This first major update for the year puts a focus on enemies - new and existing. Enjoy!
Full v. 1.4 changes:
- [General] New enemy: Goblin Leader
- [General] New enemy: Ripper King (Level 1 mini-boss)
- [General] New enemy: Shadow Master (Level 2 mini-boss)
- [General] Enemies can have armor: decreases hit damage by 1, stops all projectiles and deflects bullets
- [General] Modified enemy: Added "Teleport Jump" special attack for Shadow
- [General] Modified enemy: Ripper Queen has armor
- [General] New cannon upgrade (all except water): Penetrative - Armor Piercing projectiles
- [General] New cannon upgrade (water only): Perceptive - Targets all enemies
- [General] Goblin may come out when breaking hole planks
- [VFX] Blood splatters fly more in line with where the attack came from
- [GUI] Updated workbench background graphic
- [AI] When player interrupts an attack against another target, the enemy will likely stop and target the player instead
- [AI] Some friendly spiders may join and help the player in battle stages
- [Balance] Projectiles from friendly spiders do not hurt the player anymore
- [Balance] All goblins become slightly faster on each hit they take
- [Balance] At least every second normal room is a battle stage now
- [Balance] Level 1 final battle has only flying enemies
- [Balance] Enemy projectile aiming improved against player
- [Balance] Longer incoming timer for Vrem and other bosses before entering battle
- [Balance] Wishing Well: Decreased the odds for many items
- [Balance] Saved Miner: Added more variety to rewards
- [Balance] Player invinsibility time decreased after hit by 0.5s
- [Balance] Rats do not eat Shadow enemy anymore
- [Balance] Modified weapon: Golden Pickaxe default damage is now 3 with additional 2 damage against armored enemies
- [Balance] Frost level may have holes that are not covered by ice
- [Balance] Dream mode: Vrem health dropped to 75
- [Bug] Rippers did not target fire and water cannons
- [Bug] No warning prompt regarding respawns when starting a new game on game over screen
- [Bug] Glass Cannon projectiles did not cover exact full range
- [Bug] Player would sometimes use an action (e.g. pickaxe) when interacting with something
- [Bug] Steam screenshots were not working (F12 in game)
This update is a bit of a continuation from the previous one where we introduced the workbench. Now that workbench has additional things you can do - cannon upgrades! Go have a look what's currently available and feel free to suggest new ones if you got any.
This needs its own mention - yes, there's no more respawning battles. Believe me it wasn't a feature meant to annoy anyone, but it surely got some people upset. The original intent of this was to have a risk/reward aspect when going back to already visited rooms. Needless to say it was either poorly executed or a bad idea in the first place. Nevertheless, there's safer travels now.
As you can see the balance and bugfixes continue. This sometimes feels like a game of whack-a-mole, but as long as it's better than the previous version then we're heading in the right direction!
The next update will likely land sometime in January given the upcoming holidays.
A huge thank you to everyone who has supported the game on launch. And if you enjoy Tunnel of Doom, please consider leaving a user review. Every review really helps!
Full v. 1.3 changes:
- [General] Workbench now has some useful upgrades for cannons
- [General] No more respawning battles (battles in already visited rooms)
- [AI] Enemies will roam about less
- [AI] Spider aim is a bit better towards enemies
- [SFX] Reduced the volume level of some of the background sounds
- [GUI] Added number of incoming enemies to the "Battle Stage" title card
- [GUI] Workbench will show how many cannons are broken and how many upgrades there are without interacting with it
- [GUI] Workbench has some graphical updates
- [Balance] "Shadow" enemy is unaffected by cannon ammunition
- [Balance] Better odds of loot from locked lockers than open lockers
- [Balance] Decreased odds of getting extra hearts and perks from wishing well
- [Balance] Decreased odds of getting extra hearts from crates
- [Balance] Decreased odds of getting a heart from spiders
- [Balance] Decreased odds of getting coins from enemies
- [Balance] Decreased odds of getting coins and hearts from bats
- [Balance] Rats are slightly faster when running to their holes
- [Balance] Level 1 starting enemies increased by one (from 2 to 3)
- [Perk] Removed "Safe Traveler" perk (no longer needed)
- [Perk] Added "Smithy" perk: 15% off from workbench repairs and upgrades
- [Bug] Doomed Story: starting perks "Healthy" and "Fast Metabolism" were not applied properly
- [Bug] Build mode placement tool could get misaligned when changing from mouse to gamepad control
- [Bug] Rat could sometimes run and fall into holes after battle
- [Bug] Rat hole is visible on top of opened locker
- [Bug] Vrem's top part of the throne had corners that looked like you couldn't build there
- [Bug] Perk: "Agile" had a 50% dodge chance (instead of 25%) against enemy projectiles
- [Bug] "Cover all holes" feature did not cover holes that were under the currently selected hole cover
- [Bug] Enemy projectiles did not hit the large hole fence even if targeted
- [Bug] On rare occasion the rock cannon would not shoot at all
- [Bug] Sometimes the glass cannon fired at nothing
This first post-launch update deals mostly with balance and bug fixes, but there is also a much requested new feature - the workbench. You can find the workbench in the Supplies room where you can repair any broken cannons you may have with some resources.
In future updates, there's going to be a bigger focus on bringing more game content. Please join the discussion forums if you want to be part of bringing your ideas to the game.
A huge thank you to everyone who has supported the game on launch. And if you enjoy Tunnel of Doom, please consider leaving a user review. Every review really helps!
v. 1.2.1 change:
- Achievements and leaderboard was not working, sorry about that!
Full v. 1.2 changes:
- [General] Added ability to repair broken cannons on a Workbench
- [GUI] Show odds of battle when fast traveling on map
- [SFX] Added a new general and pre-battle music track
- [AI] Bats will charge away when hit
- [Tutorial] Added explanation for Low and High obstacles
- [Balance] Player can no longer harm miners with melee attacks
- [Balance] Making a wish in well is now disabled during battle
- [Balance] Increased the number of enemies in already visited rooms
- [Balance] Reduced the chance of battle when traveling to already visited rooms
- [Balance] Reduced the amount of rats that appear
- [Balance] Reduced the amount of coin from enemies and crates
- [Balance] Reduced the amount of gold from rocks and fake exits
- [Balance] Reduced the amount of health from enemies and crates
- [Balance] Reduced the amount of secret ladders
- [Balance] At least every 3rd room is a battle stage now (previously every 4th)
- [Balance] Fake exit locations in map adjusted slightly further away
- [Balance] Vrem is more aggressive against glass barricades
- [Balance] Vrem health dropped from 150 to 100 in Dream mode
- [Bug] Incoming enemies max cap (20) did not work in all situations
- [Bug] Rats had the potential to give double loot
- [Bug] Player may get hurt in the animation phase of moving through a door or ladder
- [Bug] Possibility for an enemy to get stuck after knockback to a wall
- [Bug] Possibility to have a shop or altar room twice in a row in Dream mode
- [Bug] Could trigger level end battle again by going away and coming back
- [Bug] Could run tutorial in Dream mode
- [Bug] Potential fix for a game crash on "variable melee_sound not set"