Protolife 1.1.2 (+1.1 update notes)

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.

[h1]Version 1.1.2[/h1] This patch addresses multiple issues reported via Steam, Discord and email. [b]Experiments game mode[/b] [list] [*] Resource spawners and colony base won’t block any major paths on randomly generated levels. (thanks to Kezzbo, vervedan and Ernest) [*] Resource spawners for survival type missions are closer to the base now [*] Orange Centipede spawn chance is significantly lower for low risk experiments [/list] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32215614/c77750da6118a12a1c7adc017ac5d089dbe3def0.gif[/img] [i](resource spawners location, 'before' and 'after')[/i] All existed experiments could have significant changes due to these improvements. The amount of enemies and spawn locations may vary, but the layout of each level will be the same. Please note that we are still working on Tower Editor balance issues. Thank you for all the feedback provided about this feature. [b]Fixes[/b] [list] [*] Crash Report: _this5.substate.closeDialog is not a function (thanks to Austinlb90) [*] Crash Report: Cannot read property 'length' of undefined at new Watcher (thanks to Jseah) [*] Crash Report: Cannot read property 'bringToTop' of undefined (kudos to Sam Quan) [*] Crash Report: Cannot read property 'a' of undefined (thanks to⎝Dr. Danger!⎠and Austinlb90) [*] Crash Report: Renaming a tower to a name you already have freezes the game [*] Shader error for experiments reward dialog (thanks to do335) [*] TMSL boost breaks its projectile trajectory (thanks to vervedan) [/list] [h1]Version 1.1.0, 1.1.1[/h1] [list] [*] New game mode: Experiments [*] New game mode: New Game+ [*] New game feature: Tower Editor [*] New game feature: Unlockable Tower Blocks [*] New enemy structure: Pattern Shutdown — disables random tower pattern until the structure destroyed (health: 5, armor: 1) [*] New enemy mob: Orange Centipede — drops orange slimes [*] New tower patterns: TY1/TY2 — short range shotguns, low ap, high dps, high spread [*] New booster pattern: RBST — boosts reload for all towers in range by x0.85, stackable [*] New UI feature: survival wave preview — shows the amount of enemies in each wave [*] Some performance optimizations [/list] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32215614/138f4c756ba99c467d9d4d4be9160bdde2f9a4c6.gif[/img] [b]Levels tweaks[/b] [list] [*] 28 - Squid Ravine: now has 2 TX3 on start [*] 33 - Cluster: now does not spawn Magnetos (while still have two repulsor structures) [*] All survival levels now use wave spawners (cocoons) instead of spawn-from-the-air approach [/list] [b]Balance tweaks[/b] [list] [*] TX3 rework — now guards will return to the orbit upon target’s death, more sustainable [*] TMSL1 — projectile follows the enemy [*] TMSL2 — now fires 3 projectiles with 5 dmg each instead of 1x20dmg, projectiles follow the enemy [*] WBUILDER (wall printer) — build time rate reduced to 0.5 seconds (was 2.0 seconds) [*] Every tower now have a x0.5 time delay for the first reload (more convenient in a rush situation) [*] Behemoths won’t spawn from L0 buds [*] Enemy ZAPPER reload time decreased to 0.5 sec (was 0.7 sec) due to TMSL2 rework [*] Wave spawners health increased from 1 to 10 to avoid unintentional agro [/list] [b]Fixes[/b] [list] [*] Crash Report: Cannot read property 'invincible' of undefined at TiledLevel.checkDefenceIntersection (multiple reports) [*] A lot of minor UI tweaks and fixes [/list] [b]Misc[/b] [list] [*] Robot now makes one step side if reaches an obstacle on its way [*] New secret robot ability to lock towers configuration (default key ‘L’) — allows to nail down any tower so it will ignore any other possible transformations [/list] Cheers!