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!