Some quick fixes following the release of Futball Camp. Fixed an issue with timed matches (Blitz and Quickie) Fixed: some Futball parameters were not loading correctly depending on device number format Fixed menu scrolling past Futball cabinet Fixed crash on MacOs
Some quick fixes following the release of Futball Camp.
Fixed an issue with timed matches (Blitz and Quickie)
Fixed: some Futball parameters were not loading correctly depending on device number format
Step onto the training pitch! • New table: Futball Camp • Fixed an issue that could make Powerballs unavailable on Space • Game engine update The game now uses a new build system. As a result, some tables are temporarily delivered as additional in-game downloads instead of being
Step onto the training pitch!
• New table: Futball Camp • Fixed an issue that could make Powerballs unavailable on Space • Game engine update
The game now uses a new build system. As a result, some tables are temporarily delivered as additional in-game downloads instead of being included directly with the app. The downloads are small, but we apologize for the inconvenience.
Overview Preparing for a holiday event Game engine update Bug fixes for various tables Table Changes Fixed an issue where the Boost 2x multiplier was not being applied. Other Changes and Bug Fixes Upgraded the game engine to fix several issues Removed unnecessary asset references
Overview
Preparing for a holiday event
Game engine update
Bug fixes for various tables
Table Changes
[Space] Fixed an issue where the Boost 2x multiplier was not being applied.
Other Changes and Bug Fixes
Upgraded the game engine to fix several issues
Removed unnecessary asset references that were causing memory clogging
Changed the analytics solution
Fixed a typo in messages on Wild West and Apparatus tables
[Wild West] Resolved a bug where daily challenges didn’t correctly account for scores over 2 billion
[Apparatus - Puzzle] The cabinet now correctly displays the high score on the table
[Space] Fixed an issue with the "Activate 70 rollovers" challenge so the top rollover is counted correctly when launching the ball
Adjusted data tracking during play to prevent unexpected memory usage
Fixed an issue where Tradewinds lacked a play button on the game over screen
A small update with bug fixes and preparations for a new table. Changed the score requirement for the Rydes score challenge to a more appropriate value Fixed an issue where two windows waiting on the same conditions would be requested at the same time Auto-plunging logic fixed to
A small update with bug fixes and preparations for a new table.
Changed the score requirement for the Rydes score challenge to a more appropriate value
Fixed an issue where two windows waiting on the same conditions would be requested at the same time
Auto-plunging logic fixed to prevent the plunger from freezing in some conditions
[Jukebox] The ball save light will now turn on correctly
Fixed a bug that mixed up the daily event multiballs and extra balls flags
Fixed a bug that resulted in incorrect scores when an extra ball was used in golf-type daily events
New skin for Apparatus: Puzzle Box. Besides the skin and a new play mode for Daily Events the update is focused on fixing issues on various tables. Table layout, rules and logic changes: Changed the range of returns from the top-left capture to prevent the ball from bouncing righ
New skin for Apparatus: Puzzle Box. Besides the skin and a new play mode for Daily Events the update is focused on fixing issues on various tables.
Table layout, rules and logic changes:
[Fastball] Changed the range of returns from the top-left capture to prevent the ball from bouncing right back in the hole
New 'All mods' mode implemented for Daily Events: use all the mods at once (only works with mods you have unlocked already)
[Rydes] The mode 1-ball Autosave will now work correctly on Rydes
[Tradewinds] Slight change to the windmill ramp collider: the entrance was such that the ball could sometimes get stuck inside the wall
Fixed an issue with the automatic multiball saves on Golf and Jukebox when a ball was draining at the same time as the auto-save was turning off
[Rydes] Fixed an issue with the 2mb where it could get stuck in a state where it is impossible to re-trigger
[Rydes] Fixed an issue where returning second the ball to the garage during 2mb would possibly allow for releasing it if the flipper was pressed at the exact right time
Other changes:
The plunger will automatically be released when the ball leaves the plunger area
[JurassicLinks] The eggs will open again
[TreasureHunter] The message 'jelly fish captured' will be smaller
[TreasureHunter] The lights for the hose will now all turn on correctly when using the mod that lowers the number of sub targets needed to start the missions
Fixed the localization of the default 'Me' score entry
It is now possible to change the name of a score on the local leaderboards. The new name will be used by default on the next score.
Fixed an rare issue where the player name would change on its own when reconnecting to the servers
[Tradewinds] The fish light next to one of the shore fishing target was stuck on. It is back to working now.
[Carnival] The Celtic Unlock token will be drawn in the correct order now: between the floor and the glass of the mirror house
A Rydes challenge was missing its text description, that is now fixed
[Brix] The Glo table background graphics will not be larger than the table anymore
Fixed an issue on tables where Extra Time is available (Golf for instance). Under some circumstances it would trigger after the timer has reached 0, which did not do anything. Now it will simply not trigger anymore in those conditions.
[Rydes] Multiball will now count toward the associated challenge.
When viewing a message it will not be possible to close the screen while the game is communicating with the server (which normally takes 0.1s but can sometimes cause errors in the background)
[Tradewinds] Powerballs will not be drawn on top of the other graphics anymore
The single score detail screen now can show longer player names
[Carnival] The mirror house bumper lights were stuck in the ‘on’ position.
Changed the logic so of the resume 3-2-1 countdown to always trigger if there are any balls in play, not at the plunger (it used to be bypassed whenever there was a ball at the plunger instead - which is slightly different)
The 'Big Tip' achievement name and description has been updated to 'Round the block' and a bug has been fixed in its logic The 'Tips' achievement has been rebranded as 'Big Tips' on the Steam achievement page The menu will now correctly display the Rydes unlock description
[Rydes] The 'Big Tip' achievement name and description has been updated to 'Round the block' and a bug has been fixed in its logic
[Rydes] The 'Tips' achievement has been rebranded as 'Big Tips' on the Steam achievement page
The menu will now correctly display the Rydes unlock description
Table layout, rules and logic changes: Ramps scoring from 100 to 200 Shift Change scoring from 300/400/500/700 to 325/425/525/725 The Tip Account max value is slightly increased from 12500 to 12600 but it will now require 6 shots to empty it instead of 5 (2100 per shots instead o
Table layout, rules and logic changes:
[Rydes] Ramps scoring from 100 to 200
[Rydes] Shift Change scoring from 300/400/500/700 to 325/425/525/725
[Rydes] The Tip Account max value is slightly increased from 12500 to 12600 but it will now require 6 shots to empty it instead of 5 (2100 per shots instead of 2500)
[Rydes] Guardrail duration from 30/45/60/75 seconds to 30/60/90/120 seconds
[Rydes] If starting the 6-ball multiball is aborted because it cannot be started (if the 2-ball multiball is active for instance), progress will not be reset
[Rydes] Fixed an issue that would cause a ball drain during multiballs when Multiball Parking was triggered if you had both flipper pressed down
[Brix] The Lightning Strike mod received a hardware update: it will no longer target indestructible bricks
[JurassicLinks] The Meteor capture return ball speed has been changed to prevent the ball from going right between the flippers
[Apparatus] The infinite ball bug should finally be taken care of
[Apparatus] Triggering Target Multiball at the same time as Ultimate would start will now delay the multiball until after Ultimate is over
[Apparatus] Now has a better auto-plunger
[Apparatus] The bonus/special target scoring will not apply the powerball bonus
[Rydes] The guardrail will not stay up anymore at the end of a timed game mode (and block the ball from draining)
[TreasureHunter] The sub's blocker will not get confused by Jelly Swarm running at the same time as a Dive mission anymore
Other changes:
New skin for Tradewinds
Fixed an issue for Portuguese speaking players when they try to activate the ladder for the first time
[Tradewinds] Fixed a timing issue that caused the wind gust sound effect to not stop after Pirates
[Rydes] Skillshots made on this new table will now register for the Skillshot Challenges
[Rydes] Added lights to track the progress toward the 6-ball multiball
Updated game engine to version 2021.3.14
Backgroud music playing should work again
Special offers won't trigger for Rydes anymore
Less logging for connection issues
Added an option to share connection logs
If some text is not translated in your language, the English version will be shown instead of a blank
Some skins have altered text for in-game events to match the altered graphics (Truck Attack -> Santa's Helper for example). However, the altered text was not picked up if the default language was not English. This is now fixed.
Fixed some text for the Winter Carnival and Thrill Ride skins
[Baseball] Hit ramp capture used to snap to transform but it could result in overlapping balls if there were two next to each other. Instead we will move the ball via the position change.
Added capability to provide announcements from a server separate from Nakama to provide information on outages
Improved the visibility of the ball on the skin Thrill Park
Fixed a potential display issue for ladder games where the gameLength is zero
Overall, the Daily Challenges should be a bit easier and/or give a bit more tickets
[TreasureHunter] The targets stems will not be visible over the structure anymore
Fixed an issue where the UI would break if a player restored their profile on a new device while the tutorial was ongoing
[Rydes] Rydes types are set when the table loads and will not be affected by reloads (from changing mods) during competitive games (daily events, ladder, vs)
Rydes cabinet will now appear correctly in the Daily Events
Changed how the skins logic is handled
[Jukebox] Removed the hard to get ticket that would appear in the Award capture
The game will remember which connection option you last used and default to that. This should prevent accounts from switching in the case of a server restart
The Daily Event season overview will show the top 1000 players instead of top 400 and it will not request the data twice each time anymore
Daily Event placement prizes will now include tables and scores
[PC/Mac] The Automatic Cloud Save option will be visible now
[Brix] The powerballs are slightly darker now in order to improve the visual differences with the white bonus ball
[Tradewinds] A couple of small changes to the galactic skin
[Tradewinds] Attempt to fix a null reference in Pirates
Automatic Surge will not apply to rydes started by the multiballs anymore It was possible to park a car in Valet at any speed when reserving, this is now fixed The lights indication the completion state of a ryde with the Yellow cab and the Scooter were mixed up. Increased skills
Automatic Surge will not apply to rydes started by the multiballs anymore
It was possible to park a car in Valet at any speed when reserving, this is now fixed
The lights indication the completion state of a ryde with the Yellow cab and the Scooter were mixed up.
Increased skillshot value to 20k
Removed the duplicate achievement in the UI
Extra ball was applied twice
The target lights on the bottom targets would animate endlessly if triggered during the six-ball multiball
The garage was letting go of captured ball during 6mb, causing issues with counting the number of balls in play
Ryde progress during the autosave phase of the 6-ball multiball was discarded if it was triggered from a ball of a different color than the ryde.
During 6-ball multiball, it was possible to release a ball captured via the Multiball Parking. This is fixed.
After a Multiball Parking, the garage will switch a ball/color that is still in play, allowing for multiple Multiball Parking during a single multiball
The ball associated with the black London cab should be easier to see.
'Free Ryde' lights will now turn on during the autosave phase of the multiballs
Upped the ball save limits to 100k and 18s
Translation fixes
Fixed an issue that uploaded 1M scores to the Steam leaderboards. All 1M scores on the leaderboards will be removed.
Table layout, rules and logic changes: - New table: Rydes - You are in the driver's seat and your passengers need rydes! Other changes: - Minor bug fixes
Table layout, rules and logic changes: - New table: Rydes - You are in the driver's seat and your passengers need rydes!
Quick fix for - Fastball hit ramp capture sometimes not letting go of the ball - Visual spacing between frames in the car animation of the Hi-Way matrix game in Thrill Ride skin
Quick fix for - Fastball hit ramp capture sometimes not letting go of the ball - Visual spacing between frames in the car animation of the Hi-Way matrix game in Thrill Ride skin
Table layout, rules and logic changes: - Slightly toned down the difficulty of the last few level - The Rhythm game will now award a 'Perfect' bonus if 95% of the max possible score is achieved instead of 100%. The reason for the change is that it was basically impossible to achi
Table layout, rules and logic changes: - [Brix] Slightly toned down the difficulty of the last few level - [Jukebox] The Rhythm game will now award a 'Perfect' bonus if 95% of the max possible score is achieved instead of 100%. The reason for the change is that it was basically impossible to achieve before (4 players ever managed to do it before now) - [Brix] Changed the target score for the High Score III achievement. Instead of 50M, it now ask for 40M. It previously had a completion rate of 0.01%
Other changes: - Preventing the Mail screen from closing if it is waiting on the server to respond - Fixed an issue that would allow a reward message to be closed while the game is waiting for the server to confirm, preventing the reward from being disbursed - Removed the Lights Out play mode - Fixed an issue that would make cloud save unreadable for some French and German players - Removed the frame rate debugger which was causing trouble when mapping flipper keys to - or = - [Fastball-Issue#1] Fixed an issue with the running lights - [Fastball-Issue#1] Changed the batting cage Triple label from 300 to 500 to match the scoring value - [Fastball] Fixed an issue where the ball coming out of the Hit ramp would collide improperly with a ball rolling right underneath
Small patch to remove dependencies on previous servers - New 'Thrill Park' skin for Carnival - Fixed an issue with the powerball button triggering the song change on the Jukebox - The connection to the Nakama servers will now be cached for faster reconnects
Small patch to remove dependencies on previous servers
- New 'Thrill Park' skin for Carnival - Fixed an issue with the powerball button triggering the song change on the Jukebox - The connection to the Nakama servers will now be cached for faster reconnects
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
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
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 sav
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.
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 Level 10 should be a little less obnoxious: the black bricks now
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