From Brotato Wiki

(v1.0.0.0 - Add Modding > Debug Service)
(v1.0.0.2)
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The current main version is '''{{Version|version={{GetVersion}}}}'''.
The current main version is '''{{Version|version={{GetVersion}}}}'''.


== Patch 1.0.0.1 ==
== Patch 1.0.0.2 ==


=== Modding Changes ===
=== Character Changes===
* Upgraded [https://github.com/GodotModding/godot-mod-loader ModLoader] to v6.
* Most mods will probably need to be updated because of that, though you might want to wait until the update hits the main branch.
* (see: https://github.com/GodotModding/godot-mod-loader/wiki/Breaking-Changes)


=== Character Changes ===
*The following characters can now start with {{MiniIconbox|name=Wand}}: {{MiniIconbox|name=Well Rounded}}, {{MiniIconBox|Old}}, {{MiniIconBox|Saver}}, {{MiniIconBox|Farmer}}, {{MiniIconBox|Mutant}}, {{MiniIconBox|Lucky}}, {{MiniIconBox|Entrepreneur}}, {{MiniIconBox|Explorer}}, {{MiniIconBox|Soldier}}, {{MiniIconBox|Masochist}}
*{{MiniModIconbox|Cryptid}}: +10 Harvesting / tree => +12 / tree, can now start with ethereal weapons, Hand, Pistol and SMG, +5 Trees => +6
*{{MiniModIconbox|Cryptid}}: Clarified description
*{{MiniModIconbox|Fisherman}}: +5 Max HP, -95% Bait price => -100%
*{{MiniIconbox|Generalist}}: Can no longer start with Crossbow
*{{MiniIconbox|Generalist}}: Can now start with Knife, Shuriken, Laser Gun
*{{MiniModIconbox|King}}: Can now start with Spiky Shield
*{{MiniIconbox|Mage}}: +5 Elemental Damage => +0
* {{MiniModIconbox|Renegade}}: Added an icon on common items in the shop that are not already owned by Renegade
*{{MiniModIconbox|Streamer}}: Can now start with Spiky Shield


* {{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}: Updated possible starting weapons {{Color|color=cream|text=(Tweak)}}
===Item Changes===
* {{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}: 80% Dodge cap => 70% {{Color|color=pastelred|text=(Nerf)}}
 
* {{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}: +5% Attack Speed on dodge => +3% {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Alloy}}: +3 Elemental Damage
* {{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}: Special enemies spawn throughout wave 20 => Baits now also spawn special enemies throughout all future waves {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Baby Elephant}}: Tier I => Tier II, price slightly increased (30 => 35)
* {{MiniModIconbox|name=King|rarity=0|image=King.png}}: +50 Luck {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Blood Leech}}: base price reduced 50 => 45, -6 Harvesting => -4
* {{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}: Renegade's % damage modification now also applies to Explosion Damage {{Color|color=cream|text=(Bug Fix)}}
*{{MiniIconbox|Cyberball}}: price slightly decreased (30 => 25)
*{{MiniIconbox|Dangerous Bunny}}: limited (3)
*{{MiniIconbox|Fairy}}: -2 HP Regeneration for every Tier IV item you have
*{{MiniIconbox|Hunting Trophy}}: limited (3)
*{{MiniIconbox|Lure}}: price increased
*{{MiniIconbox|Medikit}}: +12 HP Regeneration => +10, +2 HP Regeneration every 5 seconds until the end of the wave
*{{MiniIconbox|Padding}}: limited (3)
*{{MiniIconbox|Riposte}}: 50% chance to activate => 100%
*{{MiniIconbox|Stone Skin}}: -2 Armor, now only interacts with permanent Armor
 
===Weapon Changes===
 
* {{MiniModIconbox|Chain Gun}}: 5 Damage => 3
* {{MiniModIconbox|Claw}}: -5% Attack Speed scaling
* {{MiniModIconbox|Claw}}: Melee Damage doesn't scale with upgrades anymore
* {{MiniModIconbox|Claw}}: Crit Chance 10/20/30/50% => 10/15/20/25%
* {{MiniModIconbox|Claw}}: Crit Damage x2/2.25/2.5/3 => x2/2.15/2.3/2.5
* {{MiniModIconbox|Drill}}: Now shows the amount of materials gained
* {{MiniIconbox|Hatchet}}: 75% Melee Damage scaling => 100%
* {{MiniIconbox|Hatchet}}: Cooldown 9/9/9/5 => 9/7/5/3
* {{MiniIconbox|Revolver}}: Ranged Damage scaling 1/1.25/1.5/1.75 => 1/1.3/1.65/2
* {{MiniIconbox|Double Barrel Shotgun}}: Tier IV, -15% Piercing Damage => -30%, 12 Damage => 9, cooldown 55 => 60
* {{MiniIconbox|Taser}}: Damage 5/5/5/9 => 6/6/6/12
* {{MiniIconbox|Wand}}: Elemental Damage scaling 50% => 50/65/80/100%
 
===Enemy Changes ===
 
*Reduced the number of enemies spawned by the alien mom elite in its second phase
*Reduced the number of projectiles shot by the demon elite in its third phase
 
===Endless Changes ===
 
*The health of enemies in endless mode now increases slightly faster
*The rate of consumables' drops in endless mode now decreases a lot slower
*The speed of enemies in endless mode now increases slower
*Endless Harvesting decrease: 10% => 20%
*Endless materials drops now decrease slower and cap higher
*Endless shop and rerolling prices now increase a lot slower
 
=== 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
*Tweaked the number of trees spawning to be more consistent when having bonuses to trees
 
===Bug Fixes===
 
*Fixed a bug where {{MiniIconbox|name=Esty's Couch}} was interacting with {{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}'s temporary % Speed changes
*Fixed a bug where {{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}} didn't get stat bonuses when the "HP bar on character" option was off
*Fixed a bug where {{MiniIconbox|name=Recycling Machine}} wasn't displaying the materials gained from recycling items found in crates
*Fixed a bug where {{MiniIconbox|name=Chunky}} was tagged for [[HP Regeneration]] instead of [[Luck]]
*Fixed a bug where {{MiniIconbox|name=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 [https://github.com/GodotModding/godot-mod-loader/releases/tag/v6.0.0 GitHub].
 
==Patch 1.0.0.1==
 
===Modding Changes===
*Upgraded [https://github.com/GodotModding/godot-mod-loader ModLoader] to v6 ''(development preview version)''.
*Most mods will probably need to be updated because of that, though you might want to wait until the update hits the main branch.
*(see: https://github.com/GodotModding/godot-mod-loader/wiki/Breaking-Changes)


=== Item Changes ===
===Character Changes ===


* {{MiniIconbox|name=Baby Gecko}}: -1% Life Steal => +10 Range {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}: Updated possible starting weapons {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Missile}}: -6% Attack Speed => -4% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}: 80% Dodge cap => 70% {{Color|color=pastelred|text=(Nerf)}}
* {{MiniIconbox|name=Panda}}: -12% Damage => -5% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}: +5% Attack Speed on dodge => +3% {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|name=Pocket Factory|rarity=2|image=Pocket Factory.png}}: Price increased {{Color|color=pastelred|text=(Nerf)}}
*{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}: Special enemies spawn throughout wave 20 => Baits now also spawn special enemies throughout all future waves {{Color|color=cream|text=(Tweak)}}
* {{MiniModIconbox|name=Sharp Bullet|rarity=1|image=Sharp Bullet.png}}: -30% Piercing Damage => -20% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=King|rarity=0|image=King.png}}: +50 Luck {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}: Renegade's % damage modification now also applies to Explosion Damage {{Color|color=cream|text=(Bug Fix)}}
 
===Item Changes===
 
*{{MiniIconbox|name=Baby Gecko}}: -1% Life Steal => +10 Range {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Missile}}: -6% Attack Speed => -4% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Panda}}: -12% Damage => -5% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Pocket Factory|rarity=2|image=Pocket Factory.png}}: Price increased {{Color|color=pastelred|text=(Nerf)}}
*{{MiniModIconbox|name=Sharp Bullet|rarity=1|image=Sharp Bullet.png}}: -30% Piercing Damage => -20% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniModIconbox|name=Sharp Bullet|rarity=1|image=Sharp Bullet.png}}: Unique {{Color|color=cream|text=(Tweak)}}
* {{MiniModIconbox|name=Sharp Bullet|rarity=1|image=Sharp Bullet.png}}: Unique {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Spider}}: -6% Dodge => -3% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Spider}}: -6% Dodge => -3% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Spider}}: -8 Harvesting => -5 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Spider}}: -8 Harvesting => -5 {{Color|color=pastelgreen|text=(Buff)}}


=== Enemy Changes ===
===Enemy Changes===


* Special fish enemies' collision box size increased {{Color|color=cream|text=(Tweak)}}
*Special fish enemies' collision box size increased {{Color|color=cream|text=(Tweak)}}
* Tweaked attack patterns of the bat/demon elite {{Color|color=cream|text=(Tweak)}}
*Tweaked attack patterns of the bat/demon elite {{Color|color=cream|text=(Tweak)}}


=== Misc Changes ===
===Misc Changes===


* Added next wave's number in the "go" button in the shop
*Added next wave's number in the "go" button in the shop


* Added icon popups when {{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}} gets stat bonuses for being under half health
*Added icon popups when {{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}} gets stat bonuses for being under half health


=== Fixes ===
===Fixes ===


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


== Patch 1.0.0.0 ==
==Patch 1.0.0.0==


=== Overview ===
===Overview===  


* Added 5 new [[Enemies#Elites (Danger 2+)|Elites]]
*Added 5 new [[Enemies#Elites (Danger 2+)|Elites]]
* Added 6 new [[Characters]]
* Added 6 new [[Characters]]
* Added 7 new [[Weapons]]
*Added 7 new [[Weapons]]
* Added 6 new [[Items]]
* Added 6 new [[Items]]
* Added 12 new [[Progress|Challenges]]
* Added 12 new [[Progress|Challenges]]


=== Changes ===
===Changes===


==== Unlisted Changes ====
====Unlisted Changes====


* {{MiniIconbox|name=Entrepreneur}}: Can now start with {{MiniIconbox|name=Wrench}} and {{MiniIconbox|name=Pruner}} {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Entrepreneur}}: Can now start with {{MiniIconbox|name=Wrench}} and {{MiniIconbox|name=Pruner}} {{Color|color=cream|text=(Tweak)}}
* ''This wasn't mentioned in the patch notes.''
*''This wasn't mentioned in the patch notes.''


==== Character Changes ====
====Character Changes====
* {{MiniIconbox|name=Mage}}: Can now start with {{MiniIconbox|name=Plank}} {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Mage}}: Can now start with {{MiniIconbox|name=Plank}} {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Jack}}: +50% damage against bosses => +75% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Jack}}: +50% damage against bosses => +75% {{Color|color=pastelgreen|text=(Buff)}}


==== Item Changes ====
====Item Changes====
* {{MiniIconbox|name=Big Arms}}: +10 Melee Damage => +12 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Big Arms}}: +10 Melee Damage => +12 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Big Arms}}: +5 Ranged Damage => +6 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Big Arms}}: +5 Ranged Damage => +6 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Big Arms}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Big Arms}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Community Support}}: Now unique {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Community Support}}: Now unique {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Diploma}}: +10% XP Gain => +20% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Diploma}}: +10% XP Gain => +20% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Explosive Shells}}: +15% Explosion Size {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Explosive Shells}}: +15% Explosion Size {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Explosive Shells}}: Price increased (100 => 120) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Explosive Shells}}: Price increased (100 => 120) {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Gnome}}: +5 Elemental Damage => +10 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Gnome}}: +5 Elemental Damage => +10 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Heavy Bullets}}: -10% Attack Speed => -5% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Heavy Bullets}}: -10% Attack Speed => -5% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Jet Pack}}: -6 Max HP => -5 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Jet Pack}}: -6 Max HP => -5 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Jet Pack}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Jet Pack}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Mammoth}}: +15 Melee Damage => +20 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Mammoth}}: +15 Melee Damage => +20 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Mammoth}}: +2 HP Regeneration => +5 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Mammoth}}: +2 HP Regeneration => +5 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Mammoth}}: Price increased (115 => 130) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Mammoth}}: Price increased (115 => 130) {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Medikit}}: +10 HP Regeneration => +12 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Medikit}}: +10 HP Regeneration => +12 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Medikit}}: Price increased (90 => 95) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Medikit}}: Price increased (90 => 95) {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Night Goggles}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Night Goggles}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Octopus}}: +5% Life Steal => +3% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Octopus}}: +5% Life Steal => +3% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Octopus}}: +5 HP Regeneration {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Octopus}}: +5 HP Regeneration {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Potato}}: +3% Damage => +5% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Potato}}: +3% Damage => +5% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Potato}}: +1 HP Regeneration => +2 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Potato}}: +1 HP Regeneration => +2 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Potato}}: +5% Attack Speed {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Potato}}: +5% Attack Speed {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Potato}}: Price increased (85 => 95) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Potato}}: Price increased (85 => 95) {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Ricochet}}: -35% Damage => -25% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Ricochet}}: -35% Damage => -25% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Ricochet}}: Price increased (100 => 110) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Ricochet}}: Price increased (100 => 110) {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Robot Arm}}: -3 HP Regeneration => -2 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Robot Arm}}: -3 HP Regeneration => -2 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Robot Arm}}: -3% Life Steal => -2% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Robot Arm}}: -3% Life Steal => -2% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Spicy Sauce}}: 50% Max HP scaling => 100% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Spicy Sauce}}: 50% Max HP scaling => 100% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Statue}}: +30% Attack Speed while standing still => +40% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Statue}}: +30% Attack Speed while standing still => +40% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Statue}}: Price decreased (65 => 60) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Statue}}: Price decreased (65 => 60) {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Wolf Helmet}}: +8 Elemental Damage => +10 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Wolf Helmet}}: +8 Elemental Damage => +10 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Wolf Helmet}}: +15 Luck => +20 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Wolf Helmet}}: +15 Luck => +20 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Wolf Helmet}}: Prince increased (80 => 90) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Wolf Helmet}}: Prince increased (80 => 90) {{Color|color=cream|text=(Tweak)}}


==== Weapon Changes ====
====Weapon Changes====
* {{MiniIconbox|name=Hatchet}}: 100% Melee Damage scaling => 75% {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|name=Hatchet}}: 100% Melee Damage scaling => 75% {{Color|color=pastelred|text=(Nerf)}}
* {{MiniIconbox|name=Hatchet}}: +15% Attack Speed scaling {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Hatchet}}: +15% Attack Speed scaling {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Obliterator}}: Now part of the [[Gun]] weapon set {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Obliterator}}: Now part of the [[Gun]] weapon set {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|name=Slingshot}}: Fixed/tweaked the cooldown from 55/55/50/55 to 55/52/50/48 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Slingshot}}: Fixed/tweaked the cooldown from 55/55/50/55 to 55/52/50/48 {{Color|color=pastelgreen|text=(Buff)}}


==== Enemy Changes ====
====Enemy Changes====  
* Acid junky enemies: 20 base health => 15
*Acid junky enemies: 20 base health => 15
* A flying enemy now appears on wave 3 on danger 2+
*A flying enemy now appears on wave 3 on danger 2+
* Bosses health: 28,000 + 100 per wave => 15,000 + 750 per wave
*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
*Enemies spawned by elites and bosses are now affected by modifiers to the number of enemies


==== Misc Changes ====
==== Misc Changes ====  
* A button now appears in wave 19's shop to switch a normal run into an endless run
* 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
*The wave number displayed on the shop now corresponds to the '''current wave''' and not the next one
* Changed {{MiniModIconbox|name=Lumberjack|rarity=0|image=Lumberjack Shirt.png}} challenge icon
* Changed {{MiniModIconbox|name=Lumberjack|rarity=0|image=Lumberjack Shirt.png}} challenge icon
** The old icon was from the {{MiniIconbox|name=Tree}} item, which is now used for the ''Forest'' challenge instead.
**The old icon was from the {{MiniIconbox|name=Tree}} item, which is now used for the ''Forest'' challenge instead.
** The new icon is from the {{MiniIconbox|name=Lumberjack Shirt}} item.
**The new icon is from the {{MiniIconbox|name=Lumberjack Shirt}} item.
* Changed the max number of structures on the map at once, from 50 to 100
*Changed the max number of structures on the map at once, from 50 to 100


==== Fixes ====
====Fixes====
* Fixed a bug where the {{MiniIconbox|name=Clover}} item was not spawning.
* Fixed a bug where the {{MiniIconbox|name=Clover}} item was not spawning.
* Fixed a bug where "Damage" modifications were not affecting the "% Damage against bosses" secondary stat
*Fixed a bug where "Damage" modifications were not affecting the "% Damage against bosses" secondary stat
** This affects the following characters:
** This affects the following characters:
** {{MiniIconbox|Arms Dealer}}, {{MiniIconbox|Engineer}}, {{MiniIconbox|Entrepreneur}}, {{MiniIconbox|Lich}}, {{MiniIconbox|One Armed}}
** {{MiniIconbox|Arms Dealer}}, {{MiniIconbox|Engineer}}, {{MiniIconbox|Entrepreneur}}, {{MiniIconbox|Lich}}, {{MiniIconbox|One Armed}}
* Fixed a bug where one less elite was spawning after wave 101 than the intended number
*Fixed a bug where one less elite was spawning after wave 101 than the intended number


=== New Content ===
=== New Content===


==== Spoiler Warning ====
====Spoiler Warning====
'''{{Color|color=pastelred|text=WARNING: Everything below here is a spoiler for unlockable content.}}'''
'''{{Color|color=pastelred|text=WARNING: Everything below here is a spoiler for unlockable content.}}'''


==== New Challenges ====
====New Challenges====
{| class="wikitable"
{| class="wikitable"
!Icon
!Icon
Line 143: Line 222:
!Unlock Type
!Unlock Type
|-
|-
|[[File:Bait.png|32x32px]]
| [[File:Bait.png|32x32px]]
|'''{{Color|color=cream|text=Baited}}'''
| '''{{Color|color=cream|text=Baited}}'''
|Get 2 Bait during a run
|Get 2 Bait during a run
|{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}
| {{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}
|[[Characters|Character]]
|[[Characters|Character]]
|-
|-
|[[File:Tree.png|32x32px]]
|[[File:Tree.png|32x32px]]  
|'''{{Color|color=cream|text=Forest}}'''
|'''{{Color|color=cream|text=Forest}}'''
|Finish a wave with 10 or more living trees
|Finish a wave with 10 or more living trees
Line 159: Line 238:
|Get 3 tier IV weapons at once
|Get 3 tier IV weapons at once
|{{MiniModIconbox|name=King|rarity=0|image=King.png}}
|{{MiniModIconbox|name=King|rarity=0|image=King.png}}
|[[Characters|Character]]
|[[Characters|Character]]  
|-
|-
|[[File:Book.png|32x32px]]
|[[File:Book.png|32x32px]]
|'''{{Color|color=cream|text=Student}}'''
|'''{{Color|color=cream|text=Student}}'''
|Reach level 20
| Reach level 20
|{{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}
| {{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}
|[[Characters|Character]]
| [[Characters|Character]]
|-
|-
|[[File:Gummy Berserker.png|32x32px]]
|[[File:Gummy Berserker.png|32x32px]]
|'''{{Color|color=cream|text=Reckless}}'''
|'''{{Color|color=cream|text=Reckless}}'''
|Finish a wave with 1 HP
|Finish a wave with 1 HP
|{{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}
| {{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}
|[[Characters|Character]]
|[[Characters|Character]]
|-
|-
|[[File:Metal Detector.png|32x32px]]
| [[File:Metal Detector.png|32x32px]]
|'''{{Color|color=cream|text=Scavenger}}'''
|'''{{Color|color=cream|text=Scavenger}}'''
|Get 10 different tier I items during a run
|Get 10 different tier I items during a run
|{{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}
| {{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}
|[[Characters|Character]]
|[[Characters|Character]]
|-
|-
Line 185: Line 264:
|[[Weapons|Weapon]]
|[[Weapons|Weapon]]
|-
|-
|[[File:Cryptid.png|32x32px]]
| [[File:Cryptid.png|32x32px]]
|'''{{Color|color=cream|text=Cryptid}}'''
|'''{{Color|color=cream|text=Cryptid}}'''
|Finish a run with Cryptid
| Finish a run with Cryptid
|{{MiniModIconbox|name=Claw|rarity=1|image=}}
|{{MiniModIconbox|name=Claw|rarity=1|image=}}
|[[Weapons|Weapon]]
| [[Weapons|Weapon]]
|-
|-
|[[File:Fisherman.png|32x32px]]
|[[File:Fisherman.png|32x32px]]
|'''{{Color|color=cream|text=Fisherman}}'''
| '''{{Color|color=cream|text=Fisherman}}'''
|Finish a run with Fisherman
|Finish a run with Fisherman
|{{MiniModIconbox|name=Lure|rarity=2|image=}}
|{{MiniModIconbox|name=Lure|rarity=2|image=}}
Line 199: Line 278:
|[[File:Golem.png|32x32px]]
|[[File:Golem.png|32x32px]]
|'''{{Color|color=cream|text=Golem}}'''
|'''{{Color|color=cream|text=Golem}}'''
|Finish a run with Golem
| Finish a run with Golem
|{{MiniModIconbox|name=Stone Skin|rarity=3|image=}}
|{{MiniModIconbox|name=Stone Skin|rarity=3|image=}}
|[[Items|Item]]
| [[Items|Item]]
|-
|-
|[[File:King.png|32x32px]]
| [[File:King.png|32x32px]]
|'''{{Color|color=cream|text=King}}'''
|'''{{Color|color=cream|text=King}}'''
|Finish a run with King
|Finish a run with King
Line 211: Line 290:
|[[File:Renegade.png|32x32px]]
|[[File:Renegade.png|32x32px]]
|'''{{Color|color=cream|text=Renegade}}'''
|'''{{Color|color=cream|text=Renegade}}'''
|Finish a run with Renegade
| Finish a run with Renegade
|{{MiniModIconbox|name=Fairy|rarity=3|image=}}
|{{MiniModIconbox|name=Fairy|rarity=3|image=}}
|[[Items|Item]]
|[[Items|Item]]
|}
|}


==== New Characters ====
====New Characters====
6 new characters: {{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}, {{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}, {{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}, {{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}, {{MiniModIconbox|name=King|rarity=0|image=King.png}}, {{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}.
6 new characters: {{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}, {{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}, {{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}, {{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}, {{MiniModIconbox|name=King|rarity=0|image=King.png}}, {{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}.


<table class="itembox-table" style="color:#eee; background:transparent; vertical-align:top;">
<table class="itembox-table" style="color:#eee; background:transparent; vertical-align:top;">
<tr>
<tr>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">  
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
{{StatsCard
| name  = Apprentice
| name  = Apprentice
Line 235: Line 314:
}}
}}
</td>
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">  
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
{{StatsCard
| name  = Cryptid
| name  = Cryptid
Line 320: Line 399:
</table>
</table>


==== New Weapons ====
====New Weapons====
7 new weapons: {{MiniModIconbox|name=Claw|rarity=1|image=}}, {{MiniModIconbox|name=Fighting Stick|rarity=1|image=}}, {{MiniModIconbox|name=Chain Gun|rarity=4|image=}}, {{MiniModIconbox|name=Drill|rarity=4|image=}}, {{MiniModIconbox|name=Excalibur|rarity=4|image=}}, {{MiniModIconbox|name=Gatling Laser|rarity=4|image=}}, {{MiniModIconbox|name=Scythe|rarity=4|image=}}
7 new weapons: {{MiniModIconbox|name=Claw|rarity=1|image=}}, {{MiniModIconbox|name=Fighting Stick|rarity=1|image=}}, {{MiniModIconbox|name=Chain Gun|rarity=4|image=}}, {{MiniModIconbox|name=Drill|rarity=4|image=}}, {{MiniModIconbox|name=Excalibur|rarity=4|image=}}, {{MiniModIconbox|name=Gatling Laser|rarity=4|image=}}, {{MiniModIconbox|name=Scythe|rarity=4|image=}}


Line 423: Line 502:
}}
}}
</td>
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">  
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name1      = Excalibur
| name1      = Excalibur
Line 493: Line 572:
</table>
</table>


==== New Starting Weapons ====
====New Starting Weapons====
The new Tier I weapons can be used by the follwing characters:
The new Tier I weapons can be used by the follwing characters:


* {{MiniModIconbox|name=Claw|rarity=1|image=}} = {{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}, {{MiniIconbox|Brawler}}, {{MiniIconbox|Crazy}}, {{MiniIconbox|Gladiator}}, {{MiniIconbox|Hunter}}, {{MiniIconbox|Loud}}, {{MiniIconbox|Multitasker}}, {{MiniIconbox|One Armed}}, {{MiniIconbox|Speedy}}, {{MiniIconbox|Streamer}}
*{{MiniModIconbox|name=Claw|rarity=1|image=}} = {{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}, {{MiniIconbox|Brawler}}, {{MiniIconbox|Crazy}}, {{MiniIconbox|Gladiator}}, {{MiniIconbox|Hunter}}, {{MiniIconbox|Loud}}, {{MiniIconbox|Multitasker}}, {{MiniIconbox|One Armed}}, {{MiniIconbox|Speedy}}, {{MiniIconbox|Streamer}}
* {{MiniModIconbox|name=Fighting Stick|rarity=1|image=}} = {{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}, {{MiniIconbox|Gladiator}}, {{MiniIconbox|Loud}}, {{MiniIconbox|Multitasker}}, {{MiniIconbox|Speedy}}, {{MiniIconbox|Streamer}}, {{MiniIconbox|Mutant}}, {{MiniIconbox|Wildling}}
*{{MiniModIconbox|name=Fighting Stick|rarity=1|image=}} = {{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}, {{MiniIconbox|Gladiator}}, {{MiniIconbox|Loud}}, {{MiniIconbox|Multitasker}}, {{MiniIconbox|Speedy}}, {{MiniIconbox|Streamer}}, {{MiniIconbox|Mutant}}, {{MiniIconbox|Wildling}}


==== New Weapon Classes ====
====New Weapon Classes====
One new weapon class has been added: '''Legendary'''. Each level after 1 reduces your [[Max HP]].
One new weapon class has been added: '''Legendary'''. Each level after 1 reduces your [[Max HP]].
# ---
#---
# -20 Max HP
#-20 Max HP
# -40 Max HP
#-40 Max HP
# -80 Max HP
#-80 Max HP
# -100 Max HP
#-100 Max HP
This new weapon class is applied to all the new Tier IV weapons: {{MiniModIconbox|name=Chain Gun|rarity=4|image=}}, {{MiniModIconbox|name=Drill|rarity=4|image=}}, {{MiniModIconbox|name=Excalibur|rarity=4|image=}}, {{MiniModIconbox|name=Gatling Laser|rarity=4|image=}}, {{MiniModIconbox|name=Scythe|rarity=4|image=}}.
This new weapon class is applied to all the new Tier IV weapons: {{MiniModIconbox|name=Chain Gun|rarity=4|image=}}, {{MiniModIconbox|name=Drill|rarity=4|image=}}, {{MiniModIconbox|name=Excalibur|rarity=4|image=}}, {{MiniModIconbox|name=Gatling Laser|rarity=4|image=}}, {{MiniModIconbox|name=Scythe|rarity=4|image=}}.


==== New Items ====
====New Items====
6 new items:  {{MiniModIconbox|name=Fairy|rarity=3}}, {{MiniModIconbox|name=Lure|rarity=2}}, {{MiniModIconbox|name=Pocket Factory|rarity=2}}, {{MiniModIconbox|name=Shackles|rarity=3}}, {{MiniModIconbox|name=Sharp Bullet|rarity=1}}, {{MiniModIconbox|name=Stone Skin|rarity=3}}.
6 new items:  {{MiniModIconbox|name=Fairy|rarity=3}}, {{MiniModIconbox|name=Lure|rarity=2}}, {{MiniModIconbox|name=Pocket Factory|rarity=2}}, {{MiniModIconbox|name=Shackles|rarity=3}}, {{MiniModIconbox|name=Sharp Bullet|rarity=1}}, {{MiniModIconbox|name=Stone Skin|rarity=3}}.


Line 602: Line 681:
</div>
</div>


=== Modding Notes ===
===Modding Notes===


==== List of IDs ====
====List of IDs====
The new IDs for characters, weapons and items are:
The new IDs for characters, weapons and items are:
{| class="wikitable"
{| class="wikitable"
Line 616: Line 695:
|-
|-
|{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}
|{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}
|<code>character_fisherman</code>
|<code>character_fisherman</code>  
|[[Characters|Character]]
|[[Characters|Character]]
|-
|-
Line 624: Line 703:
|-
|-
|{{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}
|{{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}
|<code>character_golem</code>
| <code>character_golem</code>
|[[Characters|Character]]
|[[Characters|Character]]
|-
|-
|{{MiniModIconbox|name=King|rarity=0|image=King.png}}
|{{MiniModIconbox|name=King|rarity=0|image=King.png}}
|<code>character_king</code>
|<code>character_king</code>  
|[[Characters|Character]]
|[[Characters|Character]]
|-
|-
Line 653: Line 732:
|{{MiniModIconbox|name=Fighting Stick|rarity=1|image=}}
|{{MiniModIconbox|name=Fighting Stick|rarity=1|image=}}
|<code>weapon_fighting_stick</code>
|<code>weapon_fighting_stick</code>
|[[Weapons|Weapon]]
| [[Weapons|Weapon]]
|-
|-
|{{MiniModIconbox|name=Gatling Laser|rarity=4|image=}}
| {{MiniModIconbox|name=Gatling Laser|rarity=4|image=}}
|<code>weapon_gatling_laser</code>
|<code>weapon_gatling_laser</code>  
|[[Weapons|Weapon]]
|[[Weapons|Weapon]]
|-
|-
|{{MiniModIconbox|name=Scythe|rarity=4|image=}}
|{{MiniModIconbox|name=Scythe|rarity=4|image=}}
|<code>weapon_scythe</code>
| <code>weapon_scythe</code>
|[[Weapons|Weapon]]
|[[Weapons|Weapon]]
|-
|-
Line 667: Line 746:
|[[Items|Item]]
|[[Items|Item]]
|-
|-
|{{MiniModIconbox|name=Lure|rarity=2}}
|{{MiniModIconbox|name=Lure|rarity=2}}  
|<code>item_lure</code>
|<code>item_lure</code>
|[[Items|Item]]
|[[Items|Item]]
|-
|-
|{{MiniModIconbox|name=Pocket Factory|rarity=2}}
|{{MiniModIconbox|name=Pocket Factory|rarity=2}}
|<code>item_pocket_factory</code>
| <code>item_pocket_factory</code>
|[[Items|Item]]
| [[Items|Item]]
|-
|-
|{{MiniModIconbox|name=Shackles|rarity=3}}
|{{MiniModIconbox|name=Shackles|rarity=3}}
Line 679: Line 758:
|[[Items|Item]]
|[[Items|Item]]
|-
|-
|{{MiniModIconbox|name=Sharp Bullet|rarity=1}}
|{{MiniModIconbox|name=Sharp Bullet|rarity=1}}  
|<code>item_sharp_bullet</code>
|<code>item_sharp_bullet</code>
|[[Items|Item]]
|[[Items|Item]]
|-
|-
|{{MiniModIconbox|name=Stone Skin|rarity=3}}
|{{MiniModIconbox|name=Stone Skin|rarity=3}}
|<code>item_stone_skin</code>
|<code>item_stone_skin</code>  
|[[Items|Item]]
|[[Items|Item]]
|}
|}


==== New Stats & Effects ====
====New Stats & Effects====
New Stat: <code>speed_cap</code>
New Stat: <code>speed_cap</code>


Line 695: Line 774:
!Key
!Key
!Text Key
!Text Key
!Description
!Description  
!Values
!Values  
!Notes
!Notes
!Used By
!Used By
|-
|-
|<code>accuracy</code>
|<code>accuracy</code>
|EFFECT_ACCURACY
|EFFECT_ACCURACY  
| +/-x % accuracy
| +/-x % accuracy
|Number (%)
|Number (%)
Line 707: Line 786:
|{{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}
|{{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}
|-
|-
|<code>extra_loot_aliens_next_wave</code>
| <code>extra_loot_aliens_next_wave</code>  
|effect_extra_loot_aliens_next_wave
|effect_extra_loot_aliens_next_wave
| +x additional loot aliens appear during the next wave
| +x additional loot aliens appear during the next wave
Line 714: Line 793:
|{{MiniModIconbox|name=Lure|rarity=2}}
|{{MiniModIconbox|name=Lure|rarity=2}}
|-
|-
|<code>guaranteed_shop_items</code>
|<code>guaranteed_shop_items</code>  
|effect_guaranteed_shop_item
|effect_guaranteed_shop_item
|Shops always sell x
|Shops always sell x
Line 736: Line 815:
|-
|-
|<code>specific_items_price</code>
|<code>specific_items_price</code>
|EFFECT_SPECIFIC_ITEM_PRICE
|EFFECT_SPECIFIC_ITEM_PRICE  
| +/- x price
| +/- x price
|Key = Item ID
|Key = Item ID
Line 743: Line 822:
|-
|-
|<code>stats_below_half_health</code>
|<code>stats_below_half_health</code>
|effect_stat_below_half_health
| effect_stat_below_half_health
|{STAT/VALUE} when you have less than 50% health
|{STAT/VALUE} when you have less than 50% health
|Key = stat
|Key = stat
Line 750: Line 829:
|-
|-
|<code>stats_on_level_up</code>
|<code>stats_on_level_up</code>
|EFFECT_STAT_ON_LEVEL_UP
| EFFECT_STAT_ON_LEVEL_UP
|{STAT/VALUE} when you level up
|{STAT/VALUE} when you level up
|Key = stat
|Key = stat
Line 756: Line 835:
|{{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}
|{{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}
|-
|-
|<code>temp_stats_on_dodge</code>
|<code>temp_stats_on_dodge</code>  
|EFFECT_TEMP_STAT_ON_DODGE
|EFFECT_TEMP_STAT_ON_DODGE
|{STAT/VALUE} when you dodge
|{STAT/VALUE} when you dodge
Line 763: Line 842:
|{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}
|{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}
|-
|-
|<code>tier_i_weapon_effects</code>
|<code>tier_i_weapon_effects</code>  
|EFFECT_TIER_I_WEAPON_BONUS
|EFFECT_TIER_I_WEAPON_BONUS
|{STAT/VALUE} for every Tier 1 weapon
|{STAT/VALUE} for every Tier 1 weapon
|Key = stat
|Key = stat
|Apply effect with custom_key
|Apply effect with custom_key  
|{{MiniModIconbox|name=King|rarity=0|image=King.png}}
|{{MiniModIconbox|name=King|rarity=0|image=King.png}}
|-
|-
|<code>tier_iv_weapon_effects</code>
|<code>tier_iv_weapon_effects</code>
|EFFECT_TIER_IV_WEAPON_BONUS
|EFFECT_TIER_IV_WEAPON_BONUS  
|{STAT/VALUE} for every Tier 4 weapon
|{STAT/VALUE} for every Tier 4 weapon  
|Key = stat
|Key = stat
|Apply effect with custom_key
|Apply effect with custom_key
|{{MiniModIconbox|name=King|rarity=0|image=King.png}}
|{{MiniModIconbox|name=King|rarity=0|image=King.png}}  
|-
|-
|<code>tree_turrets</code>
|<code>tree_turrets</code>
Line 782: Line 861:
|Bool (0/1)
|Bool (0/1)
|
|
|{{MiniModIconbox|name=Pocket Factory|rarity=2}}
|{{MiniModIconbox|name=Pocket Factory|rarity=2}}  
|-
|-
|<code>upgraded_baits</code>
|<code>upgraded_baits</code>
|effect_upgraded_baits
|effect_upgraded_baits
|Baits make special enemies spawn in all future waves
|Baits make special enemies spawn in all future waves  
|Bool (0/1)
|Bool (0/1)
|
|
|{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}
|{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}
|-
|-
|<code>special_enemies_last_wave</code>
|<code>special_enemies_last_wave</code>  
|{{Color|color=cream|text=UNUSED}}
|{{Color|color=cream|text=UNUSED}}
|{{Color|color=cream|text=UNUSED}}
|{{Color|color=cream|text=UNUSED}}
Line 799: Line 878:
|}
|}


==== Changed Effects ====
====Changed Effects====
One effect from pre-v1.0.0.0 has been expanded: <code>gain_stat_for_every_stat_effect</code>.  
One effect from pre-v1.0.0.0 has been expanded: <code>gain_stat_for_every_stat_effect</code>.  


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


==== Debug Service ====
====Debug Service====
There are several new debug options available:
There are several new debug options available:
{| class="wikitable"
{| class="wikitable"
Line 815: Line 894:
!Notes
!Notes
|-
|-
|invisible  
|invisible
|Bool
|Bool
|false
| false
|Player is invisible
|Player is invisible
|-
|-
|randomize_equipment  
|randomize_equipment
|Bool
|Bool
|false
|false
|Start with 6 of a random weapon. Start with 10 - 500 materials. Start at level 10 - 26.
|Start with 6 of a random weapon. Start with 10 - 500 materials. Start at level 10 - 26.
|-
|-
|randomize_waves  
|randomize_waves
|Bool
|Bool
|false
|false
|Every wave is randomised. Possible waves are 9 - 20
|Every wave is randomised. Possible waves are 9 - 20
|-
|-
|hide_wave_timer  
|hide_wave_timer
|Bool
|Bool
|false
|false
|Hides the wave timer GUI
|Hides the wave timer GUI
|-
|-
|nullify_enemy_speed  
|nullify_enemy_speed
|Bool
|Bool
|false
|false
|Enemies cannot move
|Enemies cannot move
|-
|-
|no_enemies  
|no_enemies
|Bool
|Bool
|false
|false  
|Enemies will not spawn
|Enemies will not spawn
|-
|-
|debug_enemies  
|debug_enemies
|Array of Enemy Resources
|Array of Enemy Resources
|[]
|[]
|Forces  the specified enemy/enemies to spawn
|Forces  the specified enemy/enemies to spawn
|-
|-
|spawn_specific_elite  
|spawn_specific_elite
|String
|String
|""
|""
|Forces  the specified elite to spawn
|Forces  the specified elite to spawn  
|}
|}


Line 859: Line 938:


*{{MiniIconbox|name=Landmines}}: Fixed a bug where explosion area wasn't being increased
*{{MiniIconbox|name=Landmines}}: Fixed a bug where explosion area wasn't being increased
*{{MiniModIconbox|Giant Belt|4}}: Actually fixed tracking
* {{MiniModIconbox|Giant Belt|4}}: Actually fixed tracking
*{{MiniModIconbox|name=Improved Tools|rarity=3|image=}} now modify the displayed spawn cooldown of mines and gardens
*{{MiniModIconbox|name=Improved Tools|rarity=3|image=}} now modify the displayed spawn cooldown of mines and gardens
*{{MiniModIconbox|name=Bloody Hand|rarity=4|image=}}: unique
* {{MiniModIconbox|name=Bloody Hand|rarity=4|image=}}: unique


==Patch 0.8.0.2==
==Patch 0.8.0.2==


===Character Changes===
===Character Changes===  
*{{MiniModIconbox|Jack|0}}: can now start with {{MiniIconbox|Stick}} and {{MiniIconbox|Spear}}
*{{MiniModIconbox|Jack|0}}: can now start with {{MiniIconbox|Stick}} and {{MiniIconbox|Spear}}
*{{MiniModIconbox|Lich|0}}: can now start with {{MiniIconbox|Ghost Scepter}}
*{{MiniModIconbox|Lich|0}}: can now start with {{MiniIconbox|Ghost Scepter}}
Line 871: Line 950:


===Item Changes===
===Item Changes===
*{{MiniModIconbox|Giant Belt|4}}: Efficiency slightly decreases with endless waves
* {{MiniModIconbox|Giant Belt|4}}: Efficiency slightly decreases with endless waves
*{{MiniIconbox|Mushroom}}: +2 HP Regeneration => +3, -3 Luck => -2
*{{MiniIconbox|Mushroom}}: +2 HP Regeneration => +3, -3 Luck => -2
*{{MiniIconbox|Plant}}: +2 HP Regeneration => +3
*{{MiniIconbox|Plant}}: +2 HP Regeneration => +3


===Misc Changes===
===Misc Changes ===


*Endless starts scaling faster after wave 35
*Endless starts scaling faster after wave 35
*Tentacle enemy: drops more materials
*Tentacle enemy: drops more materials


===Fixes===
=== Fixes===


*Fixed Tentacle, Giant Belt and Vigilante Ring's tracking values
*Fixed Tentacle, Giant Belt and Vigilante Ring's tracking values
Line 887: Line 966:
==Patch 0.8.0.1==
==Patch 0.8.0.1==


===Character Changes===
=== Character Changes===
*{{MiniModIconbox|name=Lich|rarity=0|image=}}:
* {{MiniModIconbox|name=Lich|rarity=0|image=}}:
** Can now start with {{MiniIconbox|name=Stick}} and {{MiniIconbox|name=Crossbow}}
**Can now start with {{MiniIconbox|name=Stick}} and {{MiniIconbox|name=Crossbow}}
*{{MiniModIconbox|name=Cyborg|rarity=0|image=}}:
*{{MiniModIconbox|name=Cyborg|rarity=0|image=}}:
** Stat conversions no longer take stat modifications into account  {{Color|color=cream|text=(Tweak)}}
**Stat conversions no longer take stat modifications into account  {{Color|color=cream|text=(Tweak)}}
**1 Ranged Damage for 8 Engineering => 1 for 2 {{Color|color=cream|text=(Tweak)}}
**1 Ranged Damage for 8 Engineering => 1 for 2 {{Color|color=cream|text=(Tweak)}}
**+300% Ranged Damage modifications => +250% {{Color|color=pastelred|text=(Nerf)}}  
**+300% Ranged Damage modifications => +250% {{Color|color=pastelred|text=(Nerf)}}
**Can now start with {{MiniIconbox|name=Crossbow}}
**Can now start with {{MiniIconbox|name=Crossbow}}  
*{{MiniModIconbox|name=Jack|rarity=0|image=}}:  
*{{MiniModIconbox|name=Jack|rarity=0|image=}}:  
**Only elites appear (and not hordes) {{Color|color=pastelgreen|text=(Buff)}}  
**Only elites appear (and not hordes) {{Color|color=pastelgreen|text=(Buff)}}  
*{{MiniIconbox|name=Arms Dealer}}:
*{{MiniIconbox|name=Arms Dealer}}:
**+25% Damage modifications => +33% {{Color|color=pastelgreen|text=(Buff)}}
**+25% Damage modifications => +33% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|name=Wildling}}:  
*{{MiniIconbox|name=Wildling}}:  
**+25% Life Steal with Primitive weapons => +30%
**+25% Life Steal with Primitive weapons => +30%
**Max weapon tier => II ''{{Color|color=grey|text=(reverts the tweak from v0.8.0.0)}}''
**Max weapon tier => II ''{{Color|color=grey|text=(reverts the tweak from v0.8.0.0)}}''
**+25% Weapon Price => +0% ''{{Color|color=grey|text=(reverts the tweak from v0.8.0.0)}}''
**+25% Weapon Price => +0% ''{{Color|color=grey|text=(reverts the tweak from v0.8.0.0)}}''  
*{{MiniIconbox|name=Pacifist}}:
*{{MiniIconbox|name=Pacifist}}:
**Can now start with Pruner {{Color|color=cream|text=(Tweak)}}
**Can now start with Pruner {{Color|color=cream|text=(Tweak)}}
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*{{MiniIconbox|name=Anvil}} => Unique {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Anvil}} => Unique {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Landmines}}: Explosion size increased {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Landmines}}: Explosion size increased {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniModIconbox|name=Adrenaline|rarity=3|image=}}: +5% Dodge {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Adrenaline|rarity=3|image=}}: +5% Dodge {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Bloody Hand|rarity=4|image=}}: +3% Damage per 1% Life Steal => +2% Damage per 1% Life Steal {{Color|color=pastelred|text=(Nerf)}}
*{{MiniModIconbox|name=Bloody Hand|rarity=4|image=}}: +3% Damage per 1% Life Steal => +2% Damage per 1% Life Steal {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|name=Improved Tools|rarity=3|image=}}: +10% Attack Speed; {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Improved Tools|rarity=3|image=}}: +10% Attack Speed; {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Improved Tools|rarity=3|image=}}: 100% Attack Speed scaling => 50%; {{Color|color=pastelred|text=(Nerf)}}
*{{MiniModIconbox|name=Improved Tools|rarity=3|image=}}: 100% Attack Speed scaling => 50%; {{Color|color=pastelred|text=(Nerf)}}
*{{MiniModIconbox|name=Improved Tools|rarity=3|image=}}: Now also affects landmines {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniModIconbox|name=Improved Tools|rarity=3|image=}}: Now also affects landmines {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Extra Stomach|rarity=4|image=}}: Max 10 per wave {{Color|color=pastelred|text=(Nerf)}}
*{{MiniModIconbox|name=Extra Stomach|rarity=4|image=}}: Max 10 per wave {{Color|color=pastelred|text=(Nerf)}}
*{{MiniModIconbox|name=Riposte|rarity=2|image=}}: +2 Melee Damage {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Riposte|rarity=2|image=}}: +2 Melee Damage {{Color|color=pastelgreen|text=(Buff)}}
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*{{MiniIconbox|name=Screwdriver}}: Tool, Precise => Tool {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Screwdriver}}: Tool, Precise => Tool {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|name=Screwdriver}}: +3 Knockback {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Screwdriver}}: +3 Knockback {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Ghost Scepter}}: Base damage increased {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Ghost Scepter}}: Base damage increased {{Color|color=pastelgreen|text=(Buff)}}  
*{{MiniIconbox|name=Ghost Scepter}}: Cooldown decreased {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Ghost Scepter}}: Cooldown decreased {{Color|color=pastelgreen|text=(Buff)}}
===Fixes===
=== Fixes===
* Endless:
*Endless:
**Fixed a bug where additional elites would not appear in endless runs in Danger 0 to 4
**Fixed a bug where additional elites would not appear in endless runs in Danger 0 to 4
**Endless runs that go further than wave 20 are now counted as won runs
**Endless runs that go further than wave 20 are now counted as won runs
**Increased the minimum chance of dropping materials for enemies in endless mode from 10% to 25%
**Increased the minimum chance of dropping materials for enemies in endless mode from 10% to 25%
**Bosses, elites and loot aliens are no longer guaranteed to drop crates in endless mode
** Bosses, elites and loot aliens are no longer guaranteed to drop crates in endless mode
**Enemies have less chance of dropping consumables in endless mode
**Enemies have less chance of dropping consumables in endless mode
**Endless mode now stays toggled/untoggled instead of resetting to untoggled every time
**Endless mode now stays toggled/untoggled instead of resetting to untoggled every time
Line 960: Line 1,039:
*Added 13 new items
*Added 13 new items
*Added 3 new weapons
*Added 3 new weapons
*Added endless mode
* Added endless mode
*Added support for Steam Workshop (documentation & details are WIP, see "Modding Notes" below)
*Added support for Steam Workshop (documentation & details are WIP, see "Modding Notes" below)


===Changes===
===Changes ===


====Character Changes====
====Character Changes ====  


* {{MiniIconbox|Wildling}}:  
*{{MiniIconbox|Wildling}}:  
**-3 Melee/Ranged Damage => -0 {{Color|color=pastelgreen|text=(Buff)}}
**-3 Melee/Ranged Damage => -0 {{Color|color=pastelgreen|text=(Buff)}}
**Weapon tier capped at II => none {{Color|color=pastelgreen|text=(Buff)}}
**Weapon tier capped at II => none {{Color|color=pastelgreen|text=(Buff)}}
**+25% Weapons Price {{Color|color=pastelred|text=(Nerf)}}
**+25% Weapons Price {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Farmer}}:
*{{MiniIconbox|Farmer}}:
**5% Harvesting growth => 3% {{Color|color=pastelred|text=(Nerf)}}
** 5% Harvesting growth => 3% {{Color|color=pastelred|text=(Nerf)}}  
**1 Harvesting when eating a consumable while at full health {{Color|color=pastelgreen|text=(Buff)}}
**1 Harvesting when eating a consumable while at full health {{Color|color=pastelgreen|text=(Buff)}}  
*{{MiniIconbox|Mage}}:  
*{{MiniIconbox|Mage}}:  
**-100 Melee/Ranged Damage/Engineering => -0; and
**-100 Melee/Ranged Damage/Engineering => -0; and
Line 987: Line 1,066:
*{{MiniIconbox|Plank}}: Damage scaling starts at 50% instead of 25% Melee/Elemental/Engineering {{Color|color=pastelgreen|text=(Buff)}}
*{{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 => {{Color|color=tier2|text=150%}}/{{Color|color=tier3|text=175%}}/{{Color|color=tier4|text=200%}} (tier II/III/IV) {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Hammer}}: 100% Melee Damage scaling => {{Color|color=tier2|text=150%}}/{{Color|color=tier3|text=175%}}/{{Color|color=tier4|text=200%}} (tier II/III/IV) {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Plasma Sledgehammer}}: 100% Melee/Elemental Damage scaling => {{Color|color=tier3|text=150%}}/{{Color|color=tier4|text=200%}} (tier III/IV) {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Plasma Sledgehammer}}: 100% Melee/Elemental Damage scaling => {{Color|color=tier3|text=150%}}/{{Color|color=tier4|text=200%}} (tier III/IV) {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Thunder Sword}}: 100% Melee/Elemental Damage scaling => {{Color|color=tier3|text=125%}}/{{Color|color=tier4|text=150%}} (tier III/IV) {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Thunder Sword}}: 100% Melee/Elemental Damage scaling => {{Color|color=tier3|text=125%}}/{{Color|color=tier4|text=150%}} (tier III/IV) {{Color|color=pastelgreen|text=(Buff)}}
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*{{MiniIconbox|Statue}}: Price reduced {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Statue}}: Price reduced {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Statue}}: +25% Attack Speed => +30% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Statue}}: +25% Attack Speed => +30% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Tardigrade}}: Price reduced {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Tardigrade}}: Price reduced {{Color|color=pastelgreen|text=(Buff)}}  
*{{MiniIconbox|Sifd's Relic}}: -12% Speed => -0% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Sifd's Relic}}: -12% Speed => -0% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Baby with a Beard}}: -40 Range => -50 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Baby with a Beard}}: -40 Range => -50 {{Color|color=pastelred|text=(Nerf)}}
* {{MiniIconbox|Baby with a Beard}}: Price slightly increased {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Baby with a Beard}}: Price slightly increased {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Bean Teacher}}: +30% XP Gain => +40% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Bean Teacher}}: +30% XP Gain => +40% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Chameleon}}: +3% Dodge {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Chameleon}}: +3% Dodge {{Color|color=pastelgreen|text=(Buff)}}
Line 1,018: Line 1,097:
*Monk elite attacks tweaked
*Monk elite attacks tweaked
*Tweaked how damage from luck stacks ({{MiniIconbox|name=Lucky}}, {{MiniIconbox|name=Baby Elephant}}, {{MiniIconbox|name=Cyberball}} etc.)
*Tweaked how damage from luck stacks ({{MiniIconbox|name=Lucky}}, {{MiniIconbox|name=Baby Elephant}}, {{MiniIconbox|name=Cyberball}} etc.)
**''{{Color|color=grey|text=Editor Note: explanation from Blobfish ([https://discord.com/channels/630060181086142487/1020021938204192899/1073299127443665028 via Discord]):}}''
**''{{Color|color=grey|text=Editor Note: explanation from Blobfish ([https://discord.com/channels/630060181086142487/1020021938204192899/1073299127443665028 via Discord]):}}''
**Implementation has been tweaked a bit which makes them weaker:
**Implementation has been tweaked a bit which makes them weaker:
**Instead of stacking all damage when having multiple, each item's damage is tied to it's proc'ing probability
**Instead of stacking all damage when having multiple, each item's damage is tied to it's proc'ing probability
Line 1,028: Line 1,107:
*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 {{MiniIconbox|name=Alien Baby}} being improperly tagged.
*Fixed {{MiniIconbox|name=Alien Baby}} being improperly tagged.
*Fixed a bug where {{MiniIconbox|name=Wisdom}} would make the % Damage stat go up when hovering it in the level up screen.
*Fixed a bug where {{MiniIconbox|name=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 {{MiniIconbox|name=Anvil}} could upgrade Wildling's weapons past tier II.
*Fixed a bug where {{MiniIconbox|name=Anvil}} could upgrade Wildling's weapons past tier II.
**''{{Color|color=grey|text=Editor note: This has no effect on vanilla as Wildling can now use weapons above Tier II. But this bugfix may still be beneficial to mods}}''
** ''{{Color|color=grey|text=Editor note: This has no effect on vanilla as Wildling can now use weapons above Tier II. But this bugfix may still be beneficial to mods}}''
*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 ===
*An intro guide to modding & documentation will get linked on the Steam Workshop once it's done. Checkout the #modding-dev channel on the [https://discord.gg/j39jE6k Discord server] to stay updated about advancements.
*An intro guide to modding & documentation will get linked on the Steam Workshop once it's done. Checkout the #modding-dev channel on the [https://discord.gg/j39jE6k Discord server] to stay updated about advancements.
**''{{Color|color=grey|text=Editor note: This guide is now available on Steam [https://steamcommunity.com/sharedfiles/filedetails/?id=2931079751 here]}}''
**''{{Color|color=grey|text=Editor note: This guide is now available on Steam [https://steamcommunity.com/sharedfiles/filedetails/?id=2931079751 here]}}''
*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.
* 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.
*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 [[User:Darkly77|Darkly]], Ste, Kana and otDan who have worked on [https://github.com/GodotModding/godot-mod-loader ModLoader], the code used to support multiple mods in Brotato.
*Thanks to all modders who have worked on creating tools or mods for the game! Special thanks to [[User:Darkly77|Darkly]], Ste, Kana and otDan who have worked on [https://github.com/GodotModding/godot-mod-loader ModLoader], the code used to support multiple mods in Brotato.


===Spoiler Warning ===
===Spoiler Warning===
'''{{Color|color=pastelred|text=WARNING: Everything below here is a spoiler for unlockable content.}}'''
'''{{Color|color=pastelred|text=WARNING: Everything below here is a spoiler for unlockable content.}}'''


Line 1,051: Line 1,130:
{| class="wikitable"
{| class="wikitable"
!Icon
!Icon
!Name
!Name  
!Requirements
!Requirements
! Unlock
!Unlock
!Unlock Type
!Unlock Type
|-
|-
Line 1,059: Line 1,138:
|'''{{Color|color=cream|text=Hungry}}'''
|'''{{Color|color=cream|text=Hungry}}'''
|Pick up 20 consumables during a run
|Pick up 20 consumables during a run
| {{MiniModIconbox|name=Glutton|rarity=0|image=Glutton.png}}
| {{MiniModIconbox|name=Glutton|rarity=0|image=Glutton.png}}
|[[Characters|Character]]
| [[Characters|Character]]
|-
|-
|[[File:Exoskeleton.png|32x32px]]  
|[[File:Exoskeleton.png|32x32px]]  
|'''{{Color|color=cream|text=Advanced Technology}}'''  
|'''{{Color|color=cream|text=Advanced Technology}}'''
|Reach 10 [[Ranged Damage]] and get 3 structures at the same time
|Reach 10 [[Ranged Damage]] and get 3 structures at the same time
|{{MiniModIconbox|name=Cyborg|rarity=0|image=Cyborg.png}}
|{{MiniModIconbox|name=Cyborg|rarity=0|image=Cyborg.png}}
Line 1,076: Line 1,155:
|[[File:Little Muscley Dude.png|32x32px]]
|[[File:Little Muscley Dude.png|32x32px]]
|'''{{Color|color=cream|text=Robust}}'''
|'''{{Color|color=cream|text=Robust}}'''
|Reach +100 [[Max HP]]
|Reach +100 [[Max HP]]  
| {{MiniModIconbox|name=Lich|rarity=0|image=Lich.png}}  
|{{MiniModIconbox|name=Lich|rarity=0|image=Lich.png}}  
|[[Characters|Character]]
|[[Characters|Character]]
|-
|-
|[[File:Cyborg.png|32x32px]]
| [[File:Cyborg.png|32x32px]]  
|'''{{Color|color=cream|text=Cyborg}}'''
|'''{{Color|color=cream|text=Cyborg}}'''
|Win a run with Cyborg
|Win a run with Cyborg
|{{MiniModIconbox|name=Improved Tools|rarity=3|image=Improved Tools.png}}
|{{MiniModIconbox|name=Improved Tools|rarity=3|image=Improved Tools.png}}
|[[Items|Item]]
|[[Items|Item]]
Line 1,088: Line 1,167:
|[[File:Glutton.png|32x32px]]
|[[File:Glutton.png|32x32px]]
|'''{{Color|color=cream|text=Glutton}}'''
|'''{{Color|color=cream|text=Glutton}}'''
|Win a run with Glutton
|Win a run with Glutton  
|{{MiniModIconbox|name=Spicy Sauce|rarity=2|image=Spicy Sauce.png}}
|{{MiniModIconbox|name=Spicy Sauce|rarity=2|image=Spicy Sauce.png}}
|[[Items|Item]]
|[[Items|Item]]
|-
|-
|[[File:Jack.png|32x32px]]
|[[File:Jack.png|32x32px]]
|'''{{Color|color=cream|text=Jack}}'''
| '''{{Color|color=cream|text=Jack}}'''
|Win a run with Jack
|Win a run with Jack
|{{MiniModIconbox|name=Giant Belt|rarity=4|image=Giant Belt.png}}
|{{MiniModIconbox|name=Giant Belt|rarity=4|image=Giant Belt.png}}
|[[Items|Item]]
|[[Items|Item]]
|-
|-
|[[File:Lich.png|32x32px]]
|[[File:Lich.png|32x32px]]  
|'''{{Color|color=cream|text=Lich}}'''  
|'''{{Color|color=cream|text=Lich}}'''
|Win a run with Lich
|Win a run with Lich
|{{MiniModIconbox|name=Tentacle|rarity=2|image=Tentacle.png}}
|{{MiniModIconbox|name=Tentacle|rarity=2|image=Tentacle.png}}
Line 1,170: Line 1,249:
</table>
</table>


=== Enemies===
===Enemies===
A new enemy is introduced, via the {{MiniModIconbox|name=Bait|rarity=2|image=Bait.png}} item: [[File:Enemy 26.png|30x30px]]
A new enemy is introduced, via the {{MiniModIconbox|name=Bait|rarity=2|image=Bait.png}} item: [[File:Enemy 26.png|30x30px]]


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</table>
</table>


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


*Fixed a bug where having multiple {{MiniIconbox|name=Grind's Magical Leaf}} would display too many stats earned
*Fixed a bug where having multiple {{MiniIconbox|name=Grind's Magical Leaf}} would display too many stats earned
Line 1,421: Line 1,500:
*{{MiniIconbox|Tyler}}: +50% attack speed
*{{MiniIconbox|Tyler}}: +50% attack speed
*{{MiniIconbox|name=Arms Dealer}}: Fixed a displaying bug for the recycling value of weapons
*{{MiniIconbox|name=Arms Dealer}}: Fixed a displaying bug for the recycling value of weapons
*{{MiniIconbox|Rip and Tear}}: 25% chance => 20%, Limited (4) => Limited (5)
* {{MiniIconbox|Rip and Tear}}: 25% chance => 20%, Limited (4) => Limited (5)
*{{MiniIconbox|name=Streamer}}: -1% Damage every 10 Materials => every 15
*{{MiniIconbox|name=Streamer}}: -1% Damage every 10 Materials => every 15


==Patch 0.6.1.1 ==
==Patch 0.6.1.1==
*Fixed {{MiniIconbox|Bag}} and {{MiniIconbox|Eyes Surgery}} being Unique
*Fixed {{MiniIconbox|Bag}} and {{MiniIconbox|Eyes Surgery}} being Unique
*Pressing the left or right trigger buttons on a gamepad now switch between the primary and secondary stats tabs
*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
*Recycling challenge: recycle 20 weapons in one run => 12


==Patch 0.6.1.3==
==Patch 0.6.1.3 ==


*{{MiniIconbox|name=Streamer}}: -1% Speed every 20 Materials => every 30, +60% Damage while moving => +40% Damage and Attack Speed while moving
*{{MiniIconbox|name=Streamer}}: -1% Speed every 20 Materials => every 30, +60% Damage while moving => +40% Damage and Attack Speed while moving
*{{MiniIconbox|Bag}}: price reduced, +10 Materials => +15
*{{MiniIconbox|Bag}}: price reduced, +10 Materials => +15
*Fixed a bug where some secondary stats would appear in green instead of red
* Fixed a bug where some secondary stats would appear in green instead of red
* Fixed a bug where {{MiniIconbox|Piggy Bank}} would display materials lost by {{MiniIconbox|Entrepreneur}}'s passive
*Fixed a bug where {{MiniIconbox|Piggy Bank}} would display materials lost by {{MiniIconbox|Entrepreneur}}'s passive
*Fixed a bug where the secondary stats wouldn't display {{MiniIconbox|Artificer}}'s explosion size bonus from elemental damage
*Fixed a bug where the secondary stats wouldn't display {{MiniIconbox|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
*Fixed a bug where the reroll button's text would stay red even when having enough materials after recycling a weapon
Line 1,440: Line 1,519:
==Patch 0.6.1.4==
==Patch 0.6.1.4==


*{{MiniIconbox|name=Streamer}}: the amount of materials earned per second is now capped at 25
* {{MiniIconbox|name=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 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
*Fixed a bug where Dangerous Bunny free rerolls would get cancelled by buying out the shop
==Patch 0.6.1.5==
==Patch 0.6.1.5==  


* Fixed a bug where Entrepreneur wouldn't lose materials at the start of waves
*Fixed a bug where Entrepreneur wouldn't lose materials at the start of waves
*Items are back to being displayed chronologically
*Items are back to being displayed chronologically
==Patch 0.6.1.0 ==
==Patch 0.6.1.0==


''Note: The wiki has been updated to list the Secondary Stats on the [[Stats#Secondary_Stats|Stats page]]''
''Note: The wiki has been updated to list the Secondary Stats on the [[Stats#Secondary_Stats|Stats page]]''
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*Added 2 new [[Characters]] (with 2 new [[Progress|challenges]] / achievements):
*Added 2 new [[Characters]] (with 2 new [[Progress|challenges]] / achievements):
**{{MiniIconbox|name=Arms Dealer}}
**{{MiniIconbox|name=Arms Dealer}}
** {{MiniIconbox|name=Streamer}}
**{{MiniIconbox|name=Streamer}}
*Added 6 new [[Items]]:
*Added 6 new [[Items]]:
**{{MiniIconbox|name=Anvil}}
**{{MiniIconbox|name=Anvil}}
** {{MiniIconbox|name=Community Support}}
**{{MiniIconbox|name=Community Support}}
**{{MiniIconbox|name=Grind's Magical Leaf}}
**{{MiniIconbox|name=Grind's Magical Leaf}}
**{{MiniIconbox|name=Regeneration Potion}}
**{{MiniIconbox|name=Regeneration Potion}}
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**{{MiniIconbox|name=Tardigrade}}
**{{MiniIconbox|name=Tardigrade}}
*Weapons now show how much damage they've dealt during the last wave
*Weapons now show how much damage they've dealt during the last wave
* [[Stats#Secondary_Stats|Secondary stats]] are now displayed in a new tab in the stats container (explosion damage etc.)
*[[Stats#Secondary_Stats|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.)
*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
*The character and items modifying gameplay elements now appear first in the inventory

Revision as of 15:26, 21 June 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 1.0.0.1.

The current main version is 1.0.1.3.

Patch 1.0.0.2

Character Changes

Item Changes

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

Weapon Changes

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

Enemy Changes

  • Reduced the number of enemies spawned by the alien mom elite in its second phase
  • Reduced the number of projectiles shot by the demon elite in its third phase

Endless Changes

  • The health of enemies in endless mode now increases slightly faster
  • The rate of consumables' drops in endless mode now decreases a lot slower
  • The speed of enemies in endless mode now increases slower
  • Endless Harvesting decrease: 10% => 20%
  • Endless materials drops now decrease slower and cap higher
  • Endless shop and rerolling prices now increase a lot slower

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
  • Tweaked the number of trees spawning to be more consistent when having bonuses to trees

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.

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.

✔️

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

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

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 0.8.0.3

  • Landmines.png Landmines: Fixed a bug where explosion area wasn't being increased
  • Giant Belt.png Giant Belt: Actually fixed tracking
  • Improved Tools.png Improved Tools now modify the displayed spawn cooldown of mines and gardens
  • Bloody Hand.png Bloody Hand: unique

Patch 0.8.0.2

Character Changes

Item Changes

  • Giant Belt.png Giant Belt: Efficiency slightly decreases with endless waves
  • Mushroom.png Mushroom: +2 HP Regeneration => +3, -3 Luck => -2
  • Plant.png Plant: +2 HP Regeneration => +3

Misc Changes

  • Endless starts scaling faster after wave 35
  • Tentacle enemy: drops more materials

Fixes

  • Fixed Tentacle, Giant Belt and Vigilante Ring's tracking values
  • Fixed a bug where turning off the HP bar option while in game would crash the game

Patch 0.8.0.1

Character Changes

  • Lich.png Lich:
  • Cyborg.png Cyborg:
    • Stat conversions no longer take stat modifications into account (Tweak)
    • 1 Ranged Damage for 8 Engineering => 1 for 2 (Tweak)
    • +300% Ranged Damage modifications => +250% (Nerf)
    • Can now start with Crossbow.png Crossbow
  • Jack.png Jack:
    • Only elites appear (and not hordes) (Buff)
  • Arms Dealer.png Arms Dealer:
    • +25% Damage modifications => +33% (Buff)
  • Wildling.png Wildling:
    • +25% Life Steal with Primitive weapons => +30%
    • Max weapon tier => II (reverts the tweak from v0.8.0.0)
    • +25% Weapon Price => +0% (reverts the tweak from v0.8.0.0)
  • Pacifist.png Pacifist:
    • Can now start with Pruner (Tweak)

Item Changes

  • Anvil.png Anvil => Unique (Tweak)
  • Landmines.png Landmines: Explosion size increased (Buff)
  • Adrenaline.png Adrenaline: +5% Dodge (Buff)
  • Bloody Hand.png Bloody Hand: +3% Damage per 1% Life Steal => +2% Damage per 1% Life Steal (Nerf)
  • Improved Tools.png Improved Tools: +10% Attack Speed; (Buff)
  • Improved Tools.png Improved Tools: 100% Attack Speed scaling => 50%; (Nerf)
  • Improved Tools.png Improved Tools: Now also affects landmines (Buff)
  • Extra Stomach.png Extra Stomach: Max 10 per wave (Nerf)
  • Riposte.png Riposte: +2 Melee Damage (Buff)
  • Spicy Sauce.png Spicy Sauce: +3 Max HP; (Buff)
  • Spicy Sauce.png Spicy Sauce: Explosion size increased (Buff)
  • Tentacle.png Tentacle: +3% Crit Chance; (Buff)
  • Tentacle.png Tentacle: 10% chance => 20%; Limited (10) => Limited (5) (Buff)

Weapon Changes

  • Obliterator.png Obliterator: Slightly slower projectile (Buff)
  • Pruner.png Pruner: Tool, Precise => Support (Tweak)
  • Pruner.png Pruner: Base damage increased (Buff)
  • Pruner.png Pruner: Fruit cooldown: 15/14/13/12 => 15/14/12/10 (Nerf)
  • Screwdriver.png Screwdriver: Tool, Precise => Tool (Tweak)
  • Screwdriver.png Screwdriver: +3 Knockback (Buff)
  • Ghost Scepter.png Ghost Scepter: Base damage increased (Buff)
  • Ghost Scepter.png Ghost Scepter: Cooldown decreased (Buff)

Fixes

  • Endless:
    • Fixed a bug where additional elites would not appear in endless runs in Danger 0 to 4
    • Endless runs that go further than wave 20 are now counted as won runs
    • Increased the minimum chance of dropping materials for enemies in endless mode from 10% to 25%
    • Bosses, elites and loot aliens are no longer guaranteed to drop crates in endless mode
    • Enemies have less chance of dropping consumables in endless mode
    • Endless mode now stays toggled/untoggled instead of resetting to untoggled every time
  • Fixed a bug where loot aliens sometimes didn't drop materials
  • Tweaked the Monk elite's attacks
  • Increased the minimum distance from the edges of the map where structures can spawn
  • Fixed a bug where Landmines.png Landmines, Spicy Sauce.png Spicy Sauce and Rip and Tear.png Rip and Tear were not tagged as Explosive
  • Consumables attracted at the end of a wave now give stat bonuses even with Torture.png Torture
  • The wave timer now turns blue when in the second half for Cyborg
  • Added "% Damage against bosses" in the secondary stats container
  • Fixed a bug where having the font size at 125% would keep you from selecting a difficulty
  • A scrollbar is now displayed when a description is cut off
  • Changed color of Peacock.png Peacock's last effect to red
  • Fixed a bug where Turrets were being affected by Range
  • Mod descriptions now support BBCode and are affected by the "font size" option
  • Fixed a bug where damage dealt would increase when having less than -100% Damage and negative flat damage
  • Fixed a bug where structures would sometimes not spawn
  • Fixed a bug where the "Advanced Technology" challenge could be completed without having 3 structures
  • Fixed a bug where Entrepreneur.png Entrepreneur's passive was not working after wave 20

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 (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; and
    • -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) (Buff)
  • 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 (Buff)
  • Flying enemies no longer spawn projectiles when hit by melee weapons (Buff)
    • Editor note: This is a huge buff to the survivability of melee builds
  • Monk elite attacks tweaked
  • Tweaked how damage from luck stacks (Lucky.png Lucky, Baby Elephant.png Baby Elephant, Cyberball.png Cyberball etc.)
    • Editor Note: explanation from Blobfish (via Discord):
    • Implementation has been tweaked a bit which makes them weaker:
    • Instead of stacking all damage when having multiple, each item's damage is tied to it's proc'ing probability
    • so when you have 3 baby elephants dealing 1 damage each, it used to always deal 3 damage when procing, but now it can deal 1, 2 or 3 damage)
    • Editor note: So they now behave more like Hunting Trophy.
  • 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.png Alien Baby being improperly tagged.
  • Fixed a bug where Wisdom.png 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.png Anvil could upgrade Wildling's weapons past tier II.
    • Editor note: This has no effect on vanilla as Wildling can now use weapons above Tier II. But this bugfix may still be beneficial to mods
  • 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.
    • Editor note: This guide is now available on Steam here
  • 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.

Spoiler Warning

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

Challenges

Icon Name Requirements Unlock Unlock Type
Cake.png Hungry Pick up 20 consumables during a run Glutton.png Glutton Character
Exoskeleton.png Advanced Technology Reach 10 Ranged Damage and get 3 structures at the same time Cyborg.png Cyborg Character
Mammoth.png Giant Slayer Kill a boss or an elite in less than 15 seconds Jack.png Jack Character
Little Muscley Dude.png Robust Reach +100 Max HP Lich.png Lich Character
Cyborg.png Cyborg Win a run with Cyborg Improved Tools.png Improved Tools Item
Glutton.png Glutton Win a run with Glutton Spicy Sauce.png Spicy Sauce Item
Jack.png Jack Win a run with Jack Giant Belt.png Giant Belt Item
Lich.png Lich Win a run with Lich Tentacle.png Tentacle Item

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.png) 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.png) 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