Release Notes for Tunnel of Doom
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)
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
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"