From Brotato Wiki

Revision as of 14:09, 22 June 2023 by Darkly77 (talk | contribs) (Patch 1.0.0.3)

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

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

The current beta version is 1.0.0.1.

The current main version is 1.0.1.3.

Patch 1.0.0.3

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

Patch 1.0.0.2

Character Changes

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

Item Changes

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

Weapon Changes

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

Enemy Changes

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

Endless Changes

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

Misc Changes

  • Runs with modified accessibility options that end up at 100% are now displayed as 100% runs instead of being the same as default runs (Tweak)
  • Tweaked the number of trees spawning to be more consistent when having bonuses to trees (Tweak)

Bug Fixes

  • Fixed a bug where Esty's Couch.png Esty's Couch was interacting with Golem.png Golem's temporary % Speed changes
  • Fixed a bug where Golem.png Golem didn't get stat bonuses when the "HP bar on character" option was off
  • Fixed a bug where Recycling Machine.png Recycling Machine wasn't displaying the materials gained from recycling items found in crates
  • Fixed a bug where Chunky.png Chunky was tagged for HP Regeneration instead of Luck
  • Fixed a bug where Improved Tools.png Improved Tools were tagged for Elemental Damage instead of Engineering
  • Fixed some items not having tags:
  • Fixed a bug where enemies spawned by other normal enemies were also affected by modifiers to the number of enemies
  • Fixed a bug where the experience gained by Harvesting could make the XP bar overflow

Modding Changes

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

Unlisted Changes

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

Patch 1.0.0.1

Modding Changes

Character Changes

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

Item Changes

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

Enemy Changes

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

Misc Changes

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

Fixes

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

Patch 1.0.0.0

Overview

Changes

Unlisted Changes

Character Changes

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

Item Changes

Weapon Changes

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

Enemy Changes

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

Misc Changes

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

Fixes

  • Fixed a bug where the Clover.png Clover item was not spawning.
  • Fixed a bug where "Damage" modifications were not affecting the "% Damage against bosses" secondary stat
  • Fixed a bug where one less elite was spawning after wave 101 than the intended number

New Content

Spoiler Warning

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

New Challenges

Icon Name Requirements Unlock Unlock Type
Bait.png Baited Get 2 Bait during a run Fisherman.png Fisherman Character
Tree.png Forest Finish a wave with 10 or more living trees Cryptid.png Cryptid Character
Crown.png Bourgeoisie Get 3 tier IV weapons at once King.png King Character
Book.png Student Reach level 20 Apprentice.png Apprentice Character
Gummy Berserker.png Reckless Finish a wave with 1 HP Golem.png Golem Character
Metal Detector.png Scavenger Get 10 different tier I items during a run Renegade.png Renegade Character
Apprentice.png Apprentice Finish a run with Apprentice Fighting Stick.png Fighting Stick Weapon
Cryptid.png Cryptid Finish a run with Cryptid Claw.png Claw Weapon
Fisherman.png Fisherman Finish a run with Fisherman Lure.png Lure Item
Golem.png Golem Finish a run with Golem Stone Skin.png Stone Skin Item
King.png King Finish a run with King Excalibur.png Excalibur Item
Renegade.png Renegade Finish a run with Renegade Fairy.png Fairy Item

New Characters

6 new characters: Apprentice.png Apprentice, Fisherman.png Fisherman, Cryptid.png Cryptid, Golem.png Golem, King.png King, Renegade.png Renegade.

Apprentice.png

Apprentice
Character
  • +2 Melee Damage when you level up
  • +1 Ranged Damage when you level up
  • +1 Elemental Damage when you level up
  • +1 Engineering Damage when you level up
  • -2 Max HP when you level up

Cryptid.png

Cryptid
Character
  • More trees spawn
  • +10 Harvesting for every current living tree
  • +3 HP Regeneration for every current living tree
  • Dodge is capped at 70%
  • +3 Attack Speed until the end of the wave when you dodge an attack
  • -100 % Life Steal
  • -100 Range
  • -50% materials dropped from enemies

Fisherman.png

Fisherman
Character
  • +20 Harvesting
  • Shops always sell a Bait
  • -95% Bait price
  • +2 Harvesting for every 1 Bait you have
  • Baits make some special enemies spawn throughout all future waves
  • -50% materials dropped from enemies

Golem.png

Golem
Character
  • +20 Max HP
  • Max HP modifications are increased by 33%
  • Armor modifications are increased by 33%
  • +40 % Attack Speed when you have less than 50% health
  • +20 % Speed when you have less than 50% health
  • You can't heal in any way

King.png

King
Character
  • +50 Luck
  • +25 % Damage for every Tier IV weapon you have
  • +25% Attack Speed for every Tier IV weapon you have
  • +5 Max HP for every different Tier IV item you have
  • -15% Damage for every Tier 1 weapon you have
  • -15% Attack Speed for every Tier 1 weapon you have
  • -2% Max HP for every Tier 1 weapon you have
  • UNLISTED BONUS: Starting weapon is Tier II

Renegade.png

Renegade
Character
  • +2 projectiles
  • Projectiles pierce through 1 additional target
  • +10 % Damage for every different Tier I item you have
  • You can't equip melee weapons
  • -400 % Damage
  • -50 % accuracy
  • % Damage modifications are reduced by 80%

New Weapons

7 new weapons: Claw.png Claw, Fighting Stick.png Fighting Stick, Chain Gun.png Chain Gun, Drill.png Drill, Excalibur.png Excalibur, Gatling Laser.png Gatling Laser, Scythe.png Scythe

Note: If the tier buttons aren't working, please use Ctrl+F5 to refresh your browser's scripts

Tier 1 Tier 2 Tier 3 Tier 4

Claw.png

Claw
Unarmed, Precise
  • Damage: 5 (20%Attack Speed.png 50%Melee Damage.png)
  • Critical: x2 (10% chance)
  • Cooldown: 0.78s
  • Knockback: 2
  • Range: 150 (Melee)

Claw.png

Claw II
Unarmed, Precise
  • Damage: 10 (25%Attack Speed.png 65%Melee Damage.png)
  • Critical: x2.25 (20% chance)
  • Cooldown: 0.74s
  • Knockback: 2
  • Range: 150 (Melee)

Claw.png

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

Claw.png

Claw IV
Unarmed, Precise
  • Damage: 25 (35%Attack Speed.png 100%Melee Damage.png)
  • Critical: x3 (50% chance)
  • Cooldown: 0.61s
  • Knockback: 2
  • Range: 150 (Melee)

Claw.png

Claw
Unarmed, Precise
  • Unlock:
  • Finish a run with Cryptid
 I 
 II 
 III 
 IV 
Locked Icon.png

Fighting Stick.png

Fighting Stick
Primitive, Medieval
  • Damage: 10 (75% Level.png 50% Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.42s
  • Knockback: 0
  • Range: 175 (Melee)
  • Alternates between thrusting and sweeping attacks

Fighting Stick.png

Fighting Stick II
Primitive, Medieval
  • Damage: 15 (85% Level.png 65% Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.25s
  • Knockback: 0
  • Range: 175 (Melee)
  • Alternates between thrusting and sweeping attacks

Fighting Stick.png

Fighting Stick III
Primitive, Medieval
  • Damage: 20 (100% Level.png 80% Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.09s
  • Knockback: 0
  • Range: 175 (Melee)
  • Alternates between thrusting and sweeping attacks

Fighting Stick.png

Fighting Stick IV
Primitive, Medieval
  • Damage: 30 (125% Level.png 100% Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 0.92s
  • Knockback: 0
  • Range: 175 (Melee)
  • Alternates between thrusting and sweeping attacks

Fighting Stick.png

Fighting Stick
Primitive, Medieval
  • Unlock:
  • Finish a run with Apprentice
 I 
 II 
 III 
 IV 
Locked Icon.png

Chain Gun.png

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

Chain Gun.png

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

Chain Gun.png

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

Chain Gun.png

Chain Gun IV
Legendary, Gun
  • Damage: x3 (Ranged Damage.png Engineering Stat.png)
  • Critical: x2 (3% chance)
  • Cooldown: 0.07s
  • Knockback: 5
  • Range: 500 (Ranged)
  • Piercing: 1 (-50% damage)
  • Cooldown is 4.4s every 100 shots
 I 
 II 
 III 
 IV 

Drill.png

Drill
Legendary, Precise
  • Damage: XX
  • 100% chance to gain 1 material when killing an enemy with a critical hit
  • +10 % Attack Speed every 5 seconds until the end of the wave

Drill.png

Drill II
Legendary, Precise
  • Damage: XX
  • 100% chance to gain 1 material when killing an enemy with a critical hit
  • +10 % Attack Speed every 5 seconds until the end of the wave

Drill.png

Drill III
Legendary, Precise
  • Damage: XX
  • 100% chance to gain 1 material when killing an enemy with a critical hit
  • +10 % Attack Speed every 5 seconds until the end of the wave

Drill.png

Drill IV
Legendary, Precise
  • Damage: 10 (Melee Damage.png, Engineering Stat.png)
  • Critical: x2.5 (50% chance)
  • Cooldown: 0.45s
  • Knockback: 1
  • Range: 100 (Melee)
  • 100% chance to gain 1 material when killing an enemy with a critical hit
  • +10 % Attack Speed every 5 seconds until the end of the wave
 I 
 II 
 III 
 IV 

Excalibur.png

Excalibur
Legendary, Blade
  • Damage: na
  • Alternates between thrusting and sweeping attacks
  • -3 Armor for every weapon you have

Excalibur.png

Excalibur II
Legendary, Blade
  • Damage: na
  • Alternates between thrusting and sweeping attacks
  • -3 Armor for every weapon you have

Excalibur.png

Excalibur III
Legendary, Blade
  • Damage: na
  • Alternates between thrusting and sweeping attacks
  • -3 Armor for every weapon you have

Excalibur.png

Excalibur IV
Legendary, Blade
  • Damage: 200 (200% Melee Damage.png 200% Max HP.png)
  • Critical: x2.5 (10% chance)
  • Cooldown: 0.66s
  • Knockback: 5
  • Range: 200 (Melee)
  • Alternates between thrusting and sweeping attacks
  • -3 Armor for every weapon you have

Excalibur.png

Excalibur
Legendary, Blade
  • Unlock:
  • Finish a run with King
 I 
 II 
 III 
 IV 
Locked Icon.png

Gatling Laser.png

Gatling Laser
Legendary, Heavy
  • Knockback: XX
  • Range: XX

Gatling Laser.png

Gatling Laser II
Legendary, Heavy
  • Knockback: XX
  • Range: XX

Gatling Laser.png

Gatling Laser III
Legendary, Heavy
  • Knockback: XX
  • Range: XX

Gatling Laser.png

Gatling Laser IV
Legendary, Heavy
  • Damage: 10 (Ranged Damage.png)
  • Critical: x3 (10% chance)
  • Cooldown: 0.07s
  • Knockback: 5
  • Range: 500 (Ranged)
  • Piercing: 3 (-50% damage)
 I 
 II 
 III 
 IV 

Scythe.png

Scythe
Legendary, Ethereal

Scythe.png

Scythe II
Legendary, Ethereal

Scythe.png

Scythe III
Legendary, Ethereal

Scythe.png

Scythe IV
Legendary, Ethereal
  • Damage: 150 (100%Melee Damage.png)
  • Critical: x2 (3% chance)
  • Cooldown: 0.72s
  • Knockback: 2
  • Range: 250 (Melee)
  • Lifesteal: 100%
  • You take 3 damage per second (does not give invulnerability time)
  • +3 % Damage when you take damage until the end of the wave
 I 
 II 
 III 
 IV 

New Starting Weapons

The new Tier I weapons can be used by the follwing characters:

New Weapon Classes

One new weapon class has been added: Legendary. Each level after 1 reduces your Max HP.

  1. ---
  2. -20 Max HP
  3. -40 Max HP
  4. -80 Max HP
  5. -100 Max HP

This new weapon class is applied to all the new Tier IV weapons: Chain Gun.png Chain Gun, Drill.png Drill, Excalibur.png Excalibur, Gatling Laser.png Gatling Laser, Scythe.png Scythe.

New Items

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

This update also adds Clover.png Clover, which already existed in the game but was not usable due to a bug.

✔️

Max HP.png HP Regeneration.png Life Steal.png Damage.png Melee Damage.png Ranged Damage.png Elemental Damage.png Attack Speed.png Crit Chance.png Engineering Stat.png Range Stat.png Armor.png Dodge Stat.png Speed Stat.png Luck.png Harvesting.png

I II III IV

📦 👁️ Materials.png 🏷️

Sharp Bullet.png

Sharp Bullet
Unique
  • Projectiles pierce through 1 additional target
  • -20% Piercing Damage
  • -5 % Damage

Lure.png

Lure
Item
  • +3 HP Regeneration
  • 2 additional loot aliens appear during the next wave

Pocket Factory.png

Pocket Factory
Unique
  • +2 Engineering
  • Killing a tree spawns a turret

Clover.png

Clover
Item
  • +20 Luck
  • +6% Dodge
  • -2% Life Steal

Fairy.png

Fairy
Unique
  • +1 HP Regeneration for every different Tier I item you have

Shackles.png

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

Stone Skin.png

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

Modding Notes

Mod Uploader

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

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

List of IDs

The new IDs for characters, weapons and items are:

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

New Stats & Effects

New Stat: speed_cap

New Effects:

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

Changed Effects

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

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

Debug Service

There are several new debug options available:

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

Patch 0.8.0.3

  • 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