Full notes
Full TUNNEL DIVERS update
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What changed
- Server
- Gameplay
- UI and audio
- Balance
- Fixes
- Maps
TUNNEL DIVERS changes
Dev Log
This update adds the final campaign missions, bringing the campaign development nearly to a close. While I will make changes and fixes to the missions, this pretty much marks that I have achieved all the goals I set out for this game, so we can really start moving towards release. I humbly ask all players to help me test all campaign missions. If you think a mission is too hard or too easy, if the par time needs adjusting, and so forth. I just wanted to get the rough drafts for each mission out, then we can work together to polish them up. The Game Maker bug that would cause servers to lag has also been fixed, so I'd like to schedule a gather for next weekend, on March 24th. I need a lot of people too join, at least enough to fill 1 server so we can stress test and see if the memory leak fix was really the issue. Once we can confirm that the problem is solved, then I'm going to schedule gathers a lot more frequently, without a fear of seeing a small player turn out. Lastly, this new Game Maker update got really wacky with the audio, so the audio quality may sound bad. This will be fixed later in the week.
Added
Added last 5 campaign missions, including the final boss and ending
Added Ironman mode for the campaign, where you only have 1 life and can only use 1 load out. Unlocked by beating the campaign.
Added 3 more achievements
Added Damage Numbers option to the options menu
Added “E-Brake” key binding. Holding down this key will significantly increase your ship’s friction. (Default: R)
Balance Changes
Increased the Sting Ray’s EMP wave radius
Sting Ray is now immune to being EMP’d -- These buffs make the Sting Ray's passive abilities more useful, and offers a counter to EMP spam if necessary.
Concussion rockets now fire from the center of your ship -- This makes the concussion a lot easier to boost yourself with..
Pulsar projectile is no longer destroyed when shot by energy weapons too much -- It felt like the Pulsar module would get destroyed too quickly in combat, so now it's a lot more deadly.
Reduced knockback when taking damage -- This should make the game feel a lot less chaotic, you can still get pushed around but not as much by primary weapons..
Changing weapons is no longer blocked mid-fire for fast paced weapons -- This was a suggestion and it made sense since the cooldown visual effect never appears on short fire rate weapons.
Campaign Changes
Nerfed some campaign enemies (Less accurate, shoots less, etc)
Increased mission 10’s par time to 3:00
Lowered mission 9’s par time to 3:30
Added a secret to mission 6
Fixed
Fixed the evac timer in mission 11
Fixed secrets hidden inside secret walls not showing up on the map when you have the map upgrade
Fixed the memory leak for sending UDP packets (GMS v1804)
Tunnel Editor
Added a object properties menu, hover over an object and right click it to edit it’s properties (Button timers, angle, etc)
Fixed logic lines in the map editor displaying incorrectly
You can now drag objects with left click if no object is selected from the left menu
Alt key now functions backwards when you are dragging an object
Changed middle mouse click from dragging objects to dragging the camera in the map editor
Explosion logic events will now explode again if they are deactivated by logic gates and activated again.
Reduced damage of the hurt logic area
Source
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