There will be more data and proper atribution here (original author, steam link, original post date, etc) real soon, I promise. This is just like a technical test to see if they're coming in ok at all.
Brotato » Brotato 1.0 Release
After 10 months of Early Access, Brotato is now out in version 1.0!
Thank you everyone for playing the game and for your feedback!
I hope you all enjoy Brotato in its complete (?) form!
- Added 5 new elites
- Added 6 new characters
- Added 7 new weapons
- Added 6 new items
- Added 12 new challenges
- Statue: +30% Attack Speed while standing still => +40%, price decreased (65 => 60)
- Mage can now start with Plank
- Entrepreneur can now start with Pruner and Wrench
- Gnome: +5 Elemental Damage => +10
- Spicy Sauce: 50% Max HP scaling => 100%
- Slingshot: fixed/tweaked the cooldown from 55/55/50/55 to 55/52/50/48
- Jack: +50% damage against bosses => +75%
- Acid junky enemies: 20 base health => 15
- Hatchet: 100% Melee Damage scaling => 75%, +15% Attack Speed scaling
- Ricochet: -35% Damage => -25%, price increased (100 => 110)
- Mammoth: +15 Melee Damage => +20, +2 HP Regeneration => +5, price increased (115 => 130)
- Wolf Helmet: +8 Elemental Damage => +10, +15 Luck => +20, prince increased (80 => 90)
- Medikit: +2 HP Regeneration every 5 seconds until the end of the wave, price increased (90 => 95)
- Explosive Shells: +15% Explosion Size, price increased (100 => 120)
- Potato: +3% Damage => +5%, +1 HP Regeneration => +2, +5% Attack Speed, price increased (85 => 95)
- Robot Arm: -3 HP Regeneration => -2, -3% Life Steal => -2%
- Diploma: +10% XP Gain => +20%
- Octopus: +5% Life Steal => +3%, +5 HP Regeneration
- Big Arms: +10 Melee Damage => +12, +5 Ranged Damage => +6, -2 Armor => -1
- Heavy Bullets: -10% Attack Speed => -5%
- Night Goggles: -2 Armor => -1
- Jetpack: -6 Max HP => -5, -2 Armor => -1
- Obliterator: is now part of the Gun weapon set
- Baby Gecko: -1% Lifesteal => +10 Range
- Panda: -12% Damage => -5%
- Spider: -6% Dodge => -3%, -8 Harvesting => -5
- Missile: -6% Attack Speed => -4%
- Community Support: now unique
- A flying enemy now appears on wave 3 on danger 2+
- Bosses health: 28,000 + 100 per wave => 15,000 + 750 per wave
- Fixed a bug where Chunky was tagged for HP Regeneration instead of Luck
- Fixed a bug where Improved Tools were tagged for Elemental Damage instead of Engineering
- Shotgun: Tier IV, -15% Piercing Damage => -30%, 12 Damage => 9, cooldown 55 => 60
- Blood Leech: base price reduced 50 => 45, -6 Harvesting => -4
- Riposte: 50% chance to activate => 100%
- Tweaked the number of trees spawning to be more consistent when having bonuses to trees
- Padding: limited (3)
- Dangerous Bunny: limited (3)
- Hunting Trophy: limited (3)
- Endless Harvesting decrease: 10% => 20%
- The speed of enemies in endless mode now increases slower
- The health of enemies in endless mode now increases slightly faster
- The rate of consumables’ drops in endless mode now decreases a lot slower
- Endless shop and rerolling prices now increase a lot slower
- Endless materials drops now decrease slower and cap higher
- Generalist: can no longer start with Crossbow, can now start with Knife, Shuriken, Laser Gun
- Streamer: can now start with Spiky Shield
- Well Rounded, Old, Saver, Farmer, Mutant, Lucky, Entrepreneur, Explorer, Soldier, Masochist can now start with Wand
- Mage: +5 Elemental Damage => +0
- Taser: damage 5/5/5/9 => 6/6/6/12
- Wand: Elemental Damage scaling 50% => 50/65/80/100%
- Chain Gun: 5 Damage => 3
- Revolver: Ranged Damage scaling 1/1.25/1.5/1.75 => 1/1.3/1.65/2
- Baby Elephant: price reduced (35 => 25)
- Cyberball: tier I => tier II, price increased (25 => 35)
- Upgraded ModLoader to v6. Most mods will probably need to be updated because of that. (see: breaking changes)
- Added the possibility to set up to 5 tags for your mod in the Godot Workshop Utility.
- A button now appears in wave 19’s shop to switch a normal run into an endless run
- Fixed a bug where the “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
- Fixed a bug where Recycling Machine wasn’t displaying the materials gained from recycling items found in crates
- Fixed a bug where the experience gained by Harvesting could make the xp bar overflow
- Changed “Lumberjack” challenge icon
- Changed the max number of structures on the map at once to 100 from 50
- Enemies spawned by elites and bosses are now affected by modifiers to the number of enemies
- The wave number displayed in the shop now corresponds to the current wave and not the next one
- Added next wave’s number in the “go” button in the shop
- Runs with modifed accessibility options that end up at 100% are now displayed as 100% runs instead of being the same as default runs