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(Patch 1.0.0.3)
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{{LinkButton|name=Updates|text=< Back to Updates}}
Brotato updates may be released in the beta branch before their full release. Details for beta updates are here. They are shown with the most recent first.
Brotato updates may be released in the beta branch before their full release. Details for beta updates are here. They are shown with the most recent first.


Where appropriate, coloured text shows the following: {{Color|color=pastelgreen|text=(Buff)}} {{Color|color=pastelred|text=(Nerf)}} {{Color|color=cream|text=(Tweak)}} {{Color|color=cream|text=(Bug Fix)}}.
Where appropriate, coloured text shows the following: {{Color|color=pastelgreen|text=(Buff)}} {{Color|color=pastelred|text=(Nerf)}} {{Color|color=cream|text=(Tweak)}} {{Color|color=cream|text=(Bug Fix)}}.


The current beta version is '''1.0.0.1'''.
The current beta version is '''1.0.0.3'''.


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


== Patch 1.0.0.3 ==
== Current Beta ==
 
There is no current beta.
* {{MiniIconbox|name=Baby Elephant}}: Tier II => tier I, price reduced (35 => 25)
* {{MiniIconbox|name=Cyberball}}: Tier I => tier II, price increased (25 => 35)
* For modders: ''pause.tscn'' and ''pause.gd'' moved out of ModLoader directory
 
== Patch 1.0.0.2 ==
 
=== Character Changes===
 
*The following characters can now start with {{MiniIconbox|name=Wand}} {{Color|color=cream|text=(Tweak)}}
**{{MiniIconbox|name=Well Rounded}}, {{MiniIconbox|Old}}, {{MiniIconbox|Saver}}, {{MiniIconbox|Farmer}}, {{MiniIconbox|Mutant}}, {{MiniIconbox|Lucky}}, {{MiniIconbox|Entrepreneur}}, {{MiniIconbox|Explorer}}, {{MiniIconbox|Soldier}}, {{MiniIconbox|Masochist}}
*{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}: <s>+10 Harvesting per living tree => +12 per tree</s>
*{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}: Can now start with [[Ethereal]] weapons, {{MiniIconbox|name=Hand}}, {{MiniIconbox|name=Pistol}} and {{MiniIconbox|name=SMG}} {{Color|color=cream|text=(Tweak)}}
*{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}: +5 Trees => +6 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}: Clarified description {{Color|color=cream|text=(Tweak)}}:
**''Old'': "{{Color|color=green|text=+10 Harvesting}} for every current living tree"
**''New'': "Gain {{Color|color=green|text=12}} material and XP for every living tree at the end of a wave"
**''Note'': "This actually replaces the previous effect of +Harvesting per tree"
*{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}: +5 Max HP {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}: -95% Bait price => -100% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Generalist}}: Can no longer start with {{MiniIconbox|name=Crossbow}} {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Generalist}}: Can now start with {{MiniIconbox|name=Knife}}, {{MiniIconbox|name=Shuriken}}, {{MiniIconbox|name=Laser Gun}} {{Color|color=cream|text=(Tweak)}}
*{{MiniModIconbox|name=King|rarity=0|image=King.png}}: Can now start with {{MiniIconbox|name=Spiky Shield}} {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Mage}}: +5 Elemental Damage => +0 {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}: Added an icon on common items in the shop that are not already owned by Renegade {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Streamer}}: Can now start with Spiky Shield {{Color|color=cream|text=(Tweak)}}
 
===Item Changes===
 
*{{MiniIconbox|Alloy}}: +3 Elemental Damage {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Baby Elephant}}: Tier I => Tier II {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Baby Elephant}}: Price slightly increased (30 => 35) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Blood Leech}}: Base price reduced 50 => 45 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Blood Leech}}: -6 Harvesting => -4 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Cyberball}}: Price slightly decreased (30 => 25) {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Dangerous Bunny}}: Limited (3) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniModIconbox|name=Fairy|rarity=3}}: -2 HP Regeneration for every Tier IV item you have {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Hunting Trophy}}: Limited (3) {{Color|color=cream|text=(Tweak)}}
*{{MiniModIconbox|name=Lure|rarity=2}}: Price increased  {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Medikit}}: +12 HP Regeneration => +10 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Medikit}}: +2 HP Regeneration every 5 seconds until the end of the wave {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Padding}}: Limited (3) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Riposte}}: 50% chance to activate => 100% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Stone Skin|rarity=3}}: -2 Armor, now only interacts with permanent Armor {{Color|color=pastelred|text=(Nerf)}}
 
===Weapon Changes===
 
* {{MiniModIconbox|Chain Gun|rarity=4}}: 5 Damage => 3 {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|Claw|rarity=1}}: -5% Attack Speed scaling {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|Claw|rarity=1}}: Melee Damage doesn't scale with upgrades anymore {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|Claw|rarity=1}}: Crit Chance 10/20/30/50% => 10/15/20/25% {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|Claw|rarity=1}}: Crit Damage x2/2.25/2.5/3 => x2/2.15/2.3/2.5 {{Color|color=pastelred|text=(Nerf)}}
* {{MiniModIconbox|Drill|rarity=4}}: Now shows the amount of materials gained {{Color|color=cream|text=(Tweak)}}
* {{MiniIconbox|Hatchet}}: 75% Melee Damage scaling => 100% {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Hatchet}}: Cooldown 9/9/9/5 => 9/7/5/3 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Revolver}}: Ranged Damage scaling 1/1.25/1.5/1.75 => 1/1.3/1.65/2 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Double Barrel Shotgun}}: Tier IV: -15% Piercing Damage => -30% {{Color|color=pastelred|text=(Nerf)}}
* {{MiniIconbox|Double Barrel Shotgun}}: Tier IV: 12 Damage => 9 {{Color|color=pastelred|text=(Nerf)}}
* {{MiniIconbox|Double Barrel Shotgun}}: Tier IV: Cooldown 55 => 60 {{Color|color=pastelred|text=(Nerf)}}
* {{MiniIconbox|Taser}}: Damage 5/5/5/9 => 6/6/6/12 {{Color|color=pastelgreen|text=(Buff)}}
* {{MiniIconbox|Wand}}: Elemental Damage scaling 50% => 50/65/80/100% {{Color|color=pastelgreen|text=(Buff)}}
 
===Enemy Changes ===
 
*Reduced the number of enemies spawned by the alien mom elite in its second phase {{Color|color=pastelgreen|text=(Buff)}}
*Reduced the number of projectiles shot by the demon elite in its third phase {{Color|color=pastelgreen|text=(Buff)}}
 
===Endless Changes ===
 
*The health of enemies in endless mode now increases slightly faster {{Color|color=pastelred|text=(Nerf)}}
*The rate of consumables' drops in endless mode now decreases a lot slower {{Color|color=pastelgreen|text=(Buff)}}
*The speed of enemies in endless mode now increases slower {{Color|color=pastelgreen|text=(Buff)}}
*Endless Harvesting decrease: 10% => 20% {{Color|color=pastelred|text=(Nerf)}}
*Endless materials drops now decrease slower and cap higher {{Color|color=pastelgreen|text=(Buff)}}
*Endless shop and rerolling prices now increase a lot slower {{Color|color=pastelgreen|text=(Buff)}}
 
=== Misc Changes===
 
* Runs with modified accessibility options that end up at 100% are now displayed as 100% runs instead of being the same as default runs {{Color|color=cream|text=(Tweak)}}
*Tweaked the number of trees spawning to be more consistent when having bonuses to trees {{Color|color=cream|text=(Tweak)}}
 
===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:
**{{MiniModIconbox|name=Fairy|rarity=3}}: Added [[HP Regeneration]]
**{{MiniModIconbox|name=Lure|rarity=2}}: Added [[HP Regeneration]]
*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].
*Added new effect, <code>cryptid</code>:
**key: <code>cryptid</code>
**text_key: <code>effect_cryptid</code>
**Translation: Gain {0} material and XP for every living tree at the end of a wave
**Note: In v1.0.0.2, Cryptid used the text_key <code>EFFECT_GAIN_STAT_FOR_EVERY_TREE</code>
 
===Unlisted Changes===
 
* Changed the Japanese translation for "Elemental" from "基本" to "属性" (as requested by Lily on [https://discord.com/channels/630060181086142487/895329107586449478/1120669049957912576 Discord])
 
==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)
 
===Character Changes ===
 
*{{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}: Updated possible starting weapons {{Color|color=cream|text=(Tweak)}}
*{{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)}}
*{{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=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)}}
*{{MiniIconbox|name=Spider}}: -6% Dodge => -3% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Spider}}: -8 Harvesting => -5 {{Color|color=pastelgreen|text=(Buff)}}
 
===Enemy Changes===
 
*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)}}
 
===Misc Changes===
 
*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
 
===Fixes ===
 
*Fixed a bug where characters were considered as items for some effects
 
==Patch 1.0.0.0==
 
===Overview===
 
*Added 5 new [[Enemies#Elites (Danger 2+)|Elites]]
* Added 6 new [[Characters]]
*Added 7 new [[Weapons]]
* Added 6 new [[Items]]
* Added 12 new [[Progress|Challenges]]
 
===Changes===
 
====Unlisted Changes====
 
*{{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.''
 
====Character Changes====
*{{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)}}
 
====Item Changes====
*{{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}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
*{{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=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=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=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=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}}: Price increased (115 => 130) {{Color|color=cream|text=(Tweak)}}
*{{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=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 HP Regeneration {{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}}: +5% Attack Speed {{Color|color=pastelgreen|text=(Buff)}}
*{{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}}: 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% Life Steal => -2% {{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}}: 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}}: +15 Luck => +20 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Wolf Helmet}}: Prince increased (80 => 90) {{Color|color=cream|text=(Tweak)}}
 
====Weapon Changes====
*{{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=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)}}
 
====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 {{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 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
 
====Fixes====
* 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
** This affects the following characters:
** {{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
 
=== New Content===
 
====Spoiler Warning====
'''{{Color|color=pastelred|text=WARNING: Everything below here is a spoiler for unlockable content.}}'''
 
====New Challenges====
{| class="wikitable"
!Icon
!Name
!Requirements
!Unlock
!Unlock Type
|-
| [[File:Bait.png|32x32px]]
| '''{{Color|color=cream|text=Baited}}'''
|Get 2 Bait during a run
| {{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}
|[[Characters|Character]]
|-
|[[File:Tree.png|32x32px]]
|'''{{Color|color=cream|text=Forest}}'''
|Finish a wave with 10 or more living trees
|{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}
|[[Characters|Character]]
|-
|[[File:Crown.png|32x32px]]
|'''{{Color|color=cream|text=Bourgeoisie}}'''
|Get 3 tier IV weapons at once
|{{MiniModIconbox|name=King|rarity=0|image=King.png}}
|[[Characters|Character]]
|-
|[[File:Book.png|32x32px]]
|'''{{Color|color=cream|text=Student}}'''
| Reach level 20
| {{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}
| [[Characters|Character]]
|-
|[[File:Gummy Berserker.png|32x32px]]
|'''{{Color|color=cream|text=Reckless}}'''
|Finish a wave with 1 HP
| {{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}
|[[Characters|Character]]
|-
| [[File:Metal Detector.png|32x32px]]
|'''{{Color|color=cream|text=Scavenger}}'''
|Get 10 different tier I items during a run
| {{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}
|[[Characters|Character]]
|-
|[[File:Apprentice.png|32x32px]]
|'''{{Color|color=cream|text=Apprentice}}'''
|Finish a run with Apprentice
|{{MiniModIconbox|name=Fighting Stick|rarity=1|image=}}
|[[Weapons|Weapon]]
|-
| [[File:Cryptid.png|32x32px]]
|'''{{Color|color=cream|text=Cryptid}}'''
| Finish a run with Cryptid
|{{MiniModIconbox|name=Claw|rarity=1|image=}}
| [[Weapons|Weapon]]
|-
|[[File:Fisherman.png|32x32px]]
| '''{{Color|color=cream|text=Fisherman}}'''
|Finish a run with Fisherman
|{{MiniModIconbox|name=Lure|rarity=2|image=}}
|[[Items|Item]]
|-
|[[File:Golem.png|32x32px]]
|'''{{Color|color=cream|text=Golem}}'''
| Finish a run with Golem
|{{MiniModIconbox|name=Stone Skin|rarity=3|image=}}
| [[Items|Item]]
|-
| [[File:King.png|32x32px]]
|'''{{Color|color=cream|text=King}}'''
|Finish a run with King
|{{MiniModIconbox|name=Excalibur|rarity=4|image=}}
|[[Items|Item]]
|-
|[[File:Renegade.png|32x32px]]
|'''{{Color|color=cream|text=Renegade}}'''
| Finish a run with Renegade
|{{MiniModIconbox|name=Fairy|rarity=3|image=}}
|[[Items|Item]]
|}
 
====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}}.
 
<table class="itembox-table" style="color:#eee; background:transparent; vertical-align:top;">
<tr>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name  = Apprentice
| type  = character
| cat    = Character
| image  = Apprentice.png
| rarity = 0
| stat1  = {{Color|green|+2 Melee Damage}} when you level up
| stat2  = {{Color|green|+1 Ranged Damage}} when you level up
| stat3  = {{Color|green|+1 Elemental Damage}} when you level up
| stat4  = {{Color|green|+1 Engineering Damage}} when you level up
| stat5  = {{Color|red|-2 Max HP}} when you level up
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name  = Cryptid
| type  = character
| cat    = Character
| image  = Cryptid.png
| rarity = 0
| stat1  = More trees spawn
| stat2  = {{Color|green|+10 Harvesting}} for every current living tree
| stat3  = {{Color|green|+3 HP Regeneration}} for every current living tree
| stat4  = Dodge is capped at {{Color|green|70%}}
| stat5  = {{Color|green|+3 Attack Speed}} until the end of the wave when you dodge an attack
| stat6  = {{Color|red|-100}} % Life Steal
| stat7  = {{Color|red|-100}} Range
| stat8  = {{Color|red|-50%}} materials dropped from enemies
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name  = Fisherman
| type  = character
| cat    = Character
| image  = Fisherman.png
| rarity = 0
| stat1  = {{Color|green|+20 Harvesting}}
| stat2  = Shops always sell a {{Color|green|Bait}}
| stat3  = {{Color|green|-95% Bait}} price
| stat4  = {{Color|green|+2 Harvesting}} for every {{Color|green|1 Bait}} you have
| stat5  = Baits make some special enemies spawn throughout all future waves
| stat6  = {{Color|red|-50%}} materials dropped from enemies
}}
</td>
</tr>
<tr>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name  = Golem
| type  = character
| cat    = Character
| image  = Golem.png
| rarity = 0
| stat1  = {{Color|green|+20}} Max HP
| stat2  = {{Color|green|Max HP}} modifications are increased by {{Color|green|33%}}
| stat3  = {{Color|green|Armor}} modifications are increased by {{Color|green|33%}}
| stat4  = {{Color|green|+40 % Attack Speed}} when you have less than 50% health
| stat5  = {{Color|green|+20 % Speed}} when you have less than 50% health
| stat6  = You can't heal in any way
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name  = King
| type  = character
| cat    = Character
| image  = King.png
| rarity = 0
| stat1  = {{Color|green|+50}} Luck
| stat2  = {{Color|green|+25 % Damage}} for every Tier IV weapon you have
| stat3  = {{Color|green|+25% Attack Speed}} for every Tier IV weapon you have
| stat4  = {{Color|green|+5 Max HP}} for every different {{Color|green|Tier IV item}} you have
| stat5  = {{Color|red|-15% Damage}} for every Tier 1 weapon you have
| stat6  = {{Color|red|-15% Attack Speed}} for every Tier 1 weapon you have
| stat7  = {{Color|red|-2% Max HP}} for every Tier 1 weapon you have
| stat8  = {{Color|cream|UNLISTED BONUS:}} Starting weapon is Tier II
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name  = Renegade
| type  = character
| cat    = Character
| image  = Renegade.png
| rarity = 0
| stat1  = {{Color|green|+2}} projectiles
| stat2  = Projectiles pierce through {{Color|green|1}} additional target
| stat3  = {{Color|green|+10 % Damage}} for every different {{Color|green|Tier I item}} you have
| stat4  = You can't equip melee weapons
| stat5  = {{Color|red|-400 %}} Damage
| stat6  = {{Color|red|-50 %}} accuracy
| stat7  = {{Color|red|% Damage}} modifications are reduced by {{Color|red|80%}}
}}
</td>
</tr>
</table>
 
====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=}}
 
{{StatsCard_WeaponToggles}}
 
<table class="itembox-table" style="color:#eee; background:transparent; vertical-align:top;">
<tr>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCardWeaponTabs
| name1      = Claw
| class1    = Unarmed, Precise
| image1    = Claw.png
| damage1    =  5 (20%{{StatIcon|Attack Speed}} 50%{{StatIcon|Melee Damage}})
| damage2    = 10 (25%{{StatIcon|Attack Speed}} 65%{{StatIcon|Melee Damage}})
| damage3    = 15 (30%{{StatIcon|Attack Speed}} 80%{{StatIcon|Melee Damage}})
| damage4    = 25 (35%{{StatIcon|Attack Speed}} 100%{{StatIcon|Melee Damage}})
| critical1  = x2 (10% chance)
| critical2  = x2.25 (20% chance)
| critical3  = x2.5 (30% chance)
| critical4  = x3 (50% chance)
| cooldown1  = 0.78s
| cooldown2  = 0.74s
| cooldown3  = 0.69s
| cooldown4  = 0.61s
| knockback1 = 2
| range1    = 150 (Melee)
| addTierNumbers = 1
| firstShownTier = 1
                | unlock = Finish a run with Cryptid
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCardWeaponTabs
| name1      = Fighting Stick
| class1    = Primitive, Medieval
| image1    = Fighting Stick.png
| damage1    = 10 (75% {{StatIcon|Level}} 50% {{StatIcon|Melee Damage}})
| damage2    = 15 (85% {{StatIcon|Level}} 65% {{StatIcon|Melee Damage}})
| damage3    = 20 (100% {{StatIcon|Level}} 80% {{StatIcon|Melee Damage}})
| damage4    = 30 (125% {{StatIcon|Level}} 100% {{StatIcon|Melee Damage}})
| critical1  = x1.5 (3% chance)
| cooldown1  = 1.42s
| cooldown2  = 1.25s
| cooldown3  = 1.09s
| cooldown4  = 0.92s
| knockback1 = {{Color|grey|0}}
| range1    = 175 (Melee)
| speciala1  = Alternates between thrusting and sweeping attacks
| addTierNumbers = 1
| firstShownTier = 1
                | unlock = Finish a run with Apprentice
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"></td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"></td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"></td>
</tr>
<tr>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCardWeaponTabs
| name1      = Chain Gun
| class1    = Legendary, Gun
| image1    = Chain Gun.png
| image4    = Chain Gun.png
| damage4    = x3 ({{StatIcon|Ranged Damage}} {{StatIcon|Engineering}})
| critical4  = x2 (3% chance)
| cooldown2  =
| cooldown3  =
| cooldown4  = 0.07s
| knockback4 = 5
| range4    = 500 (Ranged)
| piercing4  = 1 (-50% damage)
| speciala1  = Cooldown is {{Color|red|4.4s}} every 100 shots
| addTierNumbers = 1
| firstShownTier = 4
| tier2disabled  = 1
| tier3disabled  = 1
| tier4disabled  = 0
| tier1disabled  = 1
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCardWeaponTabs
| name1      = Drill
| class1    = Legendary, Precise
| image1    = Drill.png
| image4    = Drill.png
| damage1    = XX
| damage4    = 10 ({{StatIcon|Melee Damage}}, {{StatIcon|Engineering}})
| critical4  = x2.5 (50% chance)
| cooldown4  = 0.45s
| knockback4 = 1
| range4    = 100 (Melee)
| speciala1  = {{Color|green|100%}} chance to gain 1 material when killing an enemy with a critical hit
| specialb1  = {{Color|green|+10 % Attack Speed}} every 5 seconds until the end of the wave
| addTierNumbers = 1
| firstShownTier = 4
| tier1disabled  = 1
| tier2disabled  = 1
| tier3disabled  = 1
| tier4disabled  = 0
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCardWeaponTabs
| name1      = Excalibur
| class1    = Legendary, Blade
| image1    = Excalibur.png
| image4    = Excalibur.png
| damage1    = na
| damage4    = 200 (200% {{StatIcon|Melee Damage}} 200% {{StatIcon|Max HP}})
| critical4  = x2.5 (10% chance)
| cooldown4  = 0.66s
| knockback4 = 5
| range4    = 200 (Melee)
| speciala1  = Alternates between thrusting and sweeping attacks
| specialb1  = {{Color|red|-3 Armor}} for every weapon you have
| addTierNumbers = 1
| firstShownTier = 4
| tier1disabled  = 1
| tier2disabled  = 1
| tier3disabled  = 1
| tier4disabled  = 0
            | unlock = Finish a run with King
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCardWeaponTabs
| name1      = Gatling Laser
| class1    = Legendary, Heavy
| image1    = Gatling Laser.png
| image4    = Gatling Laser.png
| damage4    = 10 ({{StatIcon|Ranged Damage}})
| critical4  = x3 (10% chance)
| cooldown4  = 0.07s
| knockback1 = XX
| range1    = XX
| range4    = 500 (Ranged)
| piercing4  = 3 (-50% damage)
| knockback4 = 5
| addTierNumbers = 1
| firstShownTier = 4
| tier1disabled  = 1
| tier2disabled  = 1
| tier3disabled  = 1
| tier4disabled  = 0
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCardWeaponTabs
| name1      = Scythe
| class1    = Legendary, Ethereal
| image1    = Scythe.png
| image4    = Scythe.png
| damage4    = 150 (100%{{StatIcon|Melee Damage}})
| critical4  = x2 (3% chance)
| cooldown4  = 0.72s
| knockback4 = 2
| range4    = 250 (Melee)
| lifesteal4 = 100%
| speciala4  = You take {{Color|red|3}} damage per second (does not give invulnerability time)
| specialb4  = {{Color|green|+3 % Damage}} when you take damage until the end of the wave
| addTierNumbers = 1
| firstShownTier = 4
| tier1disabled  = 1
| tier2disabled  = 1
| tier3disabled  = 1
| tier4disabled  = 0
}}
</td>
</tr>
</table>
 
====New Starting Weapons====
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=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====
One new weapon class has been added: '''Legendary'''. Each level after 1 reduces your [[Max HP]].
#---
#-20 Max HP
#-40 Max HP
#-80 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=}}.
 
====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}}.
 
This update also adds {{MiniIconbox|name=Clover}}, which already existed in the game but was not usable due to a bug.
 
<div class="statscard-grid statscard-grid">
{{StatsCard_GridToggles|extra_btns=1|tier_btns=1}}
<div class="statscard-grid__main">
<div id="item_sharp_bullet" class="statscard-grid__item">
{{StatsCard
| name = Sharp Bullet
| type = item
| cat = Unique
| image = Sharp Bullet.png
| rarity = 1
| tags = piercing
| stat1 = Projectiles pierce through {{Color|green|1}} additional target
| stat2 = {{Color|red|-20%}} Piercing Damage
| stat3 = {{Color|red|-5}} % Damage
| stat4 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 25}}</small></span>
| stat5 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>piercing}}</small></span>
}}
</div>
<div id="item_lure" class="statscard-grid__item">
{{StatsCard
| name = Lure
| type = item
| cat = Item
| image = Lure.png
| rarity = 2
| tags =
| stat1 = {{Color|green|+3}} HP Regeneration
| stat2 = {{Color|green|2}} additional loot aliens appear during the next wave
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 34}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_pocket_factory" class="statscard-grid__item">
{{StatsCard
| name = Pocket Factory
| type = item
| cat = Unique
| image = Pocket Factory.png
| rarity = 2
| tags = stat_engineering exploration
| stat1 = {{Color|green|+2}} Engineering
| stat2 = Killing a tree spawns a turret
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 75}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_engineering<br>exploration}}</small></span>
}}
</div>
<div id="item_clover" class="statscard-grid__item">
{{StatsCard
| name = Clover
| type = item
| cat = Item
| image = Clover.png
| rarity = 3
| tags = luck dodge
| stat1 = {{Color|green|+20}} Luck
| stat2 = {{Color|green|+6%}} Dodge
| stat3 = {{Color|red|-2%}} Life Steal
| stat4 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 65}}</small></span>
| stat5 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>luck, dodge}}</small></span>
}}
</div>
<div id="item_fairy" class="statscard-grid__item">
{{StatsCard
| name = Fairy
| type = item
| cat = Unique
| image = Fairy.png
| rarity = 3
| tags =
| stat1 = {{Color|green|+1}} {{Color|green|HP Regeneration}} for every different {{Color|green|Tier I item}} you have
| stat2 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 85}}</small></span>
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_shackles" class="statscard-grid__item">
{{StatsCard
| name = Shackles
| type = item
| cat = Unique
| image = Shackles.png
| rarity = 3
| tags = stat_range stat_hp_regeneration stat_engineering
| stat1 = {{Color|green|+8}} HP Regeneration
| stat2 = {{Color|green|+8}} Engineering
| stat3 = {{Color|green|+80}} Range
| stat4 = Your Speed is capped at its current value [{{Color|green|0}}]
| stat5 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat6 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_range<br>stat_hp_regeneration<br>stat_engineering}}</small></span>
}}
</div>
<div id="item_stone_skin" class="statscard-grid__item">
{{StatsCard
| name = Stone Skin
| type = item
| cat = Unique
| image = Stone Skin.png
| rarity = 3
| tags = stat_armor stat_max_hp
| stat1 = {{Color|green|+1}} {{Color|green|Max HP}} for every {{Color|green|1}} {{Color|green|Armor}} you have
| stat2 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_armor<br>stat_max_hp}}</small></span>
}}
</div>
</div>
</div>
 
===Modding Notes===
 
==== Mod Uploader ====
The mod uploader now allows modders to tag their items. The available tags are:
 
* Characters
* Weapons
* Items
* GUI
* New Mechanics
* Reworks
* Cheats
* Challenges
* Utilities
* Translations
 
====List of IDs====
The new IDs for characters, weapons and items are:
{| class="wikitable"
!Name
!ID
!Type
|-
|{{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}
|<code>character_apprentice</code>
|[[Characters|Character]]
|-
|{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}
|<code>character_fisherman</code>
|[[Characters|Character]]
|-
|{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}
|<code>character_cryptid</code>
|[[Characters|Character]]
|-
|{{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}
| <code>character_golem</code>
|[[Characters|Character]]
|-
|{{MiniModIconbox|name=King|rarity=0|image=King.png}}
|<code>character_king</code>
|[[Characters|Character]]
|-
|{{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}
|<code>chal_renegade</code>
|[[Characters|Character]]
|-
|{{MiniModIconbox|name=Chain Gun|rarity=4|image=}}
|<code>weapon_chain_gun</code>
|[[Weapons|Weapon]]
|-
|{{MiniModIconbox|name=Claw|rarity=1|image=}}
|<code>weapon_claw</code>
|[[Weapons|Weapon]]
|-
|{{MiniModIconbox|name=Drill|rarity=4|image=}}
|<code>weapon_drill</code>
|[[Weapons|Weapon]]
|-
|{{MiniModIconbox|name=Excalibur|rarity=4|image=}}
|<code>weapon_excalibur</code>
|[[Weapons|Weapon]]
|-
|{{MiniModIconbox|name=Fighting Stick|rarity=1|image=}}
|<code>weapon_fighting_stick</code>
| [[Weapons|Weapon]]
|-
| {{MiniModIconbox|name=Gatling Laser|rarity=4|image=}}
|<code>weapon_gatling_laser</code>
|[[Weapons|Weapon]]
|-
|{{MiniModIconbox|name=Scythe|rarity=4|image=}}
| <code>weapon_scythe</code>
|[[Weapons|Weapon]]
|-
|{{MiniModIconbox|name=Fairy|rarity=3}}
|<code>item_fairy</code>
|[[Items|Item]]
|-
|{{MiniModIconbox|name=Lure|rarity=2}}
|<code>item_lure</code>
|[[Items|Item]]
|-
|{{MiniModIconbox|name=Pocket Factory|rarity=2}}
| <code>item_pocket_factory</code>
| [[Items|Item]]
|-
|{{MiniModIconbox|name=Shackles|rarity=3}}
|<code>item_shackles</code>
|[[Items|Item]]
|-
|{{MiniModIconbox|name=Sharp Bullet|rarity=1}}
|<code>item_sharp_bullet</code>
|[[Items|Item]]
|-
|{{MiniModIconbox|name=Stone Skin|rarity=3}}
|<code>item_stone_skin</code>
|[[Items|Item]]
|}
 
====New Stats & Effects====
New Stat: <code>speed_cap</code>
 
New Effects:
{| class="wikitable"
!Key
!Text Key
!Description
!Values
!Notes
!Used By
|-
|<code>accuracy</code>
|EFFECT_ACCURACY
| +/-x % accuracy
|Number (%)
|
|{{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}
|-
| <code>extra_loot_aliens_next_wave</code>
|effect_extra_loot_aliens_next_wave
| +x additional loot aliens appear during the next wave
|Number (int)
|
|{{MiniModIconbox|name=Lure|rarity=2}}
|-
|<code>guaranteed_shop_items</code>
|effect_guaranteed_shop_item
|Shops always sell x
|Key = Item ID
|Apply effect with custom_key
|{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}
|-
|<code>no_heal</code>
|effect_no_heal
|You can't heal in any way
|Bool (0/1)
|
|{{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}
|-
|<code>projectiles</code>
|EFFECT_PROJECTILES
| +x projectiles
|Number (int)
|
|{{MiniModIconbox|name=Renegade|rarity=0|image=Renegade.png}}
|-
|<code>specific_items_price</code>
|EFFECT_SPECIFIC_ITEM_PRICE
| +/- x price
|Key = Item ID
|Apply effect with custom_key
|{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}
|-
|<code>stats_below_half_health</code>
| effect_stat_below_half_health
|{STAT/VALUE} when you have less than 50% health
|Key = stat
|Apply effect with custom_key
|{{MiniModIconbox|name=Golem|rarity=0|image=Golem.png}}
|-
|<code>stats_on_level_up</code>
| EFFECT_STAT_ON_LEVEL_UP
|{STAT/VALUE} when you level up
|Key = stat
|Apply effect with custom_key
|{{MiniModIconbox|name=Apprentice|rarity=0|image=Apprentice.png}}
|-
|<code>temp_stats_on_dodge</code>
|EFFECT_TEMP_STAT_ON_DODGE
|{STAT/VALUE} when you dodge
|Key = stat
|Apply effect with custom_key
|{{MiniModIconbox|name=Cryptid|rarity=0|image=Cryptid.png}}
|-
|<code>tier_i_weapon_effects</code>
|EFFECT_TIER_I_WEAPON_BONUS
|{STAT/VALUE} for every Tier 1 weapon
|Key = stat
|Apply effect with custom_key
|{{MiniModIconbox|name=King|rarity=0|image=King.png}}
|-
|<code>tier_iv_weapon_effects</code>
|EFFECT_TIER_IV_WEAPON_BONUS
|{STAT/VALUE} for every Tier 4 weapon
|Key = stat
|Apply effect with custom_key
|{{MiniModIconbox|name=King|rarity=0|image=King.png}}
|-
|<code>tree_turrets</code>
|EFFECT_TREE_TURRET
|Killing a tree spawns a turret
|Bool (0/1)
|
|{{MiniModIconbox|name=Pocket Factory|rarity=2}}
|-
|<code>upgraded_baits</code>
|effect_upgraded_baits
|Baits make special enemies spawn in all future waves
|Bool (0/1)
|
|{{MiniModIconbox|name=Fisherman|rarity=0|image=Fisherman.png}}
|-
|<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}}
|{{Color|color=cream|text=UNUSED}}
|}
 
====Changed Effects====
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 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.
*Previously, it could use any core stat, plus: <code>materials</code>, <code>structure</code>, <code>living_enemy</code>
 
====Debug Service====
There are several new debug options available:
{| class="wikitable"
!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==
 
*{{MiniIconbox|name=Landmines}}: Fixed a bug where explosion area wasn't being increased
* {{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=Bloody Hand|rarity=4|image=}}: unique
 
==Patch 0.8.0.2==
 
===Character Changes===
*{{MiniModIconbox|Jack|0}}: can now start with {{MiniIconbox|Stick}} and {{MiniIconbox|Spear}}
*{{MiniModIconbox|Lich|0}}: can now start with {{MiniIconbox|Ghost Scepter}}
*{{MiniIconbox|Farmer}}: +30 Harvesting => +20
 
===Item Changes===
* {{MiniModIconbox|Giant Belt|4}}: Efficiency slightly decreases with endless waves
*{{MiniIconbox|Mushroom}}: +2 HP Regeneration => +3, -3 Luck => -2
*{{MiniIconbox|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===
* {{MiniModIconbox|name=Lich|rarity=0|image=}}:
**Can now start with {{MiniIconbox|name=Stick}} and {{MiniIconbox|name=Crossbow}}
*{{MiniModIconbox|name=Cyborg|rarity=0|image=}}:
**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)}}
**+300% Ranged Damage modifications => +250% {{Color|color=pastelred|text=(Nerf)}}
**Can now start with {{MiniIconbox|name=Crossbow}}
*{{MiniModIconbox|name=Jack|rarity=0|image=}}:
**Only elites appear (and not hordes) {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Arms Dealer}}:
**+25% Damage modifications => +33% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|name=Wildling}}:
**+25% Life Steal with Primitive weapons => +30%
**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)}}''
*{{MiniIconbox|name=Pacifist}}:
**Can now start with Pruner {{Color|color=cream|text=(Tweak)}}
===Item Changes===
*{{MiniIconbox|name=Anvil}} => Unique {{Color|color=cream|text=(Tweak)}}
*{{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=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=}}: 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=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=Spicy Sauce|rarity=2|image=}}: +3 Max HP; {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Spicy Sauce|rarity=2|image=}}: Explosion size increased {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Tentacle|rarity=2|image=}}: +3% Crit Chance; {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Tentacle|rarity=2|image=}}: 10% chance => 20%; Limited (10) => Limited (5) {{Color|color=pastelgreen|text=(Buff)}}
===Weapon Changes===
*{{MiniIconbox|name=Obliterator}}: Slightly slower projectile {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Pruner|rarity=1|image=}}: Tool, Precise => Support {{Color|color=cream|text=(Tweak)}}
*{{MiniModIconbox|name=Pruner|rarity=1|image=}}: Base damage increased {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniModIconbox|name=Pruner|rarity=1|image=}}: Fruit cooldown: 15/14/13/12 => 15/14/12/10 {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|name=Screwdriver}}: Tool, Precise => Tool {{Color|color=cream|text=(Tweak)}}
*{{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}}: Cooldown decreased {{Color|color=pastelgreen|text=(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 {{MiniIconbox|name=Landmines}}, {{MiniModIconbox|name=Spicy Sauce|rarity=2|image=}} and {{MiniIconbox|name=Rip and Tear}} were not tagged as [[Explosive (Item Tag)|Explosive]]
*Consumables attracted at the end of a wave now give stat bonuses even with {{MiniIconbox|name=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 {{MiniModIconbox|name=Peacock|rarity=3|image=}}'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 {{MiniIconbox|name=Entrepreneur}}'s passive was not working after wave 20
==Patch 0.8.0.0==
''Released 9th February, 2023 - Discord notes [https://discord.com/channels/630060181086142487/1024626141216112660/1073295811905081384 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 ====
 
*{{MiniIconbox|Wildling}}:
**-3 Melee/Ranged Damage => -0 {{Color|color=pastelgreen|text=(Buff)}}
**Weapon tier capped at II => none {{Color|color=pastelgreen|text=(Buff)}}
**+25% Weapons Price {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Farmer}}:
** 5% Harvesting growth => 3% {{Color|color=pastelred|text=(Nerf)}}
**1 Harvesting when eating a consumable while at full health {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Mage}}:
**-100 Melee/Ranged Damage/Engineering => -0; and
**-100% Melee/Ranged Damage/Engineering modifications instead {{Color|color=pastelgreen|text=(Buff)}}
**''{{Color|color=grey|text=Editor note: This means that Mage can now take non-elemental weapons without them suffering a major damage penalty (eg. SMG/Shotgun).}}''
*{{MiniIconbox|Demon}} Can now start with Chopper {{Color|color=cream|text=(Tweak)}}
 
====Weapon Changes====
*{{MiniIconbox|Laser Gun}}: Base damage increased {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Thief Dagger}}: Damage increased {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Thief Dagger}}: Chance for material on crit increased {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Slingshot}}: Reduced scaling from getting upgraded {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|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|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|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)}}
 
====Item Changes====
*{{MiniIconbox|Black Belt}}: +15% XP Gain => +25% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Black Belt}}: Price decreased {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Baby Elephant}}: deals 10% of Luck damage => 25% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Baby Elephant}}: 20% chance => 25% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Cyberball}}: 15% chance => 25% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Baby Gecko}}: +15% Chance to attract materials instantly => +20% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Baby Gecko}}: Limited (7) => Limited (5) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Statue}}: Price reduced {{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|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}}: Price slightly increased {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Bean Teacher}}: +30% XP Gain => +40% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Chameleon}}: +3% Dodge {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Community Support}}: Price slightly increased {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Scar}}: +15% XP Gain => +20% {{Color|color=pastelgreen|text=(Buff)}}
 
====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 {{Color|color=pastelgreen|text=(Buff)}}
*Flying enemies no longer spawn projectiles when hit by melee weapons {{Color|color=pastelgreen|text=(Buff)}}
**''{{Color|color=grey|text=Editor note: This is a huge buff to the survivability of melee builds}}''
*Monk elite attacks tweaked
*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]):}}''
**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)
**''{{Color|color=grey|text=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 {{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 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 {{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}}''
*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 [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]}}''
* 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 [[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===
'''{{Color|color=pastelred|text=WARNING: Everything below here is a spoiler for unlockable content.}}'''
 
===Challenges===
{| class="wikitable"
!Icon
!Name
!Requirements
!Unlock
!Unlock Type
|-
|[[File:Cake.png|32x32px]]
|'''{{Color|color=cream|text=Hungry}}'''
|Pick up 20 consumables during a run
| {{MiniModIconbox|name=Glutton|rarity=0|image=Glutton.png}}
| [[Characters|Character]]
|-
|[[File:Exoskeleton.png|32x32px]]
|'''{{Color|color=cream|text=Advanced Technology}}'''
|Reach 10 [[Ranged Damage]] and get 3 structures at the same time
|{{MiniModIconbox|name=Cyborg|rarity=0|image=Cyborg.png}}
|[[Characters|Character]]
|-
|[[File:Mammoth.png|32x32px]]
|'''{{Color|color=cream|text=Giant Slayer}}'''
|Kill a boss or an elite in less than 15 seconds
|{{MiniModIconbox|name=Jack|rarity=0|image=Jack.png}}
|[[Characters|Character]]
|-
|[[File:Little Muscley Dude.png|32x32px]]
|'''{{Color|color=cream|text=Robust}}'''
|Reach +100 [[Max HP]]
|{{MiniModIconbox|name=Lich|rarity=0|image=Lich.png}}
|[[Characters|Character]]
|-
| [[File:Cyborg.png|32x32px]]
|'''{{Color|color=cream|text=Cyborg}}'''
|Win a run with Cyborg
|{{MiniModIconbox|name=Improved Tools|rarity=3|image=Improved Tools.png}}
|[[Items|Item]]
|-
|[[File:Glutton.png|32x32px]]
|'''{{Color|color=cream|text=Glutton}}'''
|Win a run with Glutton
|{{MiniModIconbox|name=Spicy Sauce|rarity=2|image=Spicy Sauce.png}}
|[[Items|Item]]
|-
|[[File:Jack.png|32x32px]]
| '''{{Color|color=cream|text=Jack}}'''
|Win a run with Jack
|{{MiniModIconbox|name=Giant Belt|rarity=4|image=Giant Belt.png}}
|[[Items|Item]]
|-
|[[File:Lich.png|32x32px]]
|'''{{Color|color=cream|text=Lich}}'''
|Win a run with Lich
|{{MiniModIconbox|name=Tentacle|rarity=2|image=Tentacle.png}}
|[[Items|Item]]
|}
 
===Characters===
 
4 new characters: ''Cyborg, Glutton, Jack, Lich''.
 
<table class="itembox-table" style="color:#eee; background:transparent; vertical-align:top;">
<tr>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name  = Cyborg
| type  = character
| cat    = Character
| image  = Cyborg.png
| rarity = 0
| stat1  = You start with {{Color|green|1 Minigun}}
| stat2  = {{Color|green|Ranged Damage}} modifications are increased by {{Color|green|300%}}
| stat3  = {{Color|green|100%}} of your {{Color|green|Ranged Damage}} are temporarily converted into {{Color|green|Engineering}} halfway through a wave ({{Color|green|1 Ranged Damage}} = {{Color|green|8 Engineering}})
| stat4  = {{Color|red|Engineering}} modifications are reduced by {{Color|red|75%}}
| stat5  = {{Color|red|Melee}} modifications are reduced by {{Color|red|100%}}
| stat6  = {{Color|red|Elemental}} modifications are reduced by {{Color|red|100%}}
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name = Glutton
| type = character
| cat = Character
| image = Glutton.png
| rarity = 0
| stat1 = {{Color|green|+50}} Luck
| stat2 = {{Color|green|+1 % Explosion Damage}} when picking up a consumable while at maximum health
| stat3 = Consumable have a {{Color|green|100%}} chance to explode for {{Color|green|10}} (500% {{StatIcon|Melee Damage}}) damage when picked up
| stat4 = {{Color|red|+25 %}} Items Price
| stat5 = {{Color|red|-25 %}} XP Gain
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name  = Jack
| type  = character
| cat    = Character
| image  = Jack.png
| rarity = 0
| stat1  = {{Color|green|+50%}} damage against bosses and elites
| stat2  = {{Color|green|+200%}} materials dropped from enemies
| stat3  = -75% Enemies
| stat4  = {{Color|red|+250}} % Enemy health
| stat5  = {{Color|red|+50}} % Enemy damage
}}
</td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;">
{{StatsCard
| name = Lich
| type = character
| cat = Character
| image = Lich.png
| rarity = 0
| stat1 = {{Color|green|+10}} HP Regeneration
| stat2 = {{Color|green|+10}} % Life Steal
| stat3 = {{Color|green|100%}} chance to deal {{Color|green|10}} ({{StatIcon|Max HP}}) damage to a random enemy when you heal
| stat4 = {{Color|red|Damage}} modifications are reduced by {{Color|red|50%}}
}}
</td>
</tr>
</table>
 
===Enemies===
A new enemy is introduced, via the {{MiniModIconbox|name=Bait|rarity=2|image=Bait.png}} item: [[File:Enemy 26.png|30x30px]]
 
===Items===
13 new items ({{Color|tier1|0}}, {{Color|tier2|5}}, {{Color|tier3|4}}, {{Color|tier4|4}}): ''Bait, Garden, Riposte, Spicy Sauce, Tentacle, Adrenaline, Improved Tools, Peacock, Silver Bullet, Bloody Hand, Extra Stomach, Giant Belt.''
 
<div class="statscard-grid">
{{StatsCard_GridToggles|extra_btns=1}}
 
<div class="statscard-grid__main statscard-grid__main--transparent-hidden-items">
<div id="item_bait" class="statscard-grid__item">
{{StatsCard
| name  = Bait
| type  = item
| cat    = Item
| image  = Bait.png
| rarity = 2
| tags  = stat_percent_damage number_of_enemies
| stat1  = {{Color|green|+8}} % Damage
| stat2  = Special enemies appear at the beginning of the next wave
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 25}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_percent_damage<br>number_of_enemies}}</small></span>
}}
</div>
<div id="item_garden" class="statscard-grid__item">
{{StatsCard
| name  = Garden
| type  = item
| cat    = Item
| image  = Garden.png
| rarity = 2
| tags  =
| stat1  = Spawns a garden that creates a fruit every {{Color|green|15}} seconds
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 50}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_riposte" class="statscard-grid__item">
{{StatsCard
| name  = Riposte
| type  = item
| cat    = Item
| image  = Riposte.png
| rarity = 2
| tags  = stat_dodge stat_melee_damage
| stat1  = {{Color|green|+50%}} chance to deal {{Color|green|1}} ({{Color|green|{{Color|grey|300%}}{{StatIcon|Melee Damage}}}}) damage to an enemy when dodging their attack
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 40}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_dodge<br>stat_melee_damage}}</small></span>
}}
</div>
<div id="item_spicy_sauce" class="statscard-grid__item">
{{StatsCard
| name  = Spicy Sauce
| type  = item
| cat    = Limited (4)
| image  = Spicy_Sauce.png
| rarity = 2
| tags  = stat_max_hp stat_luck
| stat1  = Consumables have a {{Color|green|25%}} chance to explode for {{Color|green|5}} ({{Color|green|{{Color|grey|50%}}{{StatIcon|Max HP}}}}) damage when picked up
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 40}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_max_hp<br>stat_luck}}</small></span>
}}
</div>
<div id="item_tentacle" class="statscard-grid__item">
{{StatsCard
| name  = Tentacle
| type  = item
| cat    = Limited (10)
| image  = Tentacle.png
| rarity = 2
| tags  = stat_crit_chance
| stat1  = {{Color|green|+10%}} chance to heal 1 HP when killing an enemy with a critical hit
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 32}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_crit_chance}}</small></span>
}}
</div>
<div id="item_adrenaline" class="statscard-grid__item">
{{StatsCard
| name  = Adrenaline
| type  = item
| cat    = Unique
| image  = Adrenaline.png
| rarity = 3
| tags  = stat_dodge
| stat1  = {{Color|green|+50%}} chance to heal {{Color|green|5}} HP when dodging an attack
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 60}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_dodge}}</small></span>
}}
</div>
<div id="item_improved_tools" class="statscard-grid__item">
{{StatsCard
| name  = Improved Tools
| type  = item
| cat    = Unique
| image  = Improved_Tools.png
| rarity = 3
| tags  = stat_elemental_damage
| stat1  = Reduces the attack cooldown of your structures by {{Color|green|0%}} ({{Color|green|{{StatIcon|Attack Speed}}}})
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 70}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_elemental_damage}}</small></span>
}}
</div>
<div id="item_peacock" class="statscard-grid__item">
{{StatsCard
| name  = Peacock
| type  = item
| cat    = Item
| image  = Peacock.png
| rarity = 3
| tags  = xp_gain
| stat1  = {{Color|green|+25}} % XP Gain
| stat2  = {{Color|green|+100}} {{Color|green|% XP Gain}} during the next wave
| stat3  = {{Color|green|+50}} {{Color|green|% Enemy damage}} during the next wave
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 50}}</small></span>
| stat5  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>xp_gain}}</small></span>
}}
</div>
<div id="item_silver_bullet" class="statscard-grid__item">
{{StatsCard
| name  = Silver Bullet
| type  = item
| cat    = Item
| image  = Silver_Bullet.png
| rarity = 3
| tags  =
| stat1  = {{Color|green|+25%}} damage against bosses and elites
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 70}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_bloody_hand" class="statscard-grid__item">
{{StatsCard
| name  = Bloody Hand
| type  = item
| cat    = Item
| image  = Bloody_Hand.png
| rarity = 4
| tags  = stat_lifesteal
| stat1  = {{Color|green|+12}} % Life Steal
| stat2  = {{Color|green|+3}} {{Color|green|% Damage}} for every {{Color|green|1}} {{Color|green|% Life Steal}} you have
| stat3  = You take {{Color|red|1}} damage per second (does not give invulnerability time)
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 100}}</small></span>
| stat5  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_lifesteal}}</small></span>
}}
</div>
<div id="item_extra_stomach" class="statscard-grid__item">
{{StatsCard
| name  = Extra Stomach
| type  = item
| cat    = Unique
| image  = Extra_Stomach.png
| rarity = 4
| tags  = stat_max_hp stat_luck
| stat1  = {{Color|green|+1}} {{Color|green|Max HP}} when picking up a consumable while at maximum health
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 100}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_max_hp<br>stat_luck}}</small></span>
}}
</div>
<div id="item_giant_belt" class="statscard-grid__item">
{{StatsCard
| name  = Giant Belt
| type  = item
| cat    = Unique
| image  = Giant_Belt.png
| rarity = 4
| tags  = stat_crit_chance
| stat1  = Critical hits deal {{Color|green|10%}} of an enemy’s current health as bonus damage ({{Color|green|1%}} for bosses and elites)
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 100}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_crit_chance}}</small></span>
}}
</div>
<div id="item_lucky_coin" class="statscard-grid__item">
{{StatsCard
| name  = Lucky Coin
| type  = item
| cat    = Unique
| image  = Lucky_Coin.png
| rarity = 4
| tags  = stat_crit_chance stat_luck
| stat1  = {{Color|green|+2}} {{Color|green|Luck}} for every {{Color|green|1}} {{Color|green|% Crit Chance}} you have
| stat2  = {{Color|red|-2}} Armor
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 100}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_crit_chance<br>stat_luck}}</small></span>
}}
</div>
</div>
</div>
 
===Weapons===
3 new weapons: ''Jousting Lance, Pruner, Revolver.''<table class="itembox-table" style="color:#eee; background:transparent; vertical-align:top;">
<tr>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"> {{StatsCardWeapon
| name      = Jousting Lance
| class    = Medieval
| image    = Jousting Lance.png
| rarity    = 1
| damage    = 25 (50%{{StatIcon|Melee Damage}} 30%{{StatIcon|Speed}})
| critical  = x2 (3% chance)
| cooldown  = 1.58s
| knockback =
| range    = 250 (Melee)
| lifesteal =
| bounce    =
| pierce    =
| special1  ={{Color|green|+2}} % Speed
| special2  ={{Color|red|-10 % Damage}} while standing still
}} </td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"> {{StatsCardWeapon
| name      = Pruner
| class    = Tool, Precise
| image    = Pruner.png
| rarity    = 1
| damage    = 8 (50%{{StatIcon|Melee Damage}})
| critical  = x1.25 (3% chance)
| cooldown  = 1.14s
| knockback = 2
| range    = 150 (Melee)
| lifesteal =
| bounce    =
| pierce    =
| special1  =Spawns a garden that creates a fruit every {{Color|green|15}} seconds
| special2  =
}} </td>
<td style="vertical-align: top; padding-bottom: 20px; padding-right: 20px;"> {{StatsCardWeapon
| name      = Revolver
| class    = Gun
| image    = Revolver.png
| rarity    = 1
| damage    = 15 ({{StatIcon|Ranged Damage}})
| critical  = x2 (3% chance)
| cooldown  = 0.43s
| knockback = 15
| range    = 450 (Ranged)
| lifesteal =
| bounce    =
| pierce    =
| special1  =Cooldown is 3.47s every 6 shots
| special2  =
}} </td></tr>
</table>
 
==[[Patch 0.6.1.6]] ==
 
*Fixed a bug where having multiple {{MiniIconbox|name=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 {{MiniIconbox|name=Streamer}}'s passive)
 
==Patch 0.6.1.2==
 
*{{MiniIconbox|Flamethrower}}: Fixed tier II's [[Elemental Damage]] scaling
*{{MiniIconbox|Tyler}}: +50% attack speed
*{{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|name=Streamer}}: -1% Damage every 10 Materials => every 15
 
==Patch 0.6.1.1==
*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
*Recycling challenge: recycle 20 weapons in one run => 12
 
==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|Bag}}: price reduced, +10 Materials => +15
* 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 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
 
==Patch 0.6.1.4==
 
* {{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 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#Secondary_Stats|Stats page]]''
 
*Patch notes: [https://discord.com/channels/630060181086142487/1024626141216112660/1050003961429626900 Discord]
*Released: 12/07/2022 11:00 AM
 
===Changes===
 
*Added 2 new [[Characters]] (with 2 new [[Progress|challenges]] / achievements):
**{{MiniIconbox|name=Arms Dealer}}
**{{MiniIconbox|name=Streamer}}
*Added 6 new [[Items]]:
**{{MiniIconbox|name=Anvil}}
**{{MiniIconbox|name=Community Support}}
**{{MiniIconbox|name=Grind's Magical Leaf}}
**{{MiniIconbox|name=Regeneration Potion}}
**{{MiniIconbox|name=Strange Book}}
**{{MiniIconbox|name=Tardigrade}}
*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.)
*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 {{MiniIconbox|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]]:
**{{MiniIconbox|Artificer}}: can now start with {{MiniIconbox|Wrench}}
**{{MiniIconbox|Farmer}}: -25% Damage modifications => -0%
**{{MiniIconbox|Farmer}}: can now start with {{MiniIconbox|Potato Thrower}}, {{MiniIconbox|Taser}}, {{MiniIconbox|Screwdriver}}, {{MiniIconbox|Wrench}}
**{{MiniIconbox|Gladiator}}: +15% Attack Speed per unique weapon => +20%, -30% Attack Speed => -40%
**{{MiniIconbox|Loud}} can now start with {{MiniIconbox|Thief Dagger}}
**{{MiniIconbox|One Armed}} can now start with {{MiniIconbox|Screwdriver}}
**{{MiniIconbox|Saver}}: +1% Damage every 30 Materials => every 25, +10 Harvesting => +15
*[[Weapons]]:
**[[Blunt]] weapon set: -3% Speed per additional weapon => -2%
**{{MiniIconbox|Chopper}}: 80% Melee Damage scaling => 50%, +20% Max HP scaling
**{{MiniIconbox|Flamethrower}}: direct Elemental Damage scaling 10% => 1%
**{{MiniIconbox|Potato Thrower}}: +20% Max HP scaling
**{{MiniIconbox|Torch}}: direct Elemental Damage scaling 0% => 50%
*[[Items]]:
**{{MiniIconbox|Alien Worm}}: +1 HP Regeneration => +2, +2 Max HP => +3
**{{MiniIconbox|Bag}}: price slightly increased, +20 materials => +10, Unique => Limited (3)
**{{MiniIconbox|Barricade}}: +6 Armor while standing still => +8, -8% Speed => -5%
**{{MiniIconbox|Chameleon}}: -6% Damage => -4%
**{{MiniIconbox|Dangerous Bunny}}: price decreased
**{{MiniIconbox|Explosive Shells}} is no longer unique
**{{MiniIconbox|Eyes Surgery}}: +15% burning speed => +10%, -12 Range => -10, Unique => Limited (3)
**{{MiniIconbox|Focus}}: -3% Attack Speed for every weapon you have => for every different weapon
**{{MiniIconbox|Incendiary Turret}}: 5x5 (25% Engineering) damage => 5x8 (33% Engineering) damage
**{{MiniIconbox|Medikit}}: +8 HP Regeneration => +10, -15 Luck => -10
**{{MiniIconbox|Padding}}: +3 Max HP, +1 Max HP every 80 Materials => every 100
**{{MiniIconbox|Poisonous Tonic}}: +8% Crit Chance => +5%
**{{MiniIconbox|Power Generator}}: price increased
**{{MiniIconbox|Retromation's Hoodie}}: +10% Dodge => +0, -50 Range => -80
**{{MiniIconbox|Rip and Tear}}: 10% activation chance => 25%, Limited (10) => Limited (4)
**{{MiniIconbox|Small Magazine}}: -10% Damage => -6%
**{{MiniIconbox|Spider}}: +5% Attack Speed per unique weapon => +6% per different weapon
**{{MiniIconbox|Torture}}: +10 Max HP => +15, +3 HP / sec => +4


===Fixes===
== Previous Betas ==
Patch notes for old beta versions.


*Fixed a bug where text that should be displayed in red was displayed in green (Esty's Couch etc.)
* [[Beta Patches 1.0.0.x]]
*Fixed a bug where the player's health bar wouldn't be displayed above everything else
* [[Beta Patches 0.8.0.x]]
*Fixed a bug where effects for unique weapons would get applied multiple times after quitting the game and resuming a run
* [[Beta Patches 0.6.1.x]]
*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

Latest revision as of 06:54, 25 June 2023

< Back to Updates

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

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

The current beta version is 1.0.0.3.

The current main version is 1.0.1.3.

Current Beta

There is no current beta.

Previous Betas

Patch notes for old beta versions.