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Friday, June 23, 2023 10:11:47 AM

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