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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!

UPDATE 1.0.0.3

Content
  • Added 5 new elites
  • Added 6 new characters
  • Added 7 new weapons
  • Added 6 new items
  • Added 12 new challenges

Balancing
  • 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)

Fixes
  • 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