Updates 2.3.0 through 2.4.6 (rolled into a single one for Steam)
This update includes a new skin for the Wild West table: Desperados.
We received notice from our current online server provider (used mainly for Daily Events and the Ladder) that they will stop operations later this year. The replacement we found required a lot of re-coding but we are almost done with it. This update includes both the current (GameSparks) and new (Nakama) code. Over the next few updates we will slowly move all functionality over to the new server.
IMPORTANT – SEAMLESS TRANSITION: We are importing player data to the new server so that you will not lose data associated with your account. In addition, the new server offers the same functionality: Daily Events and the Ladder will work the same way as they do now.
You can see that your game profile is properly synced by going to Settings->User and clicking 'Check Account Status.' The screen will list your current (GameSparks) account info and the new (Nakama) account. If all is correct, both accounts will be in green (indicating the player is connected to both servers) and they will show a green checkmark to indicate that the accounts match each other.
Here is an outline of the migration process to the new server:
Migration of historic data from GameSparks to Nakama. (DONE)
Automatic copying of new data from GameSparks to Nakama. (ONGOING)
Update A (this update): support for both GameSparks and Nakama. All online games still run on GameSparks. Players can view account sync status. (DONE)
If required, hotfixes to Update A will be released.
Switch from GameSparks to Nakama. If you already have Update A nothing else is required. If you don’t have the update, online functionality will require updating to the latest game version.
Update B: will still support GameSparks and Nakama but will default to Nakama. Continued access to GameSparks during the transition should assist with any account sync problems that may arise.
GameSparks will turn off their servers in September 2022.
Table layout, rules and logic changes:
[JurassicLinks] Changed the pushback applied by the slingshot on the powerball (this does not affect normal balls). There should be less bouncing between the two slingshots and the ball is less likely to end up bouncing in the outlane.
[Jukebox] Slight adjustment to the Award capture return. The bounce should be a bit more consistent.
[Space] Fixed a spot where the ball could get stuck (in the right outlane)
[Apparatus] A very rare occurence of target multiball triggering at the same time as Ultimate was causing an infinite balls bugs. This should not happen anymore.
[Tradewinds] Raised the ball save time from 15 to 20 seconds and the max score from 25k to 75k. Powerballs will play better with the ball save now.
Other changes:
[PC] Steamworks library update
[PC] To help with support of virtual pinball cabinets, it is now possible to request a specific table to be loaded at launch via the -loadTable option: '-loadTable carnival'. The table short names are not always the same as the table names: carnival, space (for Space Frontier), brix, celtic (for Celtic Jukebox), wildwest, baseball (for Fastball), underwater (for Treasure Hunter), apparatus, tradewinds, golf (for Jurassic Links) and bagaball
[PC] Fixed an issue where the backslash key (\) did not show up when used as an input
[PC] When assigning inputs to the space or return key, the UI will be more responsive
on startup the game will check to make sure the 'End of the Universe' achievement is correctly awarded
[WildWest] The message "Mission Start" will not show up anymore when there is already a map mission in progress
[Fastball] The batting cage ball display will now only show the balls that are left. It doesn't include the ball currently being played
[Fastball] Fixed an issue with the animation of the 1B/2B/3B/HR tracking lights: they were not indication the correct state of the field
Fixed the wrong Bronze 3 ladder icon
[WildWest] Added some stats to the table. They are accessible in the same manner as on Jurassic Links
[Bagaball] The score breakdown will now list the different large pockets separatedly
The 'Reset to Default' button on the Input setting screen (on PC or when a keyboard is attached) will now only reset the active selection (Keyboard, Mouse or Controller) instead of all of them
[Fastball] The ball is less likely to escape the batting cage (and cause trouble) than before
Trying to start a daily event match when internet connectivity has been lost (but the app has not realized yet) should not result in being stuck in a "contacting server..." loop anymore
[WildWest] if you were to lose the last ball while the dynamite fuse it lit, the sound effect should now stop correctly at the end of the game
Scores between 1 and 10 billions will now be abbreviated to 2.4B instead of 2B previously. This affects abbreviated score displays (stats, score analysis) pretty much for for wild west only
[WildWest] The Shootout matrix game will now completely fit in the screen on phones with aspect ration 10:21 and the like
Leaving a game before Game Over will now reward the tickets accumulated so far
Modorific mod will now check for completion when the game starts (in addition to the checks while it runs)
[WildWest] The dynamite fuse could be visible beyond the edges of the matrix if the timer was larger enough. Fixed.
[Space] All rollovers will now count toward the daily challenges
[Tradewinds] The powerball shouldn't stay stuck in the Mill exit lane anymore
Update notes for 2.2.5
This update adds a new skin for Fastball: check out Issue #1. The underlying game engine has been updated and should bring a boost in performance and bug fixes for some devices. Sometimes the same game data would be saved multiple times for no good reason: the logic governing saved data has been reviewed and optimized.
Table rules and/or logic changes:
[JurassicLinks] A change to the Better Ball mod behavior to limit times when all the balls are locked in captures for an extended period. During Raptor MB when a ball gets captured in a hole, we now check to see if it is the last ball in play (not captured). If it is, we apply a 1s lock instead of the full mod duration. That way, a ball will return to play faster and not break the game flow.
[Jukebox] Count It Down mod to start at 500k (as indicated in the mod description) instead of the current 300k
[Brix] Bonus balls cannot spawn when there is already one of that color in play. That has always been the case but we are adding a 100k "Double Bonus Ball" award. This happens very rarely but is visible when the X-Ray mod is in use. This change also applies to Lucky Breaks bonus balls.
[Carnival] Added a second safety pin to the outlanes to prevent the powerball from squeezing through in some circumstances
[Wildwest] Added a blocking pin to the left outlane to prevent powerballs from wiggling between the previous 2 pins.
Other changes:
[JurassicLinks] Fixed some text descriptions
[JurassicLinks] The range lights will not blink anymore during range bonus (when the Range mod is in use)
[JurassicLinks] Fixed Palm Springs spelling
Updated reset information for Ladder
[JurassicLinks] Stats for the 5-iron shot will now be collected correctly
Sometimes, the simulation thinks a ball is still on a ramp when instead it should be on the playfield. This has to do with a missed trigger in some edge cases. The game will now put those balls back at the plunger instead of draining them.
Fixed a bug in the cloud data save system (bad float serialization)
[PC] Left and right navigation buttons should work better with the mouse
[JurassicLinks] Raptors should not appear on the initial golf ball position anymore
The score breakdown screen will now display the table the game was played on
Swapping a Brix's checkpoint or Jurassic Link's golf course will not ask you which mod to replace anymore (it didn't make sense since there is only a single slot that would work)
[Wildwest] The saloon music will now play as long as there is a ball in the saloon
[TreasureHunter] Modified the ramp entrances to catch balls that are not correctly released from the ramp
The underlying game engine has been updated in order to get access to bug fixes
The way data is being saved in-game has been updated to limit instances where it would get saved multiple times in a row
Achievements are now being saved in the cloud
[Jurassic] Fixed hole #5 on Water World
[Jukebox] Repositioned a ticket that could be collected from too far away
[Brix] The X-Ray mod will now detect if Lucky Break will generate a bonus ball and show it.
[Carnival] The Big Ride mod rollovers will now count as rollovers for the purpose of anything triggering other mini-games/mods.
[Carnival] The Ride Again mod will now show a "POINTS UP" message instead of the previous "+20,000". The point value was often inaccurate.
[Fastball] Reduced the chance of a powerball triggering the Batting Cage twice in one capture
[Space] Fixed an edge case where the physics simulation would think the ball is still on the ramp when it shouldn't
[Space] The DEFEND music will stop playing correctly on game over
[Apparatus] Triggering BBBB configuration when exiting Ultimate will now mark that configuration as discovered
[Apparatus] Better checks for the situation where there would no balls in play
[Fastball] New skin: Issue #1
[Apparatus] Powerball 2x bonus will now apply when cycling a fuse
[JurassicLinks] The plunger will not activate anymore with dragging while there are no balls to plunge.
Update notes for 2.2.0
New table with a golf theme: Jurassic Links. Tee off with your favorite dinosaurs!
Also new for this table are expanded statistics about your games.
All changes
New table: Jurassic Links
Stats feature for new table
[Brix] Level 10 should be a little less obnoxious: the black bricks now require 3 hits instead of 4.
Fixed an edge case were tickets would not be saved before the game quit
[Space] It is now possible to earn the BOOST letter S again
There is a new server connection status indicator in the score display for ladder matches. If it turns red, the connection with the server has been lost and scores won't be saved until the connection is restored. The connection restores itself in the background as soon as internet connnectivity is restored.
After loading a table but before starting play, the game will now ensure there is connection with the server. If a connection cannot be established at that time, the match will be playable when the connection is re-established. This applies for ladder matches only.
The timer in the matrix for Blitz and Quickie will now be in sync with the countdown timer at the end of the game
[Fastball] The left outlane should be a little less drainy: the wire shapes on either side of it have been slightly changed
The new challenge screen will not appear at the same time as other screens anymore
[WildWest] the saloon sound effect will keep playing as long as a ball is present in the saloon ramp area
[WildWest] Added a sound effect when the outlane save re-opens (only applies when the Jailhouse mod is used)
Added an option to disable camera shake in Table Settings
[Fastball] Changed to the All-Star capture to prevent the ball from being immediately recaptured upon release
Update 2.1.8
Changes for version 2.1.8
- The correct score will be highlighted at game over
- [Atlantis] The ball will display over the top-most hole, not under
- [Atlantis] The ball will show at the right position when going from the bottom Octopus capture to the top-left ramp exit hole
- The "close" button on the Release Note screen will now correctly close the screen, as expected
- Score-related achievements can now be earned in Standard-type games only
- End of ball bonus scores will now be reported correctly in the game statistics
- It is not possible anymore to receive a Challenge you already have
- [WildWest] the Bandit Mission mod should trigger more reliably
- [Brix] Balls should now be displayed under the raised wall sections
- [Celtic] Slightly adjusted the small middle ramp exit to reduce bounce back
Update 2.1.5
Some bug fixes: - Fixed an issue causing toast messages not to show up - Trying to unlock a checkpoint/mod when there are not enough tickets will trigger the correct sound effect - [Space] Fixed bug preventing inner loop score from increasing when there was a ball captured in the second hole of the wormhole lane (via mod) - Fixed a silent start-up error on underwater - Achievement button on the main logo screen (not related to any specific table) will now correctly display the number of unclaimed achievements - Fixed a bug preventing insane scores (1.9B+) from displaying correctly in the score breakdown chart - [Atlantis] Changed the ball color to make it more visible against the background - [Atlantis] Cabinet will correctly show the helmets and letters when not selected - [Carnival] Changed the areas for lowering the safety pin on the right side - it could have been triggered by a ball in the outlane - Safety pins will react faster to balls on all tables - [WildWest] The spin barrel challenge will now update correctly when leaving a game early - [Carnial] Truck Attack scoring will now show in the center of the table instead of a (sometime) random place on the table - The score breakdown button (in the game over screen) will now play the correct sound effect when activated
Update notes for 2.1.2
A new skin (Atlantis for Treasure Hunter) and a bunch of bug fixes. Some of those bugs were introduced with the skin update while others had been present for much longer.
Changed the color of the glow on Mars cabinet
Changing a table skin will not trigger all the other cabinets' animations
[Treasure Hunter] New Atlantis skin
Powerballs added to play automatically (in Daily Events for instance) will now play the associated sound effect
[WildWest] Fixed a bug preventing the plunger to launch balls stuck in the launch lane during multiball
[Apparatus] Change the material on the collider preventing the ball from going into the section 3B hole. This should prevent an instance of the ball getting stuck between the protector and the hole.
[Carnival] The Shazam Open mod was not working correctly and required waaaay to many rollovers to trigger instead of the stated 10. Fixed.
Updated the release note screen
Potential fix for a situation where the poweball button would skrink down to a tiny size
Skin downloads will not timeout after 15 seconds anymore
[Space] Fixed wormhole lane locked balls counting as in-play for loops (affecting scoring, multiplier and the Smuggling Run mod )
[Space] Fixed inner loop not resetting during multiball (affecting scoring, multiplier and the Smuggling Run mod )
[Space] Locked balls will not prevent the multiball capture hole from resetting anymore when the last multiball is lost
Many mods limited by number of balls stayed active for one more ball than they should on Carnival, Brix, Space Frontier and Fastball.
[Atlantis] Ticket spawning over the buyancy bumper instead of under
[TreasureHunter] Outlane blocking doors will not show up correctly
[Brix] Balls stuck at the plunger while others are in play will now auto-launch
[Tradewinds] The score breakdown had Mining and Milling mixed up
[Celtic] The top, short ramp shouldn't bounce powerballs nearly as much as it used t
[Fastball] The capture for the Batting Cage shouldn't trigger twice in a row with the powerball ejection
Update 2.1.0
In the past only Carnival had a different skin (with limited availability). This version introduces a new skin system that will make their creation and distribution easier. We are starting with new skins for the following tables: Space Frontier, Brix and Bagaball. Some skins require tickets to unlock.
All changes:
[Carnival] The ticket spawning at the base of the ramp will be collectable much more easily now
(PC) Fixed a UI issue in the menu where the display would not clear out upon clicking the screen when traveling to a cabinet
Restored the prize screen functionality to be dismissed from a tap/click over the displayed information instead of just the background
Allow dismissal of the mod details through the bottom part of the screen (where the level details are)
Physics performance improvements
Fixed a problem where LAST BALL would be shown incorrectly
New UI flow to verifying the skins are correctly downloaded when starting a game
[Apparatus] The skilltest countdown for Section 2 (ramp) will now briefly pause after each ramp completed. So after the first ramp, the display will show '1.0 / 7' for 1 second instead of immediately starting counting down and showing '0.9 / 7'
[Apparatus] the slingshot now have a lit-up state
[Fastball] The All-Star ball capture release speed has been tweaked to prevent a powerball from immediately bouncing back in the hole in some rare circumstances
[Fastball] A little too often the ball would bounce around the all-star capture without being caught. This should happen less often.
The live score display during games will more intelligently dims when the ball is near it
[WildWest] Relocated the safety pins on the right side to remove a tiny gap that allowed powerballs to drain
[Wildwest] The background music will now loop
[Jukebox] There will be a delay after the Rhythm game before the ball is released
[Jukebox] Changed the Award capture release speed/strenght. Powerballs will more reliably go on the flipper.
[Carnival] Changed the range of possible ball trajectory when injected in the Mirror House to prevent 1) hitting the flippers on the way in and 2) hitting the center bumper in a way that directly drains the ball
[Tradewinds] A powerball will not fall right between the flippers when changing panels from East to West anymore.
[Brix] Improvements to the bonus hole spanwing locations: shouldn't get overlapping holes or holes spawning under bumpers
[Brix] The ball would sometime bounce on the homing section but not trigger it. Should be fixed now.
[Brix] Bonus bumpers will wait a little longer before spawning to be sure there are no balls in the area
[Brix] Previously, if a ball was under the effect of the Homing mod and another ball hit the electric field it would start homing instead. Now, the homing will not switch balls anymore like that.
[Brix] The Homing mod will stop working on balls that go too low on the table (around the top of the slingshot). It was causing unexpected movement and below that threshold it never reached the targeted brick anyway
[Brix] There is now a visual indication when a ball is affected by the Homing mod
[Brix] If you play with the mod Better Aim, you will not get bonus balls to turn the flipper ON anymore
[Brix] Balls shouldn't bounce endlessly straight-up on top of bricks anymore (either a bonus ball on a normal brick or a standard ball on an indestructible one)
When a powerball is transfered between different locations on the table, it will not leave a trail of sparks behind anymore
The Daily Event cabinet will now show how many attempts (credits) you have left
[Space] Background music will not play during Defend
[Celtic] Should not reference the Tradewinds graphics anymore
Added an option to change the audio buffer size in Settings->Device (might help with some metallic sounds)
[Celtic] Balls put back into play via saves and Encore! had a chance to be drained again without reaching the flippers. This happened via bounces on the slingshots that would send the ball in the outlane. When a ball is put back into play it should now follow a much safer trajectory.
[Fastball] Add light indicators to show how many hits on the top pin is left to open the ramp access to the multiball pen (bottom left)
[Celtic] raised the rollover a little up further up in the left inlanes
[Celtic] To prevent switching song by mistake it will not be possible to change songs when the ball is at the plunger if the Rhythm game is available.
Challenges will now display a rounded number in their description (Score 10M in Carnival)
Progress toward challenges will now be counted when restarting or quitting mid-game
The game over screen will now fit the 2B+ scores better (that's a lot of points!)
[WildWest] Changed the rest angle of the saloon flipper to make sure the ball can fit between them in that position (Prevents the ball from being stuck at the end of a Blitz game)
[Cetic] When the audio settings were changed during a Rhythm game it caused the song to stop and in effect froze the game. This could happen via a Bluetooth speaker connection. This is now fixed
[Celtic] The way Rhyhtm notes were kept in sync with the music had some issues, it has been updated.
The daily event will use the skin selected by the player, if it is not the default one
Golf-type games will now display the score counting down from the target score
[Space] A ball locked in the outlane hole (from the associated mission) will not count as "in-play" for the purpose of increasing the multiplier (it normally cannot be increased during multiballs)
Better logic for when to show the table logo in the matrix
[Brix] There was a bug in the Lucky Break logic - it was applied too often and at the wrong times
Reduced the number of spins required for the Wild West Spin challenge
[Carnival] During Super Spinner, the mansion spinner will show its activation with messages ("+1") above the correct spinner.
[Space] Small change to the wall under the precision target to prevent powerballs from triggering the target after hitting the wall
[Tradewinds] Fixed a bug that made the ball pop-back to the same side after Pirates!
[Treasure] There should be less suspicious bounces where the bottom flipper and the outlanes connect
[Treasure] The flippers were partially drawn over the ball, that is fixed
New score breakdown option at the end of a game, on the ladder and daily events
The powerball numbers can now accomodate more digits (main menu)
The powerball numbers can now accomodate more digits (table)
Fixed an issue where a ball on the ramp would sometime skip over the drop to the bullpen
[WildWest] Moved the location of the "SECRET EXIT" message in the saloon
[Brix] Realigned the steering indicator on the powerball #4
Fixed a problem with the small fish on Tradedwinds: one out of 3 was bugged and impossible to catch.
Fixed an issue where the graphics of a skin would not line up with the physical position of the collider
Fixed a problem where loading the game then changing the mods of the Daily Event tables before playing in the Daily Event would result in the wrong mods being loaded
Update 2.0.5
The game engine has been updated. This will help with further development of tables and features. There is a bunch of bug fixes for various tables, thanks for reporting those. It also includes a new 'Lights Out' mode that will start appearing in daily events once the update is available to everyone.
Improvements to server connections for head-to-head games
Added different stats to the Ladder ranked leaderboards
Improvements to server connections for daily events
[Carnival] Added new lights to show the status of the bottom rollovers
[Brix] Added a sound effect to the blocker
Game engine update
New ladder stats for ranked players: percentage of 1st place finishes
[Space] Fixed an issue where missions would refuse to start
[Space] Fixed an issue that prevented further mission progress after completing SPECIAL
[Space] Boost and Defend letters obtained via mods and mission will now count toward the Daily Challenge to collect letters
[Tradewinds] Fixed an issue where the ball could become trapped in the right panel right outlane
[Brix] Ball save will now last longer. It still gets disabled after breaking 2 bricks however.
New 'Lights Out' mode will start showing up in daily events
Re-work of the UI to make it take less memory and also make the game load faster
Re-work of how various on-table triggers work
[Carnival] The mini-game capture hole now has less chance of sending the ball straight down the drain after a bad bounce on the targets
Improvement to the player selection screen when starting a head-to-head match: recent players will only be available when there is something to show
Fixed an issue where the ladder points increase animation could be called twice, resulting in the game hanging
[Carnival] There should be less unexpected bounces when the ball lands near the top part of the flippers
[WildWest] Fixed an issue with Crazy Rider where it would not update correctly
Added an icon to indicate the local player in Ladder Ranked Screen
[Jukebox] Starting a game will not reset the music volume to 100% anymore
[Fastball] Adjusted the size of the skillshots on Fastball
[Carnival] Moved the location of the "Multiplier +1" text so it doesn't cover the ball
[Apparatus] Triggering multiball at the same time as Ultimate will now be handled correctly by the game
[Brix] the lightning bolt effect will now appear over the bricks instead of under
Fixes a bunch of UI visual issues and overlapping buttons
Fix draggrable mod icons from the display at the beginning of a game
On the menu, dragging the screen cannot be initiated from the shortcut buttons area
Prevention of input remapping of the ESC key (hard-wired to the pause menu)
Limited the scrolling past tables in the menu
Better handling of names in the game over screen (in the leaderboard snapshot)
[Celtic] Rhythm game will correctly pause now
Update 2.0.1
Bug fixes and improvements:
[Brix] Fixed an issue where the highlighted brick would not move after the usual 10 sec
Fixed a couple of UI layout issues with localized text
[Fastball] Added visual indicators to track the progress toward cycle/natural cycle. The logic remains the same but was confusing without a reference point. Now there is a green light above each of the 1B, 2B, 3B and HR. Score all four in a game grants the Cycle bonus while scoring them in order grants the Natural Cycle.
Better performance of the Ladder history screen
Added a Challenge for Ladder play (Play 4 Ladder games for 12 tickets)
[Apparatus] Starting Ultimate with a ramp shot that would also give you a multiball should now work properly
[Carnival] Fixed a longstanding issue of Truck Attack not stopping the balls if it was triggered at the same time as Mini Multi mod
Change the delay between request for the latest Daily Event to limit unnecessary calls
[Brix] Made it a little easier to break a gray brick in case the ball get stuck bouncing up and down
Server improvements for Ladder: there should be fewer server connection issues
If a Ladder replay encounters a server issue, no tickets will be deducted
New Ladder competition
Update 2.0.0
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