Protolife 1.0.5 — Achievements Live!

Protolife

Protolife is an unique tower-based strategy game which gives you a direct control over the builder robot in a struggle against the hungry proto-life organism.

This update addresses several balance, controls and difficulty issues. [h1]New features[/h1] [list][*]Steam Achievements! [*]New option for helping with build accuracy when using continuous building. [*]Several keyboard/gamepad improvements[/list] Robot will slow down when continuous building is applied. This can help navigate more accurately. As well as there is no 'second block skip' lag anymore. Before this change: [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32215614/877b448463212d14c69f38de625cde2c9d19c6f6.gif[/img] After this change: [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32215614/e4e01817dda84d8809662dcfe441b2385658a70e.gif[/img] Game settings allow to disable/enable this slowdown. It is 'ON' by default. [h1]More controls improvements[/h1] [list][*]Start menu now includes 'Controls' setting where key bindings are (previously this setting was under in-game menu only). [*] WASD work in the start menu, global map and in-game menu. These keys can be re-binded. [*]Gamepad will not require an additional tap on level/global map start to interact. [*]'Hold SPACE and move to build a line of blocks' hint added for Biomass and Tower Defense levels. [*]Global map remembers the level completed and won't scroll to the last one if some of the previous levels was replayed. [*]Builder unit now does move if key released really fast.[/list] [h1]Balance changes[/h1] [list][*][b]Acid Trip:[/b] Sleep time reduced to 75 (was 90). Green caterpillar now patrols the arena inside, so it doesn’t rush until player reaches the second corner. [*][b]Biomass:[/b] now includes special cocoons that will release all the waves on impact, this prevents 'spawning from the air' issue and makes speedrun more challenging and fair. [*]Explosions at the end of [b]Biomass[/b] and [b]Tower Defense[/b] will kill all the mobs. [*]TX* tower family now prefers enemy bullets, then magnetos, then other enemies. [*]TX3 charges amount buffed to 5 (was 3). As a result TX* are now much more useful at handling magnetos and more reliable at the front. TX3 hopefully will be less of a disappointment. [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32215614/85cd4155cd6c2f8373d122338dbae251cb71ffa5.gif[/img] [*]Reworked TFLM2: - Targets the point on the ground. - Bullet collision is off until it reaches the destination. - Always drops flame in a 'plus' pattern. - Cooldown increased to 3.5 sec (was 2.0) - Still affected by magneto shield [*]Magneto: Shield radius will now diminish when under fire. With the TX* buffs it should be easier to deal with these guys now. [*]Green caterpillar respawn time increased to 4 seconds (was 3). [*][b]Karst Layer:[/b] no changes so far, but the level feels better due to TFLM2/TX buffs.[/list] [h1]Bugfixes[/h1] [list][*]Fixed Game crash related to switching between builder units in some cases (Cannot read property 'stop' of null at Hero.toBackground)[/list] P.S. Expect some more details on future plans next week. Have fun!