15
  • Fixed a bug where some secondary stats would appear in green instead of red
  • Fixed a bug where Piggy Bank.png Piggy Bank would display materials lost by Entrepreneur.png Entrepreneur's passive
  • Fixed a bug where the secondary stats wouldn't display Artificer.png Artificer's explosion size bonus from elemental damage
  • Fixed a bug where the reroll button's text would stay red even when having enough materials after recycling a weapon

Patch 0.6.1.4

  • Streamer.png Streamer: the amount of materials earned per second is now capped at 25
  • Fixed a bug where having negative flat damage and negative % damage would sometimes increase damage instead of lowering it
  • Fixed a bug where Dangerous Bunny free rerolls would get cancelled by buying out the shop

Patch 0.6.1.5

  • Fixed a bug where Entrepreneur wouldn't lose materials at the start of waves
  • Items are back to being displayed chronologically

Patch 0.6.1.0

Note: The wiki has been updated to list the Secondary Stats on the Stats page

  • Patch notes: Discord
  • Released: 12/07/2022 11:00 AM

Changes

  • Added 2 new Characters (with 2 new challenges / achievements):
  • Added 6 new Items:
  • Weapons now show how much damage they've dealt during the last wave
  • Secondary stats are now displayed in a new tab in the stats container (explosion damage etc.)
  • Some items and weapons now keep track of and display more info (damage dealt, materials earned, stats gained etc.)
  • The character and items modifying gameplay elements now appear first in the inventory
  • Reworded "unique weapon" to "different weapon"
  • Having multiple copies of the same weapon is now counted as a different weapon. E.g. having two Knives and one Sword with Gladiator.png Gladiator now gives you 2x the Attack Speed bonus instead of 1x.
  • The real value of Crit Chance is now displayed on weapons instead of stopping at 100%
  • The current level of the character is now displayed in the stats container
  • Added an option called "Optimize end waves" which might help if you're experiencing crashes at the end of waves
  • Enemies:
    • Horde waves drop 15% more materials
    • Eggs deal less contact damage, have less health and take 1 more second to hatch
    • Chef Boss: last phase attacks cooldown increased
    • Wave 12 or lower Elite HP: -15% => -25%
    • Monk Boss: slightly lowered HP
  • Characters:
  • Weapons:
    • Blunt weapon set: -3% Speed per additional weapon => -2%
    • Chopper.png Chopper: 80% Melee Damage scaling => 50%, +20% Max HP scaling
    • Flamethrower.png Flamethrower: direct Elemental Damage scaling 10% => 1%
    • Potato Thrower.png Potato Thrower: +20% Max HP scaling
    • Torch.png Torch: direct Elemental Damage scaling 0% => 50%
  • Items:
    • Alien Worm.png Alien Worm: +1 HP Regeneration => +2, +2 Max HP => +3
    • Bag.png Bag: price slightly increased, +20 materials => +10, Unique => Limited (3)
    • Barricade.png Barricade: +6 Armor while standing still => +8, -8% Speed => -5%
    • Chameleon.png Chameleon: -6% Damage => -4%
    • Dangerous Bunny.png Dangerous Bunny: price decreased
    • Explosive Shells.png Explosive Shells is no longer unique
    • Eyes Surgery.png Eyes Surgery: +15% burning speed => +10%, -12 Range => -10, Unique => Limited (3)
    • Focus.png Focus: -3% Attack Speed for every weapon you have => for every different weapon
    • Incendiary Turret.png Incendiary Turret: 5x5 (25% Engineering) damage => 5x8 (33% Engineering) damage
    • Medikit.png Medikit: +8 HP Regeneration => +10, -15 Luck => -10
    • Padding.png Padding: +3 Max HP, +1 Max HP every 80 Materials => every 100
    • Poisonous Tonic.png Poisonous Tonic: +8% Crit Chance => +5%
    • Power Generator.png Power Generator: price increased
    • Retromation's Hoodie.png Retromation's Hoodie: +10% Dodge => +0, -50 Range => -80
    • Rip and Tear.png Rip and Tear: 10% activation chance => 25%, Limited (10) => Limited (4)
    • Small Magazine.png Small Magazine: -10% Damage => -6%
    • Spider.png Spider: +5% Attack Speed per unique weapon => +6% per different weapon
    • Torture.png Torture: +10 Max HP => +15, +3 HP / sec => +4

Fixes

  • Fixed a bug where text that should be displayed in red was displayed in green (Esty's Couch etc.)
  • Fixed a bug where the player's health bar wouldn't be displayed above everything else
  • Fixed a bug where effects for unique weapons would get applied multiple times after quitting the game and resuming a run
  • Increased the size of the "+" sign in the font
  • Reduced the transparency of explosions
  • The "IJKL" keys can now also be used to move
  • Fixed a bug where having too much negative range would increase the range of melee weapons