Full notes
Full Protolife update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Balance
- Events
- Gameplay
- UI and audio
- Maps
This patch mainly addresses Tower Editor balance issues and game crashes reported via Steam, Discord and email.
1. New threats for Experiments!
Corruptor
hp: 5, average speed
Uses alternative paths to breach the defense and spread the infection. Stay alert!
Can be found at yellow and red risk experiments.
Elemental Worms
Pretty tough. Armored: 10 hp and 3 armor, Magmatic: 14hp and fire resist, Electric 12hp and electric resist.
Appear only at red risk experiments.
Unidentified Behemoth
???
2. New Game+ and Original Campaign
Now you can go back to original campaign even if NG+ is in progress (if you want to replay some levels, complete achievements, etc.). There is an option to erase all progress including NG+ as well.
3. Tower Editor changes
Tower summary panel now shows percentage values instead of multipliers. For instance, you will see '+20%' instead of 'x1.2' and '-10%' instead of 'x0.9'. Some tower properties are now capped to prevent performance and gameplay issues.This means some blocks in a custom tower will have no further positive effect when this cap is reached. This is also true for towers buffed by multiple link boosters. Tower properties limits:
Range - max: 30
Salvos - max: 30
Bullets per salvo - max: 30
Reload time - min: 0.1 seconds
Burst delay - min: 0.01 seconds
Armor Penetration - max: 3
Splash - max: 5
Projectile Speed - max: 30
You will see ‘(min)’ or ‘(max)’ tooltip next to a property when its limit is reached on the UI.
4. Tower Blocks improvements
The second major change for this update are the tower block balance changes. Most of them have been nerfed because they used to break the game completely with some extreme configurations. At the same time we buffed the starting stats for all gunpoints. Therefore now you can build custom towers and see the improvements even when you don't yet have access to advanced blocks. Our goal also was to make small custom towers more viable while keep the extreme configurations balanced. As all things should be. Here is the full list of changes: Range Booster
Angle -5 deg. (was -20%)
Speed +1 (was +3)
Range Booster M2
Range +2 (was +3)
Angle -5 deg. (was -25%)
Speed +2 (was +6)
Sector Booster
Angle +15 deg. (was +60)
Speed change removed (was -1)
Sector Booster M2
Angle +20 deg. (was +90)
Spread change removed (was +1)
Speed -1 (new)
Damage Booster
Reload time +30% (new)
Burst delay +30% (new)
Damage Booster M2
Reload time +50% (new)
Burst delay +50% (new)
Firerate Booster
Reload time -10% (was -20%)
Burst delay -10% (was -20%)
Firerate Booster M2
Reload time -20% (was -40%)
Burst delay -20% (was -40%)
Splash Booster
Reload time +30% (was +10%)
Speed -1 (new)
Burst delay +30% (was +10%)
Pierce Booster
Speed +2 (new)
Pierce +1 (was +2 when <10)
Burst delay +100% (new)
Burst Mod
Energy -2 (was -1)
Salvos +1 (was +2)
Burst delay -10% (was -20%)
Burst Mod M2
Spread +2 (was +1)
Salvos +2 (was +4)
Burst delay -20% (was -30%)
Buckshot Mod
Speed +2 (was +5)
Range -2 (was -20%)
Bullets per salvo +2 (was +5)
Burst delay +30%
Plasma Gun
Reload time 1.2 sec. (was 1.5)
Damage 2 (was 1)
Burst delay 0.75 sec. (was 0.5)
Discharger
Angle 180 deg. (was 360)
Reload time 1.4 sec. (was 1.6)
Burst delay 1.2 sec. (was 0.5)
Now prioritizes Magnetos and bioartillery shots (same as TX1, TX2, TX3).
Proper sector color.
Mortar
Burst delay 1.2 sec. (was 0.5)
Proper sector color.
Flamethrower
No changes
Resource harvester
No changes
Boost linker
Energy -6 (was -4)
Now has a constant range and angle (can’t be changed via blocks)
Now has an efficiency factor which decreases all boosting parameters
Range 8
Angle 180 deg.
Efficiency 75%
Also we introduced a couple of new blocks: BF cannon
20 damage on impact, slow reload, slow projectile speed, electrocutes everything on its way.
Boost linker M2
Energy -8
Range 10
Angle 180 deg.
Efficiency 50%
5. Even more game balance tweaks...
Patterns
WALL now has 10 hp (was 8).
Burst delay specified for all towers so they are properly buffed via linkboosters.
Experiments
All missions: No more Tunnel Spawners, ZAPPERs, Repulsors, Infection Cannons at green risk levels.
- All missionsNew late-game enemies for yellow and red risks levels.
Survivals: No more Orange Centipedes and Magnetos at green risk levels.
- SurvivalsOverall waves difficulty reduced by 20%.
Max evolution level limit for all enemy structures: green risk = 3, yellow = 5, red = 10.
Enemy structures
ZAPPER can appear as a random spawn structure now. Experiments and New Game+ only.
Tunnel Spawners (big ones) now have an additional evolution stage with a lower enemies spawn rate (20 worms, 0 behemoths).
Levels 'Hollow', 'Focus', 'The Core' — the first grow phase will be easier due to the Tunnel Spawners change.
Fixes
Crash Report: Cannot read property 'counter' of undefined at BigGrid.hasSome (multiple reports)
Crash Report: Cannot read property 'X' of undefined at BigGrid.getBigCell (reported by A Pound of Life)
Infection Cannon projectile size fixed. (reported by coeja73)
Fixed infinite ricochet for a custom flame projectile (reported by Ghin)
TX3 projectiles destroyed outside of the map (reported by Dmitry)
Crash Report: SelectedTowerPanel2.show. Tower help and symmetrical patterns related issue (reported by Dmitry)
TX2/TX3 proper boost/deboost of salvos count.
Boost Linker multiple gunpoins does not work.
Boost Linker can’t boost towers in its range.
Range booster does not boost custom resource harvesters.
Boost/Deboost and pattern lock structure issues.
Jumping custom mortar projectile
Fixed all outdated descriptions in level briefings.
Fixed some localization strings.
Happy Holidays!
Source
Changelog.gg summarizes and formats this update. How we read updates.
