New Ladder competition. Play matches against other players to climb the Ladder divisions all the way to Wizard. The Ladder is in testing (Beta) so things may be adjusted as we move forward: play modes, rewards, divisions, ratings, etc. Also note that the Ladder is meant to reset periodically. We will run the Beta'01 Ladder for 6 weeks. For a full description of how the ladder works check the Info screen in the Ladder main menu, or just dive right in!
All changes:
Ladder system
[Treasure Hunter] Fixed the Ramp Multi mod to be sure it can activate properly
[Fastball] Made it less likely that a ball coming down the left lane can trigger the outlane save mechanism to close
[Jukebox] Fix an issue that immediately ended pot-o-gold if the last lit letter was the A (by locking a ball)
[Jukebox] Losing both Pot-o-Gold balls at the same time will not end the mode prematurely anymore
[Apparatus] Upped the ball save limits to 50K and 25s
Added a new play mode: 1-ball autosave. Until the auto-save timer expires, the ball cannot be lost. Otherwise works like 1-ball.
Improved the text on the game details screens.
Proper support for the extraBallAllowed flag in custom games
The 'End of the Universe' achievements will not progress when playing Daily Events with a custom starting point
Fix the ticker to properly support Golf custom modes
Game server performance improvements
Improvements to the matrix score display performance
[Jukebox] Receiving a call while playing Rhythm will not cause it to fail anymore
[Apparatus] When using mods to start the table with any section on the B side, it mistakenly counted as multiple section activations for the purpose of triggering the Activate All Configuration achievements.
[Tradewinds] Fixed a spot where the ball could get stuck
Fixed Tradewinds and Apparatus sharing some assets by mistake
[Brix] Fixed a spot where the ball could get stuck
[Tradewinds] Fixed an issue where the ball could become trapped in the East side, right outlane between the two gates.
It is now possible to specify 4 mods daily events presets (instead of 3)
Fixed score golf processing for custom events
Fixed an issue with the reward of powerballs at game over when there was also a challenge progress update
New multiplayer play option: you can challenge up to 3 other players at a time on a randomly chosen table. You need to follow the other players (and they need to follow you back) to be able to start a challenge with them. Further multiplayer play options will be coming soon for custom games and a ladder system.
Other important changes:
Followed players' scores will be visible in a separate tab on the Daily Event leaderboards (you can opt-out of being followed in Settings->Profile)
New option to set the amount of voice-over on Celtic Jukebox
All changes:
[Treasure Hunter] Fixed the mod 'Free Dive' which could lead to a stuck ball
[Fastball] The rollovers should be more reliable
[Jukebox] Moved the "Well done" message during the Rhythm game to avoid overlapping with the notes
Celtic Jukebox tokens will not re-appear after a reinstall if you already have access to the table
[Fastball] Fixed the targets sometimes becoming stuck in the ON position
Reworked the Game Over screen to support the new multiplayer mode
On the "paused" screen, if the game can't be restarted, that option will be grayed out
The "Daredevil" achievement will not show over Truck Attack anymore
Leaving a Daily Event mid-game will now post the current score in the background
Added options to follow another Daily Event player. You can then see their score in a new tab in the leaderboards
Going from the Daily Event History's calendar view to the leaderboard for that day doesn't reset the calendar anymore
For some reason the mods in the Pause screen were draggable - not anymore
[Brix] Added a timer to the deflector - if triggered too many times in a short period it will turn off to prevent an infinite loop
Added an option to tweak how often the announce (voice over) speaks in Celtic Jukebox. You can change the level in the Settings for that specific table
Changed User settings to Device settings
Changed Daily Event settings to Pinball Profile settings
Updated the settings icons for different categories
It is now possible to stop the spinning wheel
Improved the look of the screens detailing the game modes for Daily Events
If a new version of the game is required to access the daily events, it will say so in the daily event screen. A button will be available to get to the store listing directly
Server data now loads more efficiently
If the daily event is not loaded you can now directly request a refresh from the main menu
[Brix] Homing to stop if the ball hits a slingshot
[Wild West] Added blocking pins to the left outlane when the ranch is open to prevent powerballs from jumping out
Daily Event Custom games support for extra balls, skillshots and multiballs control
[PC/Mac] Updated the Live Score ticker to better support non-engligh characters
Golf scoring can now be used in custom games in Daily Events
[PC/Mac] Whether a mod is upgradable or not will not be shown in the Pause screen or on the table before ball launch
Daily Events now support a custom mode where Brix can be started on a specific level
Challenge score requirements will now be rounded (no more 5,821,455, it will now be 5,000,000 )
Fixed a conflict between screens that would prevent returning to the main menu from Game Over
A small update to the Celtic Jukebox to fix a couple of issues with the combos:
Combo chains reset after scoring a 10 shot combo
For a shot to count in a combo chain, it must be different than the immediately preceding shot
Also adding an option to reset the high scores on a table-by-table basis
All changes:
[Jukebox] Powerball multiplier now correctly applies to Rhythm game scoring
[Jukebox] Combo chains reset after scoring a 10 shot combo
Also adding an option to reset the high scores on a table-by-table basis
[Jukebox] The description for Jam Session (mod) will show up correctly in Italian
[Carnival] The powerball now causes the outlane to close using the Winter skin
[Carnival] A more appropriate text overlay when triggering the Santa game in the Winter skin
[Space] Captures in the Wormhole while Extra Ball or Mega Multi is lit will now award the normal points for that capture and release locked balls (if using the Wormhole mod)
[Space] Fixed an issue that made starting Mega Multi more difficult
The Celtic Jukebox will not appear in Special Offers anymore - it doesn't make sense as it is a free table
The "Spin" button was conflicting with the "back" button in the Spin screen. It is now fixed.
[Jukebox] Reduced the delay at the end of Rhythm
[Jukebox] Skillshots on the Jukebox to count toward challenges
[Jukebox] Greatest Hits achievement will now be awarded correctly
[Jukebox] Pot-o-gold and Award will now use Powerballs as multiballs when needed
[Fastball] The "run scored" animation in the DMD will not overlap the score display anymore
The new Celtic Jukebox table - woohoo! Search for hidden tokens on existing tables to unlock it and play to the beat of its tunes.
All changes:
New table: Celtic Jukebox
[Carnival] Fixed the ramp transition back to the playfield when the ball didn't fully reach the ramp
[Space] Fixed a bug where the left targets could be stuck in the ON position
[Brix] Fixed target set so that it can't become stuck in the ON position
[Treasure Hunter] Reduced the size of the mini-games text in the DMD. There is a lot going on the DMD on this table and this will help with the scrolling
[Bagaball] Fixed a bug where a ball locked in the double points pocket would not be knocked out when another ball hits it
[Treasure Hunter] Lowered the volume of the sonar ping, it was a bit rough when playing with headphones
Potential fix for a crash during the tutorial
[Apparatus] Improved ramp transitions
Player name will now be included in the contact us links from the game
Removed tooltip on the release notes label in Settings
[Brix] The homing mod should not get into infinite loops anymore
Additional table tweaks to help prevent harsh drains and to fix bugs
Brix’s 'One More Ball' mod can no longer be used during 1-ball Daily Events. Improvement to the mod description to indicate when it is ready to use instead of having to guess
Improved Space Frontier ball handling
Fixed a bad interaction between locked balls and multiball in Space Frontier
Added support for new modes of Daily Events – stay tuned!
Full Changes List
Added support for new Daily Events variants. When specified, a Daily Event will allow scoring only using specific elements like ramps, captures, advance modes, etc. They can combine together in the following way: ramps+captures+saloon for instance. Saloon is a unique to Wild West and each table has a unique breakdown of different elements/modes. There will be more details during the first Daily Event to support this feature. More testing needs to be done on this feature before it goes live.
The daily event info screen will now give a list of all the modified rules for the current event in addition to the blurb above the play button. That information is also available from the pause menu. This is only available when the play mode is different from standard 3-ball
[Carnival] Fixed a bug with the target sets where they could become inactive and all their lights stuck in the 'ON' position
[Carnival] The rollover lights are now brigther
[Brix] One More Ball cannot be used during 1-ball events anymore
[Space] Fixed a bad interaction between locked balls and multiball in Space (where the table would run out of balls and block further play). Fixing this has a couple of side effects however: the ball in the lock mission hole will not release in the middle of the multiball anymore. And the multiball will not reset while there are still balls left to be put in play.
[Space] Tweaked the ball search to disregard balls captured at the top flipper
[Space] In the last update we discovered that the ball friction on this table was different than other tables due to a data entry typo, so we made it the same as other table. Changing friction means that the ball slowed down at a different rate than before - and that means many shots became more difficult. In this update, we are reverting back to the original ball friction this table has had since the beginning. Enjoy the inner loops :-)
[Space] Tilting the table during the bonuses display (at the end of the ball) would result in the ball going missing 30s later. Fixed.
[Space] Changed the return speed of the left kickback to take into account the different ball friction
[Fastball] The ramp entrances should not cause problems with the ball physics when it returns to the playfield instead of going all the way on the ramp
[Wild West] Added a safety mechanism to the outlane on the right to prevent balls from bouncing out of the lane on what should have been a safe returns. It happened mostly with powerballs.
[Treasure Hunter] Made modifications to the two-target set at the bottom to prevent the ball from bouncing right to the outlane. This will not change anything to balls that hit the outside of the targets but the area between the targets will now have flatter returns. They still might be very dangerous returns but not to be side anymore. The targets have now less travel distance and a slightly different shape.
Fixed a bug where a target could trigger twice from a single hit.
Applying a redemption code for a table will now save the data immediately
If the Brix mod "One More Chance" is ready to use, it will say so at the end of the description
Added a 'contact us' link in the settings
Added a prompt for mod suggestion
Changed how the dialog screen pop-up works in the background
Renamed the 7th Wild West mod to "Water Barrel" to remove alcohol references because it is causing age and content rating warnings.
[Tradewinds] Changed the theme of the west side grain goods production to a Grain Mill to remove alcohol references because it is causing age and content rating warnings.
[Tradewinds] Increase the minimum strenght of the pushback on the slingshots: that should reduce the bounces that go right between the flippers
[Brix] Losing a homing ball will reset the homing logic
Some tables had some particularly harsh and unavoidable drains and this update is a step toward addressing them.
Improvement to memory usage on TradeWinds, Space Frontier and Apparatus
Improvement memory management when switching tables
Improvement memory management over long games
Fixed a visual display problem with Extra At Bat balls in the Fastball mini-game
Fixed the ball bounce on the flipper that could sometimes result in the ball bouncing sharply toward the drain
[Fastball] Right pin return speed changed to prevent unavoidable drains
[Fastball] Changed the speed at which a saved ball is returned to play
[Fastball] Strike hole return speed for powerball changed to prevent unavoidable drains
[Space] Multiball capture return speed changed to prevent unavoidable drains
[Space] Far left pin return speed changed to prevent unavoidable drains
[Space] Left outlane capture return speed changed to prevent unavoidable drains
[Space] Fixed a potential issue with 2 multiball getting spawned at the same time
[Treasure Hunter] The left outlane will reset on lost ball and by entering the submarine (permits you to reset while the ball is at the top). These are additional ways to reset the outlane
[Treasure Hunter] Left pin return speed changed to prevent unavoidable drains
[Treasure Hunter] Return from multiball hole changed to prevent unavoidable drains
[Treasure Hunter] The jellyfish 'bzzzt' sound will now play faster after a hit
[Treasure Hunter] The right outlane can be reset by going 'around the top' loop around the submarine (also permits resetting while the ball is in the top of the playfield). This is an addition to the resetting via the targets.
[Treasure Hunter] During the Jellyfish Swarm, the exit of the submarine will no longer become blocked
[Carnival] Left pin return speed changed to prevent unavoidable drains
[Carnival] Right pin return speed changed to prevent unavoidable drains
[Carnival] Mansion hole release speed changed to prevent unavoidable drains
[Carnival] Previously, a powerball going in the Mirror House would lose some of its 'oomph'. Not anymore.
[Tradewinds] A visually difficult to see slope under the East water and wind mill has been removed
[Tradewinds] Tidied up the ball bounces in the Eastern mine. Mined crystals cause a small blast that pushes the ball away
[Tradewinds] Added pushback to the right-most mine lane on the East side to prevent drains when there are no more crystals in that lane
[Wild West] Small change to the top-left lane shape to minimize drains on ball launch
[Wild West] If a ball drains directly from launching it will be put back into play (it has to be a direct drain, not after bouncing off 10 bumpers...)
[Wild West] Changed dynamite mod message "... MORE TIME ..." to "... FUSE+ ..." since that's what getting longer when hitting targets
[Wild West] Visually extended the wires near the flippers
[Apparatus] Left pin return speed changed to prevent unavoidable drains
Fixed an issue with the powerballs speed. For a given table, all powerballs will have the same (maximum) speed.
Added release notes inside the game. They will automatically show when there are important updates. Otherwise accessible from the Settings screen next to the version number.
[PC/Mac] Jumping version numbers to 1.8.5 to align them with other platforms.
Big news first: there is a new table - Tradewinds.
--- Navigate the seas and produce the most sought after goods to become an 18th century shipping tycoon.
Chop the wood. Mine the ore. Harvest the grain. Catch the fish. But keep your focus on the most in demand goods to fetch the best prices and maximize the score.
Oh, and evade the pirates to deliver to market. Because of course there are pirates. ---
Other changes: - Improvements and bug fixes to the pinball engine - Blitz timer display changed to 2:20 format - [Brix] Skill shots will now count toward the Skill shot challenge - Updated DMD to better support very tall and thin phones - There is a short period at the end of the Daily Event where new games cannot be started - Fixed an alignment issue with the lights on the Bagaball cabinet - [WildWest] Fix occasional crashes for scores larger than 1B - The screen for global highscores will reset correctly between tables - Leaderboards to properly show Golf score (Golf events to come soon) - Fixed a visual issue with the background of achievements, it will now fill the whole box - Safety check on Blitz game so that can't start with a time of 0s - [Space Frontier] Changed the strength of the right pin - [Carnival] Pins blocking drains are now larger - The second day of the Season will now have its earned CP properly showing
Fastball: Made the strike hole more likely to capture the ball
Fastball: smoothed the transition from the rails to the flipper in the inlanes
Fastball: fixed an issue with the Bunt mods
Fastball: potential fix for a rare problem with the running lights
Wild West: Adjusted the ranch capture strength in the left outlane
Brix: fixed an issue with the reset of the bonus flippers
Carnival: removed a tiny gap that allowed a ball to drain from the outlane when the blocking pin was up
Wild West: fixed an issue when Bandit Shootout would start at the same time as a multiball
Carnival (Winter): added the missing blocking pin in the outlanes.
Space Frontier: potentially fixed an issue with the lock ball getting stuck in the bottom left hole.
Powerball activation animation is now faster
Space: fixed a bug where the ball would not be captured by the left outlane capture
Daily Events: now shows when the best 22 out of 28 kicks in
Removed the beta tag from the Daily Events. The rules may still change in the future however.
Removed an issue on Game Over where a Challenge update and the Bonus tickets award tried to show at the same time
Fixed an issue that could give a Challenge with a negative score goal
Wild West: Fixed an issue that caused the background music to stop playing at some point
Fastball: foul hits will now add a strike (except when it would be the last strike for the strikeout - in which case it will not add a strike, like baseball)
Fastball: All-star will pause during end-of-ball bonuses and during the Batting mini-game
Fixed a bug where some lights changed colors when turned on
Laid the foundation for a new Daily Event play mode: Golf. More details to follow.
Achievements cannot be earned in Golf mode
The DND matrix ball label will better adjust to the size of the score
The latest test version is now live on the default branch. Here are the release notes.
- The blocking gate in the Saloon in Wild West won't raise on top of the ball anymore - On Space Frontier, the view will not consider balls that are locked (it will scroll to the top of the table) - When the timer runs out in Blitz Mode, the flipper will now freeze and let the ball(s) in play drain, allowing you to get end of ball bonuses - Fixed a bug where the ball would always follow the same path when coming out of capture holes on Fastball - Fixed a problem with multiple balls entering the left outlane at the same time with mod Wormhole Lock active - Fixed a bug on Wild West where a locked ball on the right outlane would prevent proper scrolling - Optimized the game room - Wild West: The shootout will now correctly show the number of bandits hit - Space Frontier: the antimatter ball will not trigger the skillshot anymore and will not get the bonus from hitting a locked ball - Brix: Rebalanced levels above 35. The difficulty was too lumpy - Brix: Lowered the increase in ball speed by level by a tad - [PC] Experimental support for controller vibration - Treasure Hunter: fixed a bug with Deep Dive - Daily Events: fixed a problem when starting a game without internet connection. - Treasure Hunter: slight time bump on the Jellyfish Swarm and Shark Survivor timed mode. - Fastball: fixed a bug that made it impossible to complete the Inning challenge - Fixed an issue that could cause the game to freeze for a frame when the matrix changed - Potential fix for a problem arising when draining the ball and nudging at the same time - Fastball: changed the top left flipper area to make the ball a bit harder to control - Apparatus: fixed a bug on ramp in 2A where the ball would stay on the ramp and drain - Brix: the hole at the end of each level has a larger attraction radius - Wild West: changed the strenght of the right outlane pin. It will not send in right between the flippers anymore - Fixed an issue that would prevent a new ball from being added at the plunger after a drain - Work on new Daily Event Profile screen - Fixed an issues where in Blitz you can get an additional ball after the timer as elapsed - Added an "automatic" trigger on the plunger (used for Blitz only at the time) - Changed the ball_lost sound on Fastball to a clearer version - Optimized the performance of the Daily Event end-of-day calculations - Changed the Video Settings to support more display modes