Protolife 1.2 — Level Editor & Workshop

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.

Hello everyone! Level Editor for Protolife is out now. It is available in-game so there is no need to run any external applications. [img]{STEAM_CLAN_IMAGE}/32215614/704de31b9db8afe1dad9565672a9b1a0f563b540.gif[/img] It allows you to sketch your ideas, playtest some crazy situations, spawn a swarm of tumors against your custom towers and just be creative. A lot of things are tweakable already, and we are planning to expose even more parameters soon. [h1]Steam Workshop[/h1] The most natural thing you can do with custom levels is to let other players to play them. Steam Workshop integration provides an ability to share your levels with the community and download new hand-made levels for yourself. [img]{STEAM_CLAN_IMAGE}/32215614/caa50a7b98370a02623e5fa1595ca06c4250c8c8.png[/img] To start this challenge — there are 8 new built-in custom levels and more are available within the [url=https://steamcommunity.com/app/809440/workshop/]Workshop[/url]. https://steamcommunity.com/sharedfiles/filedetails/?id=1856092478 [h1]Version 1.2.1 - Changelog[/h1] [b]General:[/b] [list] [*] New: Level Editor [*] New: Steam Workshop integration (levels only) [*] New: Custom Levels list (+ 8 custom levels) [*] In-game menu and result panel now show the progress of experiment. [/list] [b]Custom towers balance:[/b] [list] [*] [b]Damage block:[/b] reload time +15% (was +50%), burst delay +30% (was +50%) [*] [b]Damage M2 block:[/b] reload time +15% (was +30%), burst delay still +30% [*] [b]Burst mod:[/b] reload time +25% (was +50%), burst delay -15% (was -10%) [*] [b]Burst M2 mod:[/b] reload time +25% (was +30%) [*] [b]Buckshot mod:[/b] reload time +60% (was +100%) [*] [b]Pierce block:[/b] pierce value 3 (was 1), reload time +50% (was +100%) [*] [b]Plasma gunpoint:[/b] base damage reverted to 1 (was 2). [*] [b]Mortar gunpoint[/b] now prioritises targets according to armor penetration (mainly structures) and randomly chooses from a set of 10 closer targets otherwise.[/list] Dev comment: [i]Overall this is a huge buff. We want to make custom towers more reliable for red-risk experiments. Rate of fire was the main bottleneck for a consistent dps growth. 'Diminishing return' is still a thing so we are trying to avoid 100+ dps towers in regular games, while 100 dmg one-shot projectile is still reachable. You might expect some improvements for [b]flamethrower[/b] and [b]discharger[/b] gunpoints in the third iteration of these changes.[/i] [img]{STEAM_CLAN_IMAGE}/32215614/146b0fd04f0b785baf7a0af27538dd354d8712c7.gif[/img] [i](mortar gunpoint targeting)[/i] [b]Fixes:[/b] [list] [*] Crash Report: Cannot read property 'toString' of undefined at KeyBindingButton.refreshKeyLabel [*] Game crash after finishing experiments caused by shader on some gpu’s [*] Crash Report: Cannot read property 'toLowerCase' of undefined at AnyKey.redraw (big thanks to CrackParrot) [*] Crash Report: Cannot read property 'setBoosted' of undefined (kudos to hiromi_teija) [*] Crash Report: Cannot read property '1' of undefined at BigGrid.getBigCell (thanks to Přemysl) [*] Crash Report: Cannot read property 'onComplete' of undefined. Caused by InfectionBuilder (multiple reports) [*] Fix for 'destroy buildings mission continues even if your base is destroyed' (thanks to Discord squad and Starkweather) [*] Now you can remap W to Z (sorry, laestril!) [*] Now Corruptors won’t trigger 'if it works' achievement [*] Now Corruptors can’t place infection while death animation is active [*] Fixed NG+ levels resetting NG progress issue (cheers to dragonboy212) [*] Win screen stuck animation fixed [*] Tumor boss now can’t trigger both 'level win' and 'level lose' conditions simultaneously. [*] No more sliding on the ground mortar projectiles, affected by pierce boosters. [/list] Share your ideas. Ask questions. Have fun! https://discord.gg/RdhbkBn