Patch 1.1.15.4
- Lootworm standing still instead of going to trees
- Incorrect chinese localizations
- Fixed Lootworm standing still instead of going to trees
- Fixed incorrect chinese localizations
Brotato is a top-down arena shooter roguelite where you play a potato wielding up to 6 weapons at a time to fight off hordes of…
Added some info about progression when random zone is selected
Added restricted level-up upgrades feature for some characters
Fixed fog of war in coop, made the fog scale per player
Fixed Axolotl showing wrong stats
Fixed Gobbler knockback
Fixed Spanish translation
Fixed Dual sense controller showing wrong buttons
Fixed 3 and 4 coop shop UI overlapping
Fixed Wounded achievement being only unlocked after relaunching the game
Here is the list of restricted upgrades per character:
Wounded: HP Regen, Life Steal, Max Health and Armor
Mage: Melee Damage and Ranged Damage
Chunky: Speed
Hunter: Harvesting
Cyborg: Melee Damage and Elemental Damage
Technomage: Melee Damage and Ranged Damage
Sailor: Harvesting
Golem: Life Steal, HP Regen
As restricted items, these upgrades can still appear after wave 20 in endless runs. We have mainly focused on characters with an effect such as "X modifications are reduced by 100%". Characters with a "-100 X" effect do not seem like a good option, because it could be viable to counter this effect in-game. The goal of this feature is not to remove options, but simply to avoid useless upgrades.
Buffed Spiky Shield to revert nerf from last update : Scaling Stat Armor : T1 0.8 -> 1 T2 1 -> 1.25 T3 1.3 -> 1.5 T4 1.7 -> 2
Hello everyone!
All Pain No Gain is here! And let me tell you, it's not for the faint of heart.
Before going into what's new about the update, a quick reminder if you missed it, we announced a new DLC for Brotato coming later this year! You can already add the DLC to your wishlist here:
Now back to the serious stuff!
Here's a TLDR of the content, for full details keep reading:
A new difficulty level, Nightmare
New enemies exclusive to Nightmare
1 new character, the Wounded
1 new weapon, the Rail Gun
Balancing and small improvements
2 New achievements
And if you're more of a visual learner, we made a devlog for this update, with all the content narrated to you.
Incompatible mods can cause your game to crash and your save data may become corrupted.
We recommend using only mods that clearly state their compatibility with this version of the game.
If you have any questions about that, do not hesitate to ask.
So, All Pain No Gain is live and its here to heat things up. We've seen that Danger 5, the highest difficulty of the game, was often regarded as the default way to play Brotato. So we thought the game was ready to receive a difficulty that offers a MUCH tougher challenge, and we humbly obliged...
Let's get into it!
If the name of the new mode wasn't enough of a clue, let me tell you that this is something far above Danger 5. Be prepared to lose over and over - All Pain, No Gain is the update name for a good reason.
Nightmare turns the numbers up. Enemies do more damage, have more health and are even faster than Danger 5. You'll also see some new enemies and new timeline events. To know more about those, keep reading!
To make sure you have what it takes to face this challenge, Nightmare difficulty is unlocked after 10 wins in Danger 5 on different characters (or on different maps if you own Abyssal Terrors DLC). If you already have the 10 wins, you don't have to do more, Nightmare will opens its harsh embrace to you!
But what makes Nightmare so dangerous? Well, there's a couple of new things you'll need to watch out for.
In Nightmare Difficulty, you'll sometimes have a special event, like Hordes and Elites. This is the environmental projectiles, where bullets are flying over the map for the duration of the wave. The arrow shape of the bullets should give you an idea of the path they're taking but stay on your toes and study the patterns!
And for more customization, if the environmental projectiles are too much for you or if you want more of them, we added an option to turn them off completely or have them on every wave. Your choice! Find it in the Accessibility options.
Another event that will spice things up is the Fog. This will put some part of the map in the dark during a wave. Light will persist around you but the rest is in the dark, although your structures and pets will also light up. Oh and fire will definitely be useful here…
Tougher difficulty also means tougher enemies! We are introducing a batch of buffed up enemies based on existing foes. They are meaner, badder and more dangerous. But they will also feel like novelty before slashing you into bits.
New enemies in Nightmare - Crash Zone
Horned Spitter
Corrupted buffer
Horned fly
Bloated spawner
Dire junkie
Infected slasher egg
Mad slasher
New enemies in Nightmare - Abyss
Bloated pufferfish
Brainy squid
Cool walrus
Firemane anemone
Infected blobfish
Scaled stargazer
Spiky lung
Mad dragonfish
Scaled goblin shark
Scaled diplocaulus
Beating Nightmare will prove you're one of the best (or most stubborn). And to show the world you're the best of the best, you'll unlock a new character after one win in Nightmare, the Wounded.
This potato is the ultimate glass canon. You get a head start with more Harvesting and more Speed but die in 1 hit! Since we're nice people, you also start with a Tardigrade so you get 1 chance to make it further. And to focus entirely on making damage, this potato removes the items focused on defense from the shop and the crates.
You unlock the Rail Gun by winning a run with Wounded (in any difficulty). Just like you want to avoid getting hit with Wounded, you'll want to avoid getting hit when equipped with the Rail Gun. Because this weapons is getting stronger and stronger during a wave if you avoid damage.
Balancing
This update is centered around bringing more challenge to the game. But we wanted to take this occasion to make some balancing, mainly buffs, on old weapons that deserved some love. All changes can be found in the patchnote at the end of this post.
Small improvements
You can now see how you died! So that next time, you can get revenge on the alien that ended your perfect run!
For owners of the Abyssal Terrors DLC, you now have the option of selecting a "Random" starting map. This way, you don't have to make a choice between Crash Zone and Abyss, destiny will make the choice for you.
A new character has to come with a new achievement!
Win a run on any map with the Wounded and you'll get a new achievement.
Same for Nightmare difficulty, you'll need this achievement to prove you're a real tough Brotato!
That's it for All Pain No Gain! We know the content is all about bringing new challenge to the more seasoned players. For those of you who are fine with the current difficulty, we hope our work on the future DLC will bring the variety you're looking for.
In the meantime, tell us your thoughts on the update! Because there's always some changes that can be made based on your feedback!
Cheers, Dalloks and the EE team.
PATCHNOTE 1.1.15 All Pain No Gain
New difficulty - Nightmare
New events during this difficulty
Environmental projectiles events: bullets going through the level with increasing speed and quantity
Obscuring Fog: visibility is reduced during specific waves
waves concerned → (5, or 6 or 7) (10 or 11 or 12) (16 or 17 or 18)
New bestiary during Nightmare
Unlocked by beating the game on Danger 5 at least 10 times in different zone or with different character
Beating the Nightmare difficulty with a character grants a frame in the character selection menu
New character - Wounded
Dies in one hit, starts with a Tardigrade and the stats of the Well-Rounded
As a bonus, Regen and Heatlh related items are banned from shop and crates
Unlocked by beating Nightmare difficulty with any character on any zone
New weapon - Rail Gun
The Rail Gun's damage increases every 5 seconds as long as the player hasn't been hit; it resets at each wave
Unlocked by beating the game on any difficulty with Wounded
Quality of life
Character selection now has a random zone option (if multiple zone are available), the zone is picked in the next screen
Display who killed the character on death
Added a panel in the Difficulty selection menu to inform players on how to unlock new difficulties
Added an option in Accessibility Settings to disable, enable, or amplify Projectile Fire in Nightmare difficulty
Added options when the game is losing focus
Upgrade icons are now affected by the accessibility color setting (positive color)
Starting Weapon
List of new enemies from Crash Zone
Horned Fly
Corrupted Buffer
Dire Junkie
Mad Slasher
Mad Slasher Egg
Horned Spitter
List of new enemies from Abyss
Firemane Anemone
Infected Blobfish
Scaled Diplocaulus
Mad Dragonfish
Scaled Goblin Shark
Spiky Lung
Bloated Pufferfish
Scaled Stargazer
Brainy Squid
Cool Walrus
Additional changes
Added new buffed mobs to endless Nightmare mode in both zones
Added an indicator in the run title when Projectile Fire has been disabled or amplified via accessibility settings
With the new Fog event, we added fog visibility when equipping the following items:
Campfire: 50%
Lantern: 75%
Candle: 25%
Greek Fire: 75%
Lighthouse: 100%
Explosions now briefly illuminate the fog of war
Banned item Doc Moth for Druid and Golem
Fixed the sorting in codex and shop, re-ordering of the mobs in the codex if sorted by entity's type
Fixed Fin being badly referenced in the banned item list for Chunky
Added Knife to Hunter as a starting weapon
Added Elemental Damage as a tag to the Book item
Random zone now selects the minimum achievement on the character difficulties unlocked across all zones, to be able to see what's missing
Added Spiky Shield, Chopper, Hatchet, Quarterstaff and Rail Gun as starting weapons for Well-Rounded
Added full localization for this update All Pain No Gain
Fixed highlight on button for Codex and Options
Weapon Balancing
Since no balancing was made on weapons for a while, some of them felt like they were left behind and not viable anymore, especially in early waves and particularly in nightmare difficulty. So, we made some changes (buffs) to a selection. Here is the list:
Anchor (DLC) Reduce price : 51/95/190 to 48/90/175. Increase Curse scaling : 65%/90%/125% to 75%/100%/125%
Brick (DLC) Materials dropped increased: 10/30/60/120 -> 10/30/75/200
Cacti Club Increase Ranged Damage scaling: 50%/60%/70%/80% to 60%/70%/80%/100%. Base Damage Increased: 10/20/30/50 to 15/20/35/60. Spines damage: 1/1/1/1 buffed into 1/2/3/4
Excalibur Negative armor reduced: -3 -> -2
Flaming Brass Knuckles Base damage increased: 16/32/64 -> 20/40/80 Burn damage increased: 8x5/12x6/15x7 -> 10x5/15x6/18x7
Ghost Flint Damage increased: 6/9/12/18 to 6/9/12/20 (gives more back to tier 4, and makes it exactly half the damage of ghost axe, for symmetry) Range Increased: 150/160/170/180 to 170/180/190/200
Hammer **Now has 10%/15%/20% knockback piercing **(See harpoon’s ability) Base damage increased: 35/70/110 -> 40/75/120 Cost decreased: 51/95/190 -> 46/86/151
Hand Harvesting Increased: 3/6/9/18 -> 3/6/12/25
Hatchet **Reduce price: **15/31/61/122 to 10/22/45/91. **Base Damage increased: **5/10/20/40 to 7/11/22/45 **Attack Speed Scaling changed increased: **15%/15%/15%/15% to 20%/20%/20%/20% Base attack speed increased: 9/7/5/3 -> 9/8/7/6 (nerf)
Mace (DLC) Tier 2 : crit chance 3 → 4 % Tier 3 : crit chance 3 → 8 % Tier 4 : crit chance 3 → 12 %
Knife Base Damage increased: 6/9/12/20 -> 9/13/18/25 **Price Decreased: **15/31/61/122 to 10/22/45/91
Plank Triple Scaling increased: 50%/60%/70%/80% to 60%/70%/80%/90% Base damage increased: 10/15/20/25 to 10/15/20/30 **Explosion chance increased: **25%/30%/35%/40% to 25%/30%/40%/50%
Powerfist Base damage increased: 40/60 to 40/80 Explosion Size increased: 0.75/1 -> 1/1.25
Quarterstaff **Price reduced: **17/34/66/130 to 15/31/61/122
Screwdriver Range increased: 125 -> 135 Crit Multiplier increased: x2 -> x2/x2.15/x2.3/x2.5 (matches scissors) Engineering Scaling Increased: 50%/50%/50%/50% -> 50%/60%/70%/80%
Spiky Shield Armor scaling decreased:~~ 100%/125%/150%/200% -> 80%/100%/130%/170%~~ reversed in hotfix 1.1.15.1
Sword Base Damage increased: 25/40/60 -> 30/45/65
Trident (DLC) Price reduced: 52 to 49 at tier 2.
Thunder Sword Base damage increased: 30/60 -> 40/75
Warhammer (DLC) Base Damage increased 100/175 to 100/200. Engineering scaling increased 100%/150% to 150%/200%. Changed Blunt/tool tags
Blunderbuss (DLC) Damage decreased: 25/50/80 -> 22/45/70 **Range damage scaling increased: **100%/125%/150% -> 110%/135%/170%
Flute (DLC) Attack speed : 60/55/50/45 -> 50/45/40/35 Changed damage tier1: 5 -> 6
Medical Gun Tier 1 : attack speed 40 → 35 lifesteal 0,4 → 0,5 Tier 2 : attack speed 34 → 30 lifesteal 0,45 → 0,55 Tier 3 : attack speed 27 → 25 lifesteal 0,5 → 0,6 Tier 4 : attack speed 20 → 17 lifesteal 0,6 → 0,65
Minigun **Damage increased: **1/3 to 2/5 **Pierce Damage falloff changed: **50%/50% to 25%/25% Attack speed Changed: 3/2 to 3/3
Obliterator Damage increased: 250/350 to 250/400.
Pistol **Crit chance increased: **5%/10%/15%/20% to 10%/15%/20%/25%
Potato Gun **Ranged Damage Scaling increased: **25%/25%/25% -> 40%/40%/40% **Attack speed nerfed: **15/10/3 -> 15/10/5. Base damage increased: 1/1/1 -> 3/5/10.
Shuriken Base Damage increased: 6/8/10/15 to 7/9/11/15.
Taser Damage increased: 6/6/6/12 -> 7/7/7/14
Wand Pierce Increased: 0/0/0/0 -> 1/1/1/1 **Price decreased: **12/26/52/105 -> 10/22/45/91
**Items **
Kraken Eye (DLC) Increase Curse amount and Max HP to 15.
Pile of Books** **Moved it to tier 2. Decreasing price to 60.
With this patch, we are fixing the Codex progression previously compromised by our previous patch. Unfortunately, users who played the game in its 1.1.14.4 version (previous patch version) will not see their Codex restored. That is because, when the game loaded, it detected a blank version of the Codex. Then, by playing the game, this blank Codex was set in stone in the save files, overwriting your previous Codex progression. From then, even by fixing the Codex bug, we could not restore it to its previous version since it's been overwritten. We apologize to the users who lost their Codex progression. We know you worked hard to complete it and seeing it being reset is not what we wanted. We'll review our QA method from now on in order to avoid similar cases.
PATCH 1.1.14.2
Fixed Jellyshield not being categorized as a Pet in the item description.
Fixed Axolotl not updating after reappearing in the shop.
Fixed Charmed Pufferfish firing hostile projectiles when dying.
Fixed the Codex Entities progress bar not counting Pets.
Fixed the Bot-O-Mine Landmine damage tooltip being incorrect.
Fixed Stone Skin appearance being displayed even when no appearance option is enabled.
Fixed typos in some English item descriptions.
Patch-note:
First hotfix since Paws & Claws release! Straightaway, we’ve seen reports of crashes with specific characters and items (Druid, Sick, Blood Donation, etc). We’ve been able to identify the issue thanks to your feedback, and we pushed a fix in this patch.
We also made a fix for the Steam Achievement of the Beast Master not correctly unlocking even after winning a run. It should work normally now.
Again, thank you for all the feedback. We still have some work to do but you’ve been a tremendous help. I want to add a reminder about making sure to unsubscribe to all mods, as they have not been updated yet. Outdated mods can cause crashes, which get mixed-up in the reports with other crashes that have to do with the default build.
Thank you again, keep those reactions coming.
Fixed several crash causes related to:
- Taking damage from sources other than hitboxes (Red Fruit, Sick effect, etc.) while Jellyshield is not unlocked.
- Burning damage from turrets causing a crash when Will-o'-Wisp is not unlocked.
- Resuming a run started on a previous version of the game with banned items.
Fixed the Beast Master not unlocking despite all conditions being met.
Fixed the Steam Beast Master achievement not being properly synchronized depending on the zone in which the run was won.
Replaced "techniques" with "ingénierie" in the French localization.
Fixed the ban button not being releasable when getting an item from a crate while the "hold to press" option is enabled.
Hello everyone!
The time has come, the Paws & Claws Update is live!
Here's a TLDR of the content, for full details keep reading:
A new type of item: Pets
9 new Pets
1 new character, the Beast Master
QoL & Codex improvements
1 New achievement and new Steam Point items
And if you're more of a visual learner, we made a trailer for this update containing this new content in action. And is that.........an animated Brotato???
Technical note: Steam's video embedding is not fully functionable for all. If you don't see a full vide below this text, there should be a small hyperlink instead.
Incompatible mods can cause your game to crash and your save data may become corrupted.
We recommend using only mods that clearly state their compatibility with this version of the game.
If you have any questions about that, do not hesitate to ask.
So, “Paws & Claws” is out, and if you have no idea what it's about, I'll tell you everything you need to know!
The last update was about improving the game experience while introducing very few new elements. This time however, we’re not holding back and released a new type of item, the Pets.
As you might have guessed, Pets are autonomous, friendly creatures that will fight alongside you. Think of it as a turret with more personality. And more flavorful effects.
And to go with it, we added 1 new character to get the most out of the Pets - the Beast Master!
Now, here’s the extended details with a bunch of explanation and pictures:
They gave the name to the update, they are the star of the show! Pets are friendly creatures that will help you fight or survive longer against the hordes of aliens. There are Pets for all types of builds, so you should find your happiness among the 9 new Pets that we are bringing to the game.
Pets are new, you might want to highlight them or see less of them when going into your Endless runs. You can change the highlighting and opacity of Pets in the accessibility options.
Like other items, Pets have to be unlocked. Here is the list of the items with their unlock challenges:
To unlock each item:
Ratzilla: No unlock conditions.
Bonk Dog: Equip at least 6 weapons that scale with Melee Damage.
Catling Gun: Equip at least 6 weapons that scale with Ranged Damage.
Bot-O-Mine: Equip at least 6 weapons that scale with Engineering.
Blazemander: Equip at least 6 weapons that scale with Elemental Damage.
Doc Moth: Reach at least 10 HP Regeneration and +10% Life Steal in the same run.
Lootworm: Leave at least 20 materials on the ground at the end of a wave.
Jellyshield: Get hit by 3 enemy projectiles in one wave.
Scapegoat: Win a run with Beast Master.
Introducing Pets is all well and good, but we wanted to craft a potato with a special bond with them. That's why we are introducing the Beast Master - our first ever potato made by Evil Empire! This new free character is meant to play around the Pets and unlock their full potential. Try it out now!
To unlock the Beast Master, you must unlock the Bonk Dog, the Catling Gun, the Bot-O-Mine, the Blazemander and the Lootworm.
The idea behind the character is to fight solely with Pets. So, the Beast Master doesn't use weapons and instead uses his wild ways to make his pets super strong!
New timeline representation on pause menu.
Now, when you pause during a wave, you will see at the bottom of your screen where you stand in terms of waves and upcoming threats! Visually helpful and practical.
Swimming animation in Abyss
If you own the Abyssal Terror DLC, you’ll notice that Brotato does not walk but now swims. Because we figured that what was missing in a game potato with six floating hands was realism.
New info in the Codex
Introduced in the lastest update, New Dawn, the Codex now includes better representation of enemies HP and speed as well as visual of their attack pattern. Because sometimes, images are worth a thousand words. For every change and addition, see the patch note at the end of the post.
New Achievement and Steam Point items
**New Achievement **
Okay so this was a tricky one. With the arrival of the Beast Master, we made the choice of adding 1 new achievement. We were hesitant at first. But every potato got 1, why not him?
So there you have it, a new achievement unlockable by winning with Beast Master (on any map, base game or DLC)!
New Steam Point items
They are available! We've added new cool items in the Steam point shop!
Get Brotato stickers, animated avatars, animated profile background or customize your Steam Deck with a Brotato intro video!
WE NEED TO KNOW WHAT YOU THINK
That's pretty much all for Paws & Claws! The update is out but that doesn't mean it's the end. We still need to know what you think so that we can tweak, tinker and adjust. It's only our second update after all! So don't hold back!
Cheers, Dalloks & the EE team.
PATCHNOTE: Patch 1.1.14.0
Additions:
Added 9 new items, 1 character and 9 challenges
Added a timeline showing run events in the pause menu
Added a Pets and Turrets highlight options
Added an option to adjust pet transparency
Added cursed particles to Cursed Landmines
Added item pop-ups in the solo character selection menu
Added a feedback sound effect for the Whistle item when a Loot Alien spawns during a wave
Added schematics for every Elite attack in the Codex
Added a small description on the retry screen showing how many retries have been used
Balacing:
Added the Lifesteal restriction group to Bull
Added Tardigrade and Community Support items to Bull's restricted item list
Reset LinkedStats for the current player when the "not moving" effect is updated. For example, this allows Dodge gain from Chameleon to properly apply with Retromation's Hoodie.
Fixes:
Made the Soldier bonus no longer related to movement (Damage and Attack Speed are now static)
All bosses now drop 10 materials
Fixed the Clam enemy firing 3 overlapping projectiles instead of 1, which made the Jellyshield unlock trivial
Fixed Pufferfish projectiles dealing too much damage after being charmed; the damage value is now reset just before firing the projectiles
Sorting inventory settings are now saved
Fixed the upgrade screen in co-op
Fixed the end-of-wave material count when "Optimize End of Waves" is unchecked
Fixed an issue where controllers with heavy stick drift caused unintended movement when using a keyboard at the same time
Added a fix for a black screen softlock in the shop when combining/recycling weapons with a controller
Fixed unlocked item display at the end of a co-op run
Fixed FocusEmulator errors spamming the logs
Fixed a player animation issue when moving left at the start of a run in The Abyss
Fixed the inventory in the pause menu showing padlocks
Fixed items being shown as padlocks in co-op shop inventories
Fixed the "Take" button being too large on the Crate screen when the Fairy icon is present
Fixed new challenges not being unlockable on profiles that had previously used unlock all
Fixed Steam achievements syncing with challenges, even for "unlock all" profiles
Added a cooldown before removing a turret when reaching the maximum number of turrets. The turret scheduled for removal cannot fire projectiles during this cooldown, ensuring there are no remaining projectiles when it is removed, as this was causing crashes
Fixed an issue where some cursed enemies did not have their stats properly boosted.
Merged console version optimizations in pc version. Calculation previously done in _on_Hurtbox_area_entered(...) is now deferred until the end of the frame. This may affect mods that rely on this behavior.
Fixed (for real this time) being able to unpause the game while in the Codex
Added a pop-up message on the main menu title screen when launching a new update for the first time with subscribed mods. It warns players about the risks of using outdated mods.
Upgraded the Godot Engine version to 3.7 dev-1
Fixed materials being duplicated when added to the Gold Bag at the end of a wave.
Fixed some crashes that could occur after launching the game with old saves.
Made sure LinkedStats are properly updated after taking damage with Saltwater or after picking up a consumable with Druid.
Made controller button icons responsive in the co-op upgrade screen.
Fixed focus being lost when entering or quitting the profile menu too quickly.
Fixed focus being lost when changing tabs in the Stats view while focusing a primary stat.
After 2 weeks on the beta branch, the New Dawn Update is going live!
Thanks to everyone who played our first beta session of the game. And a big thank you to the ones who took the time to share feedback. We’ve read all of it (yes, even that one), and we’ve learned a lot.
You’ve somehow managed to lift us up and humble us at the same time — which is a strange combo, but we kind of love it. Now the update’s out, so if we did things right, there’ll be more lifting. And if not, we are ready to be humbled.
PSA: We are sorry about this, but if you had started a run in the previous version then you will need to abandon that run, as the game will crash if you resume it. You may be able to finish it by reverting to the legacy branch. To do this go to the Steam Library page for Brotato, click on the cog/settings image on the right-hand side then Properties > Betas > legacy branch. Then you can come back to the new version once you've finished your run.
Here's a TLDR of the content, for full details keep reading:
6 new items and 1 new weapon
Ban system
Save profiles
Codex
Icons in character and item descriptions
VFX, animation and accessibility tweaks
Behind this title — which might be a bit too presumptuous for its own good — New Dawn actually packs quite a lot of new stuff. We aimed for a solid quality-of-life update, plus a few extra features we felt you wanted.
The beta helped us hunt down a ton of bugs and fine-tune a few new items that… let’s just say weren’t quite ready for prime time.
If you're more a visual learner, we've put everything in a VLOG for you:
Otherwise, read on for the list of new features:
Even though our focus was QoL, we still wanted this update to have a little bit of meat on it, so we added 6 items and 1 weapon.
One item (fresh meat) is already unlocked. The others must be unlocked with an in-game achievement.
Here is the list of the items with their challenge:
To unlock each item:
Fresh Meat: No unlock needed
Fruit Basket: Collect 100 fruits while at maximum health.
Candy Bag: Win a run without locking any items in the shop.
Ghost Outfit: Reach +70% Dodge.
Will-o'-the-wisp: Kill 30 enemies by burning them in a single wave.
Hourglass: During the last 5 seconds of a wave after wave 2, press 'Return to Main Menu'. Then press 'Resume' to try the wave again.
Next up is the new weapon:
Vorpal Sword unlock: Reach +100% Crit Chance.
Have fun with those and let us know what you think! Now let's move on to the new extras...
**
This is something that we’ve seen wanted by many, so we are introducing a ban system to Brotato! You can now ban up to 8 items in the shop during your run.
To unlock the ban system, you have to win a run in Danger 3 or more.
Once unlocked, the ban system can be toggled on or off in the Run Options. We believe banning items is the way to go and that 8 bans per run is the sweet spot we’re looking for. The ban system was heavily discussed in the beta, but we are still looking forward to knowing what you think about that.
Brotato was always made with trials and errors, and we want to keep it like that, a game constructed in collaboration with its community!
**
You can now have 3 saves in Brotato. You can copy your progress onto another profile or reset the save. You can also unlock every item, characters, weapons and Danger level on a save (which will deactivate the earning of achievements, you’ll still have to get them the hard way).
This allows you to have a fresh save and keep your old one, copy your ongoing profile to go endless while starting a run 20 on another profile, lend Brotato to your annoying sibling with different track progression, etc. Possibilities are endless (and by endless we mean within the bound of 3 profile slots)!
Codex **
The Codex gathers the Progress menu and information’s about Items, Weapons and Enemies.
Think of it as a wiki in the game with additional info like how many times you killed a specific alien and more!
**
We wanted to improve readability and make it faster to associate what items/characters works well with what stats. That way, you can make quicker decisions.
If it’s not to your liking (we spent some time on it but fair enough) this can also be deactivated in the Accessibility menu by turning off "Show effects icons", the choice is yours.
Already in the works under the Blobfish era, the game now supports Mac and Linux on Steam. Have fun with it!
**
We’ve added a lot of visual elements that fall into different categories.
Now, Chest and LvUp icons are merged when you gain more than 4 during a wave.
We made some tweaks to curse and flames VFX to better set them apart (and we felt it was pretty). Plus, now you can distinguish your cursed turrets from the regular one.
You’ll probably notice it quickly; we’ve added an animation for beginning and end of run. Look at that brotato, landing on hostile ground after his crash! Don’t worry, this animation does not make you lose any time (if speedrun is the kind of thing that gets you going).
Last but clearly not least, we’ve added a bunch of options for you to changes the colors displayed in the game. All of that is in the Accessibility menu.
For every change and addition, see the patch note at the end of the post.
Our first major contribution to Brotato is now in your hands. Play it, tear it apart, break the game and tell us what you think!
Like we mentioned in our Q&A, we did build a “Legacy” branch for those who would like to keep the Brotato version from before any Evil Empire update. Find it under “Properties” of your game in the beta tab.
Cheers, Dalloks and the EE team.
Follow Evil Empire here for all the news : (https://x.com/Studio_Evil), (https://bsky.app/profile/didplcen4gv75sxeyqtyounl6im3zo), (https://www.instagram.com/evilempire_studio/), (https://www.youtube.com/channel/UCxxaHW3xw8sByMXnrcAMEPg), (https://www.facebook.com/evilempirestudio), (https://whatsapp.com/channel/0029Vb748u4Fy72Cs2XcHk13)
Content
Features
Misc
More Tech-Related
Fixes
PATCH 1.1.12.1
High knockback values no longer lead to enemies being able to be knocked outside the level
Fixed a bug with Mirrors that caused wrong item prices if cursed and non cursed version are being used to duplicate an item
The Retry Wave option now lets you retry on endless waves
Crates now take into account previous items received from the same crate to avoid exceeding item limits when having Treasure Maps or Pearls
Buffed landmines now have their explosions size reduced back to the initial value on buff expiry
Fixed a bug that showed wrong Tooltips for certain kind of effects. For example, Streamer holding 40 Materials had a tooltip of -2 Speed but the stats showed the correct value of -1. Now the stats screen and the tooltip should always show the same value.
Fixed a bug that the damage penalty for duplicate weapons was not removed when recycling the weapon as Curious
Fixed a bug that lead to wrong turret numbers when continuing a run with a Wrench II
The projectile effects from "Baby with a Beard" and "Alien Eyes" did not take cursed and non cursed items into account. The projectiles dealt the damage of the first item bought, reusing the damage calculation for all other items to save resources. Now the damage is merged together from multiple items. So if you have a normal "Baby with a Beard" dealing 100% Ranged Damage and a cursed one dealing 150% Ranged Damage, both projetiles deal 125% Ranged Damage now.
Optimize the Steam integration to better handle communication issues between Steam and Brotato. This should bring more stability for people with outdated or faulty Steam installations.
Unified behavior of gaining Max HP in a wave. Before, certain effects did give Max HP and healed for that amount (level ups, Extra Stomach) and others did only give additional Max HP (Hiker, Padding). Now, anytime Max HP is increased during a wave, the current health is increased by this amount as well. This is not considered healing, but an increase to the health pool and will not trigger healing effects like the one from Lich.
Remove Plank as a starting weapon from Chef
Change Turkish translation of Saver from "Kurtarıcı" to "Biriktirici"
Change Korean translation for the dodge stat upgrade called "Back" from "뒤로" to "등"
Optimized clean up and movement calculations for projectiles
During specific events in a wave (e.g. Gain Attack Speed for living enemies on Community Support) all weapons and structures are recalculated to match the current player stats. Instead of doing these calculations in 1 frame, they are now spread out over multiple frames to reduce lag spikes.
Update Spanish translation for Small Magazine from "Carregador Pequeno" to "Cargador Pequeno"
Update Japanese translation for the Pinguin item to include the "until end of wave" aspect of the effect
Spoon IV: Max HP Scaling 25% => 30%. Usually weapons have an increased scaling with higher tiers but that was missing for the Spoon IV.
The wave timer once again shows the remaining seconds of a wave instead of reseting to 0 when failing a wave.
Fixed a bug that weapons targeted recently deceased enemies.
Fixed a bug that Demon's health bar did not reflect the additional HP gained at the end of a wave.
Improve Barbecue challenge to more reliably detect when 25 enemies are burning
Continuing a Run with a Particle Accelerator could show that it has Bounces. This is a bug since Particle Accelerator can not bounce at all and it will no longer show up now.
Major overhaul of the Japanese translations. Big thanks to the community member Azure for providing the improvements
Coral no longer "saves up" health regen when moving around and healing for several HP when standing still
Being buffed by a charmed Buffer during the end of a wave resulted in negative stats during the next wave. Now the stats are correctly reset as expected.
Converted stats are now correctly reset when retrying a wave as Cyborg
Fixed a wrong ranged damage scaling value for Laser Gun IV. Reverted back to 600% as it was in version 1.0
Charmed enemies can no longer be damaged by "Deal damage to random enemy" effects from Lucky, Cyberball and other sources of similar effects
Projectiles and enemies are now reused during waves to increase performance
Optimize input handling and the HUD during waves for better performance
Optimized the logic for taking damage of enemies and players
There was a chance that an enemy appeared invisible when being respawned. This is now fixed.
Ensure controller inputs are enabled when entering the shop
Fixed a bug that Pufferfish and other shooting enemies sometimes did not fire all their projectiles
The builder turret was not correctly set up during spawning. This resulted in low attack speed until the next time the turrets stats were recalculated.
Projectiles from enemies that deal damage after a delay (slash and pillar projectiles) could deal damage during the initial frame that they were spawned. This resulted in Bosses like Invoker dealing instant unavoidable damage to the player. This is now fixed.
Opening the pause menu in coop resulted in analog sticks no longer being able to select crate rewards/level ups. The sticks should now be correctly enabled again on leaving the pause menu.
Cursed Stargazers now receive the buffed outline again if their Iron Lung is being destroyed
If a charmed Stargazer enters a charmed Iron Lung and that Iron Lung is later resued, it was no longer attacked by auto aim
Stargazers could get angry several times in certain conditions resulting in a overbuffed Stargazer chasing the player down. Now the getting angry is only able to happen once.
Dropped material has its appearance randomized again
Cursed Flame Turrets deal increased burn damage again by being cursed
Bull's explosion now triggers the effect from Ice Cube
Ported over a lot of the performance optimizations from the amazing "Performance Booster" mod by WL. A big thank you from our side for the hard work.
During startup any missing Steam achievements, which sould be unlocked based on your savefile, are automatically unlocked. This allows for a more performant implementation of achievement tracking.
Various translation adaptions (big thanks to all the community feedback for improved translations)
Update the mod loader to version 6.3.0
Attacking an enemy with a flute as Romantic now uses the HP threshold of the flute instead of Romantic to check if the enemy will be charmed
Chef's explosion burn damage from picking up a consumable now scales correctly with burn modifiers such as percent damage
The explosions from Ogre, Glutton, Spicy Sauce and Rip and Tear now scale with crit chance
Spicy Sauce: Limited to 3 => 2, 33% explosion chance => 50%
Riposte is now banned for characters which have melee damage items banned (e.g. Ranger)
Various optimizations to materials, stat calculations and burning to improve performance
Changes to the Steam integration brought instability for certain hardware setups. Revert it back to the old approach
Brotato.exe has an icon again
Improve various Japanese translations (burning spread, Lure item, Saver character, consumable heal effect)
Improve chinese translation of Revolver
Fixed an issue where particles were not shown on hardware which does not support OpenGL 3.3 (burning enemies, explosions, hitmarkers and others)
Upgraded Brotato to Godot 3.6 which improves support for certain controllers and provides various other bugfixes and improvements
Fixed an issue that certain Xbox controllers were recognized twice by Godot, resulting in double inputs being registered
Update german translation of the lure from "Köder" to "Lockmittel"
Improve performance of explosions and various graphical effects (hitmarkers, gold pickups, healing, damage numbers and others)
Pulling in enemies with harpoon now reduces their damage correctly
Added a button in the pause menu to end the run
Dying or ending a run after the final wave's bosses are dead now counts as a win in endless mode
Reroll price slightly increased
Fish Hook: the chance to curse items now increases until the next item gets cursed when no locked item gets cursed in a shop (pity system)
Banned items can now appear again after wave 20 in endless mode
Ashes: added missing tags
Seashell: can't appear for characters who can't use ranged weapons anymore
Barnacle: now has the "XP Gain" tag, can't appear for Baby anymore
Lantern: added missing tags
Disabling a mod required unsubscribing from the mod in the workshop. Now disabling them in the Steam Brotato properties works as well.
Fixed Russian translation for the effect of ethereal weapons
Fixed Japanese translation to consistently replace the use of 与えます with 付与 and improve translation of the Barnacle item.
Modding: fixed a bug where starting a wave higher than 20 in debug mode would crash the game
Added a new feature for displaying announcements in the main menu
Fixed a bug where outlines were not shown on older hardware which do not support OpenGL 3.3 (outlines on weapons, projectiles and enemies)
Added "Stats gained" tracking to the dwarf character
Removed more unusable items from specific characters' pool
Fixed a bug where Jerky would stop healing at the end of a wave and thus stop effects that happen when picking up a consumable while at max health
Fixed a bug where mods being located on a path containing non-ASCII characters could not be loaded (e.g., Chinese characters)
Fixed the Chinese localization of Chef's description
Fixed the Japanese localization for explosive and replaced 与えます with 付与, which was used for other translations already
Fixed a bug where the gameplay options would go over the edges of the screen in certain languages
Fixed a bug where the Axolotl would sometimes swap stats other than the ones displayed
Fixed a bug where the Axolotl would sometimes pick the wrong stats to swap
Fixed a bug where having multiple Druids in coop would sum the chances of the fruits being poisoned
Fixed a bug where the "% Reroll Price" secondary stat could get focused in coop
Landmines now get removed in priority when reaching the structure limit
Lobsters now also get removed in priority when reaching the enemy limit
Fixed a bug where curse particles would linger on for a bit after a structure disappeared
Fixed a bug where continuing a run from before version 1.1.0 could crash the game
Fixed issues with the Russian localization
Character progress in the DLC map is no longer lost when the DLC is disabled. It will reappear when the DLC is activated again.
In single player only the first connected controller was able to give movement input. It's now fixed so that any connected controller can be used in single player.
Added new Gameplay option to disable movement input from controllers (only for Singleplayer)
Fixed an issue where keyboard players in Coop could get stuck in the shop, no longer being able to move the focus around
Rerolls are now cheaper
Items that are unusable with the current character can no longer appear (harvesting items with Sailor and Hunter, Weird Ghost with Sick, healing items with Golem etc.) (141 useless items removed from the pool globally)
Captain's Sword: +15/30 damage for every free weapon slot => +25/50
Viperfish: 15% bonus damage on growing up => 10%
Dragonfish: 5 projectiles per shot => 4, 1 + 1.3 damage per wave => 1 + 1.15
Fixed a bug where the Blobfish would sometimes still spawn 6 lampreys
Viperfish: 3+3hp/wave => 1+3
Lobster: 3+6hp/wave => 1+5
Blobfish: spawns 6/3 lampreys => 4/2, tweaked skin
Hermit (healer): 10+8hp/wave => 5+5
Goblin Shark: charging speed 725 => 700
Tweaked some waves
Fixed the Russian translation for Kraken's Eye
Narwhal: +10hp/wave => +8
Tweaked some waves
+20% materials from cursed enemies => +33%
Captain: +50% xp gain for every free weapon slot => +60%
Sailor: -30% Damage => -25%, 20% Crit Chance cap => no cap
Gangster: +20%/10% elite damage on kill => +15%/7.5%
Ogre: now gets 2 guaranteed hordes in Danger 5
Anchor: damage 40/60/100 => 45/70/110, range 150/175/200 => 175/200/225
Reduced the scaling of enemy HP with Curse (2.5curse => 2curse)
Stargazer: +20hp/wave => +15, +300% hp when getting angry => +150%
Iron Lungs: +6hp/wave => +4, 5 armor => 3
Walrus: +30hp/wave => +25
Waves 16/18: slightly less Stargazers appear
Javelin cooldown: 60/55/45/40 => 60/55/50/45
Fixed a bug where some achievements were not unlockable when already having the corresponding ingame challenge
Fixed the Russian translation for "Diver"
Fixed the curse particles appearing too high for Landmines
4 new characters (+8 associated challenges/achievements)
5 new weapons
15 new items
5 new music tracks
Local multiplayer for up to 4 players (compatible with Steam Remote Play Together)
Added accessibility option to enable retrying a failed wave
Added an option to disable the music tracks that lead to copyright issues
Steam Trading Cards have been enabled
20 new waves with new enemies, elites and bosses
14 new characters
16 new weapons
30+ new items
Curse and charm mechanics
And more...
For more info check out this link
Mutation: -3% Speed => -3 Knockback
Helmet: cost 25 => 15
Terrified Onion: -6 Luck => -5
Gummy Berserker: +15 Range => +25
Acid: -4% Dodge => -2%, -2 Knockback
Black Belt: +3 Knockback, -8 Luck => -5
Gambling Token: cost 60 => 50
Blood Leech: -4 Harvesting => -3
Tentacle: cost 32 => 35
Stone Skin: cost 80 => 85, -2 Armor => -6% Attack Speed
Wisdom: -20% Damage => -15%
Big Arms: +3 Knockback, -1 Armor => -3% Attack Speed, -5% Speed => -3%
Duck Tape: cost 25 => 20
Lure: +3 HP Regeneration => +2
Lost Duck: +10 Luck => +8
Baby Gecko: 20% chance to attract materials => 25%, limit 5 => 4
Sharp Bullet: -2 Knockback
Fairy: -2 HP Regeneration for every Legendary Item => -3
Extra Stomach: 10 Max HP / Wave ceiling => 8
Spicy Sauce: 25% chance => 33%, limited to 4 => 3
Bloody Hand: +12% Life Steal => +10%
Robot Arm: price 90 => 100, effects replaced with +3 Melee Damage, +3 Engineering and -1 Max HP at the end of a wave
Sifd's Relic: +3 Armor
Eyes Surgery: Burning activates 10% faster => 20%, +1 Elemental Damage, Limited (3) => Limited (2)
Boxing Glove: price 15 => 18, +1 Melee Damage
Banner: -2% Lifesteal => -5 Knockback
Barricade: +3 Knockback
Cog: +1 Knockback
Mammoth: price 130 => 110, +5 Knockback
Alien Tongue: +1 Knockback
Scar: price 30 => 20
Bean Teacher: +40% XP Gain => +50%
Diploma: +20% XP Gain => +30%
Tyler: 100% Engineering scaling => 75% Engineering, 75% Elemental Damage
Scar: price 20 => 25
Coffee: price 15 => 20
Exoskeleton: -5 Armor => -3
Tyler: crit damage x1.5 => x2
Landmines: crit damage x1.5 => x2
Alien Baby: +8% Enemy Speed => +10% Enemy Health
Eyes Surgery: +12% burn speed => +20%, Limited (3) => Limited (2)
Plant: price 10 => 15, +2 HP Regeneration => +3
Little Frog: price 50 => 45, -5% Dodge => -3%
Rip and Tear: -12 Harvesting => -5% Crit Chance
Ugly Tooth: remove 10% speed up to 30% => 5% up to 20%
Esty's Couch: -15% speed => -20%
Dangerous Bunny: price 35 => 30
Glasses: price 25 => 20
Scope: price 55 => 48
Snail: -5% enemy speed => -8%
Spider: price 120 => 110
Torture: price 110 => 100, healing 4 HP per second => 5
Bloody Hand: price 100 => 110
Night Goggles: price 90 => 95
Giant Belt: price 100 => 110
Lucky Coin: price 100 => 105
Baby Elephant: price 25 => 22
Cyberball: price 35 => 30
Grind's Magical Leaf: price 100 => 110
Retromation's Hoodie: price 100 => 110
Explosive Shells: price 110 => 100
Diploma: price 80 => 90, +30% XP Gain => +50%
Padding: now has the "Max HP" tag, -5% Speed => -0%, +1 Max HP every 100 materials => every 80, limited (3) => 1
Excalibur: cost 260 => 230
Chain Gun: price 270 => 300, damage 3 => 2, crit damage x2 => x1.5
Wand: cost 15/31/61/122 => 12/26/52/105, burn damage 3x3/5x4/8x5/12x6 => 3x3/5x5/8x6/12x9
Torch: cost 12/26/52/105 => 10/22/45/91, burn damage 3x3/5x4/8x6/12x8 => 3x3/5x5/8x6/12x9, melee/elemental damage scaling 50% => 50/65/80/100%, gives +1 burning spread in tiers III and IV, tweaked hitbox
Stick: crit damage x2 => x1.5, damage 8/8/12/20 => 8/9/10/12, cooldown 40/36/31/27 => 42/38/34/30
Pistol: crit chance 3% => 5%/10%/15%/20%
Medical Gun: cooldown 45/40/35/25 => 40/34/27/20
Scissors: crit damage x2 => x2/x2.15/x2.3/x2.5
Hammer: damage 30/60/100 => 35/70/110, knockback 25/30/40 => 30/40/50, +2/4/6 Knockback
Rock: damage 20/30/40/60 => 20/35/50/70
Chopper: range 125/135/150/180 => 135/150/165/180, HP scaling 20% => 15/20/25/30%, tier 4 crit chance 20% => 25%
Fighting Stick: renamed to Quarterstaff, +2%/5%/9%/15% XP Gain
Crossbow: price 18/36/66/140 => 16/34/62/132, damage 8/10/12/15 => 10/12/15/18
Sniper Gun: spawned projectiles crit chance 3% => 20%, crit damage x2/x2 => x3/x4
Flamethrower: burning damage 3x5/4x6/5x8 => 1x3/3x5/5x8, range 300/350/400 => 250/300/400, projectile speed 1000 => 800/900/1000
Laser Gun: cooldown 105/100/95/85 => 95/90/85/75
Obliterator: projectile speed 1500 => 2000
Cacti Club: 80% Melee Damage scaling => 80/85/90/100%, 50% Ranged Damage scaling => 50/60/70/80%
Plank: 50/55/60/65% damage scaling => 50/60/70/80%, tweaked hitbox
Lightning Shiv: crit chance 5/10/15/15% => 4/6/8/10%, projectile crit chance 3% => 4/6/8/10%, 100% Elemental Damage scaling => 80%, price 15/31/61/122 => 18/36/66/142, projectile damage 5/8/12/15 -> 5/6/8/11
Jousting Lance: damage 25/30/35/50 => 20/25/30/50, price 18/34/68/118 => 20/36/72/132
Scythe: +100% Life Steal scaling, price 260 => 285
Gatling Laser: price 300 => 290, -50% piercing damage => -25%
Rocket Launcher: explosion size slightly increased
Mage: +33% Elemental Damage modifications => +25%, -100% Engineering modifications => -50%
Knight: +5 Armor => +3, can now start with Quarterstaff, Plank, Rock, Fist, Knife, Scissors and Cacti Club, can no longer start with Spiky Shield
Bull: changed tag "Max HP" to "Armor"
Well-Rounded: can now start with Fist, Slingshot and Wrench
Explorer: can now start with Hand, Wrench, Jousting Lance, Thief Dagger and Ghost Axe, no longer has the "Pickup" tag, now has the "Consumable" tag
Entrepreneur: can now start with Quarterstaff, Hatchet, Ghost Flint, Crossbow, Claw and Plank, can no longer start with Wand
Farmer: can now start with Quarterstaff, Slingshot and Thief Dagger
Multitasker: can now start with Rock and Ghost Flint, can no longer start with Pistol
Pacifist: can no longer start with Spiky Shield
Cyborg: 250% Ranged Damage converted into Engineering => 200%, replaced "stat_engineering" tag with "structure" tag
Engineer: added "structure" wanted tag
Cryptid: can't start with Sharp Tooth anymore
Artificer: +100% Damage with Tool weapons
Mutant: +200% XP Gain => -66% XP required to level up, can now start with Lightning Shiv
Jack: +75% damage against bosses => +125%, +250% Enemy Health => +175%, +50% Enemy Damage => +35%, -75% enemies => -70%, increase in materials dropped now also affects trees, can now start with Spiky Shield, can no longer start with Pistol
Ranger: can now start with Shotgun and Slingshot
Lich: can now start with Thief Dagger, Spiky Shield, Lightning Shiv and Rock
Apprentice: can now start with Medical Gun, can no longer start with Pistol
Chunky: can now start with Taser and Revolver, can no longer start with Hand
Demon: can now start with Wrench
Fisherman: can now start with Plank, Pruner and Scissors, can no longer start with Screwdriver
Generalist: can now start with Scissors, Ghost Flint, Fist, Shredder and Ghost Scepter, can no longer start with Pistol
Gladiator: can now start with Hatchet and Lightning Shiv
Glutton: can no longer start with Hatchet
Golem: can now start with Crossbow and Ghost Scepter
Loud: can now start with Screwdriver, can no longer start with Revolver, Taser and Wand
Lucky: can now start with Jousting Lance, Torch and Pruner
Masochist: can now start with Torch, can no longer start with Ghost Scepter
Old: can now start with Revolver
Renegade: can now start with Shuriken and Slingshot
One-Armed: can no longer start with Screwdriver, Ghost Flint, Pistol, Fist, Crossbow, Wand, Chopper and Laser Gun
Hunter: can now start with Scissors and Shotgun
Saver: can now start with Revolver, Fist, Chopper and Pruner
Sick: can now start with Cacti Club, Pruner, Ghost Flint, can no longer start with Hand
Soldier: can now start with Lightning Shiv
Speedy: can now start with Ghost Flint and Pruner, can no longer start with Wrench
Streamer: added "structure" wanted tag, can now start with Ghost Scepter, can no longer start with Quarterstaff, Rock, Jousting Lance, Knife, Lightning Shiv and Claw
Doctor: doubles HP Regeneration => +100% HP Regeneration modifications
King: can now start with Jousting Lance, Rocket Launcher and Fireball
Colossus: deals less damage, 1st phase projectiles are slower
Gargoyle: tweaked 1st and 3rd phases, more 2nd and 3rd phase projectiles
Croc: spawns less projectiles in 2nd phase, 2nd phase charge cooldown increased, projectile ring size slightly increased
Mom: reduced number of enemies spawned and number/damage of slashes in 2nd phase
Butcher: cooldown reduced in phase 1 & 3, more projectiles in phase 2
Rhino: cooldown reduced
Helmet Aliens: health increased (8+3/wave => 8+4/wave)
Loot Aliens: health decreased in earlier waves, increased in later waves (50+25/wave => 5+30/wave)
Junkies: health decreased (15+5/wave => 5+5/wave), 0% Knockback resistance => 50%
Spawners: stay further away from the player (400 => 450)
Small Chargers: 100% Knockback resistance => 80%
Big Chargers: 100% Knockback resistance => 90%
Buffers, Lampreys, Shooters: 100% Knockback resistance => 95%
Slashers: 100% Knockback resistance => 90%, drop more materials & items/consumables
Tentacles: drop more materials & items/consumables
Wave 20 on endless mode now lasts for 90 seconds
Bugs can now be reported by pressing F8 in game. Game data will be attached to the report to help us diagnose issues.
Save files have been upgraded and are not compatible with previous versions. A new save file will be created on the first launch using your existing save.
Slightly increased the chance of finding the same weapons or weapons of the same sets in the first five shops
Waves with elites are now displayed in the pause menu
Long item text can now be scrolled with the right joystick
Shop materials now flash when trying to spend more than the available materials
UX improvements to character and weapon selection
Updated formatting of weapon and structure damage modifiers in tooltips
Updated formatting of burning damage in tooltips. The burn duration is now displayed first, followed by damage.
Having multiple Scared Sausages now only increases the damage and no longer the duration of its burn effect (chance of activation still stacks)
Number of loot aliens spawned are no longer affected by modifiers to the number of enemies
Structures' shooting animation speed now scales with increases of structure attack speed (=removed hidden ~3 shots/sec cap from animation length)
Added a new "structure" tag which is separate from the old "stat_engineering" tag and assigned it to relevant items
Fruits now no longer heal instead of healing 1 HP when having -3 Consumable Healing stat or less
Pocket Factory now counts as 1 structure (for Streamer etc.)
% Structure Attack Speed now appears in the Secondary Stats container
Plasma Sledgehammer renamed to Plasma Sledge to allow display of weapon classes
Faster enemies get slowed down more when hitting you (proportionally to their speed)
Bonus % damage applied by items & other effects is now rounded instead of rounded down
Effects to enemy damage and health from all sources are now applied as a multiplier rather than additively which has many implications, including making items like Peacock and Celery Tea display the right amount of modifications applied and making 182% runs harder
Updated the description of "Strange Book" to "permanent Elemental Damage" to reflect its actual effect
Renamed the "Builder" challenge to "Industrialization"
Adjusted the volume of some sounds
Bosses and charging enemies can more reliably push other enemies out of the way to avoid being stuck
Tooltips now track damage/healing done for structures and the Lucky and Bull characters
Weak enemies now get despawned in priority once the enemy limit for a wave is reached
The weapon inventory in shops now display more weapons simultaneously if playing characters with increased weapon caps (Multitasker)
Weapons can no longer have more than ~3 seconds of cooldown before their first shot at the beginning of a wave
Locking items in single player can now be done using the same button as in the coop shop
King and Fairy icons now appear on the first copies of the items they affect
Renegade icon now also appears when getting an item from a crate
Damage dealt numbers are now formatted with commas
Limited items now display how many of them you have next to the max number you can have
"Consumable" and "Luck" tags are now separated
Fixed a bug where the additional value added to existing materials after the max number of materials on the ground has been reached did not take the "materials dropped" modifiers into account (affected Jack)
Knockback now always pushes enemies away from the player
Charging enemies now behave more predictably when attacking close to the player
Fixed bug triggered when pause is pressed while go button is held
The amount of enemies is now more reliably affected by items and characters that increase/decrease it
Enemy groups now reliably spawn together, instead of occasionally scattering over the map
Fixed a bug where Farmer's and Streamer's negative materials dropped effect wasn't affecting trees
Fixed a bug where Grind's Magical Leaf's tooltip was only displaying the stats gained by the first copy of the item
Fixed issue that could cause enemies to stop moving at low speed settings
Fixed inaccurate extra cooldown value shown in Revolver and Chain Gun tooltips
Fixed incorrect text color for some short weapon cooldowns in tooltips
Fixed incorrect rounding of damage in Incendiary Turret tooltip
Fixed damage from Scared Sausage not being included in Incendiary Turret tooltip damage
Fixed issues that could cause damage dealt for Scared Sausage to be reported incorrectly
Fixed a bug where the queue of enemies to spawn would fill up faster than it was emptied when having too many enemies to spawn
Fixed a bug where the cursor would move to the newly combined weapon after buying a combinable weapon in the shop instead of staying in the shop
Increased precision of short weapon cooldowns in tooltips
Increased precision of Garden and Pruner cooldowns in tooltips when Improved Tools are used
Fixed UI bugs when locking multiple baits
Fixed the gameplay options UI layout overflowing the screen for some languages
Tooltips no longer clip outside of the screen
Fixed the Revolver being on long cooldown at the start of waves
Added the "Range" tag to "Baby Gecko"
Added the "Elemental Damage" tag to "Alloy"
Added the "Attack Speed" tag to "Community Support"
Added the "Attack Speed" tag to "Improved Tools"
Added the "Damage" tag to "Power Generator"
Added the "Damage" tag to "Silver Bullet"
Added the "HP Regeneration" tag to "Octopus"
Added the "Ranged Damage" tag to "Sharp Bullet"
Removed the "Armor" tag from "Triangle of Power"
Fixed Japanese localization
Fixed the Garden's description sometimes showing the wrong cooldown
Fixed a bug where spinning enemy projectiles' damage was not being initialized properly
Fixed a bug where some information was not getting serialized/deserialized properly and was messing up some descriptions when loading a run
Scared Sausages now display the correct amount of damage done in the tooltip
Fixed the Spicy Sauce appearance not appearing
Fixed the rounding of enemy damage numbers which should result in smoother increase over the waves
Fixed a bug where rewards with descriptions that are too long would push the whole Progression screen down
ArosRising for creating a ton of helpful documents and the Brotato MultiTool
DarkTwinge for making the Balance Mod
Everyone who contributed to the Brotato wiki
Everyone who participated in the betas and reported bugs and gave feedback