In this update9
Full notes
Full Brotato update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone!
What changed
- Compatibility
- Gameplay
- Performance
- Events
- Balance
- Maps
If you followed our latest news, you now that Brotato has something to announce on April 9th at the triple-i initiative! Make sure to tune in to not miss anything.
But before this big announcement, we wanted to kick things off with the open beta of the update we are currently working on, "All Pain No Gain"! You can try it on the beta branch right now!
Here's a TLDR of the content, for full details keep reading:
A new difficulty above Danger 5: Nightmare Difficulty
1 new character, the Wounded
1 new weapon, the Railgun
Balancing and small improvements
Before getting into the content, a word about progress saves:
When playing on the beta branch, the game will create a parallel progression based on your progress on the default branch.
If you play on the beta branch, the progress you made will only be recorded on the beta branch
If you play on the default branch, you progress will only be recorded on the default branch
At the end of the beta, the progress you made on the beta branch will be lost
If you have any questions about that, do not hesitate to ask.
When playing the beta branch, please deactivate and unsubscribe to all mods in the workshop. Outdated mods might cause crashes and corrupted save.
To access the beta branch, go to your Library, right click on Brotato and go to "Properties" of your game, then select "Game Version and Betas". In the “beta participation”, select “beta” in the drop down menu.
Now on to the main course. We've seen a lot of people asking for more difficulty after Danger 5, for new ways to challenge themselves. "All Pain No Gain" is here for you.
A new difficulty
Once you've completed Danger 5 once, you'll be able to try the Nightmare difficulty. A step-up from Danger 5, this is not meant to be a new default way to play Brotato. Nightmare is here to offer a challenge to those who are breezing through Danger 5.
This new difficulty includes new waves with some enemies appearing sooner than Danger 5. Enemies damage and speed is also higher. The biggest changes from what would be a Danger 5 with pumped up numbers is the introduction of 2 new elements: environmental projectiles and the Fog.
Environmental projectiles
In Nightmare Difficulty, bullets are flying over the maps constantly. Starting slowly, they’ll grow in numbers and damage as the waves progress (but stays the same over wave 20). This should keep you on your toes and ask a healthy amount of skills to dodge all of this.
The Fog
Like Elites and Hordes, a new event will now appear on your timeline in Nightmare: 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 fire will be useful here…
New character, the Wounded
Completing Nightmare unlocks a character fitted for hardcore players: Wounded. This potato gets a head start with more Harvesting and more Speed but dies in 1 hit! But you also start with a Tardigrade so you get 1 chance to make it further.
New weapon, the Rail Gun
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 and small improvements
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.
We need your feeback!
The beta is in your hands, time to tell us what you think! We use those public betas to make adjustments to design and balancing based on what you will tell us of your game experience. Play it, tear it apart and let us know how it goes on the Beta Branch Steam Discussions or the official Discord!
Cheers, Dalloks and the EE team.
Patchnote:
New difficulty - Nightmare
New events during this difficulty
Environmental projectiles: bullets going through the level with increasing speed and quantity
- Obscuring Fogvisibility is reduced during specific waves waves concerned → (5 or 6 or 7) (10 or 11 or 12) (16 or 17 or 18)
New bestiary appearances during Nightmare
Unlocked by beating the game on Danger 5 Price inflation in nightmare going for a 0.1x per wave to 0.12x per wave
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
Banned regen items are banned as they provide no benefit to this character
Unlocked by beating Nightmare difficulty with any character on any map
New weapon - Rail Gun
The Rail Gun's damage increases every 5 seconds as long as the player hasn't been hit; resets at each wave
Unlocked by beating the game on any difficulty with Wounded
Changes 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
Upgrade icons are now affected by the accessibility color setting (positive color)
Starting Weapon
Added RailGun as a starting weapon for Hunter, Ranger, Baby, Buccaneer, Apprentice, Jack, Renegade, Multitasker, Soldier, Builder, Vagabond and Ghost
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 scaling50%/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 increased16/32/64 -> 20/40/80 Burn damage increased: 8x5/12x6/15x7 -> 10x5/15x6/18x7
- Ghost Flint Damage increased6/9/12/18 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 price15/31/61/122 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 cooldown 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 increased6/9/12/20 -> 9/13/18/25 Price Decreased: 15/31/61/122 to 10/22/45/91
- Plank Triple Scaling increased50%/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 increased40/60 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 increased125 -> 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%
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 decreased25/50/80 -> 22/45/70 Range damage scaling increased: 100%/125%/150% -> 110%/135%/170%
- Flute (DLC) Cooldown60/55/50/45 -> 50/45/40/35 Changed damage tier1: 5 -> 6
Medical Gun Tier 1 : cooldown 40 → 35 lifesteal 0,4 → 0,5 Tier 2 : cooldown 34 → 30 lifesteal 0,45 → 0,55 Tier 3 : cooldown 27 → 25 lifesteal 0,5 → 0,6 Tier 4 : cooldown 20 → 17 lifesteal 0,6 → 0,65
- Minigun Damage increased1/3 to 2/5 Pierce Damage falloff changed: 50%/50% to 25%/25% Cooldown 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 increased25%/25%/25% -> 40%/40%/40% Cooldown 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 Increased0/0/0/0 -> 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 BooksMoved it to tier 2. Decreasing price to 60.
Fixes
Fixed misspelled word "Haustierschaden" in German
Item appearances are no longer displayed in the character selection menu when "no item appearance" is checked in options
Fixed Curse stat — it can no longer be negative and is now clamped to 0
Source
Changelog.gg summarizes and formats this update. How we read updates.
