New Stern Pinball Guardians CODE! Groot scoring raised! Orb scoring nerfed! Have we finally achieved a good balance?
Each version is a new puzzle to solve.
#WeAreTheBetaTesters
LE/PRE V0.95 - April 26, 2018 ===================== - Fixed an issue where mystery would award Orb lit when it was already lit. - Optimized Trinket award display effects that are used during the Antiquities Shop mode. - Added new pop bumper display f/x to Yaka Arrow 2. - Fixed a bug where mode select was not showing the correct amount of time for a mode. - Now the top lane skill shot lamp will be aligned with a top lane Escape Kyln lamp (if Escape Kyln is Active) making it easier to collect both awards at once. - Optimized mode display effect artwork load times. - Fixed a scoring bug in Antiquities Shop. - The first session of Quill's Quest is a 2 ball multiball. If both balls drain before the mode is completed the next ball will make mode select available instead of putting the game back into Quill's Quest. - Modified score positions for alternate mode 2 award display effects that appear and co-exist with primary mode/multiball award display effects. - Now the Sibling Rivalry 2 start display effect is aborted if the Sibling Rivalry 2 award is collected before the Sibling Rivalry 2 start display effect has had an opportunity to run. This also holds true for Yaka Arrow 2 and Quill's Quest 2 start display effects. - Increased Groot Multiball base jackpot scores. - Decreased Orb Multiball base HurryUp scores. - Fixed a bug where mode start display effects could cause the game, over time, to reset. - Fixed an animation bug with the Knowhere 2 artwork. - Added rules to Groot to compensate for a disabled Groot Motor, i.e. hit Groot to simulate a Groot ball lock event. - Fixed an issue where the Yaka Arrow 2 pops were not showing the correct display effect while other modes were running. - Fixed a bug on Yaka Arrow 2 pops where the first pop hit was not showing any display information. - Optimized Pod Chase 2 display effects. - Added layered display effects for Yaka Arrow 2 and Sibling Rivalry 2. - Fixed an issue where the pop bumpers rule wouldn't display any information on 1 pop hit. - Now mode select is available following the Cherry Bomb Multiball completion/ball draining sequence. - Fixed a bug where mode select was started prematurely upon shooting the right scoop to collect the last shot of a mode award. - Fixed Quill's Quest 2 display effect criteria of which award should be shown. - Added a Quill's Quest 2 award lightshow. - Fixed a bug where collecting the final Quill's Quest award at the right scoop would start/collect/finish Quill's Quest 2. - Added a Hadron Enforcer Limit adjustment, default= 3. This limits the number of Hadron Enforcer 'shots' you can have in reserve. - Added new artwork/sound fx to Quill's Quest 2. - Fixed a bug where, upon locking a ball in Groot's mouth, the new ball auto launched into play could start a super skill shot event. - Added a layered display effect award to Quill's Quest 2. - Added flipper blowoff to Yaka Arrow 2 mode start display effect. - Added new artwork for Knowhere 2 display effect awards. - Added enhancements to the Sanctuary 2 award display effect. - Added sound f/x to Knowhere, Knowhere 2 & Pod Chase 2. - Modified mode 2 award display effects and logic to co-exist with primary/secondary/multiball award display effects. - Optimized Save Xandar to use less display processes. - Modified mode 2 alternate awards to be positioned lower on the display. - The Hadron Enforcer is no longer available to collect the final shot during Immolation Initiative. - Fixed a bug where the Hadron Enforcer was allowed to collect the Super Jackpot during Save Xandar. - Fixed a bug that could crash the game during Save Xandar. - Added sound fx/speech to Save Xandar. - Optimized Cherry Bomb Multiball display effect processes as they were contributing to balls being held in the right scoop during Cherry Bomb Multiball. - Yaka Arrow 2, Pod Chase 2, Escape Kyln 2, Knowhere 2 & Sanctuary 2 award display effects were being cut short/off by the their associated total screen upon mode completion. This has been fixed. - Fixed a bug where the Hadron Enforcer was allowed to collect the first jackpot during Orb Multiball. - Added speech (last ball) and sound effects to outlanes. - Added stacking to secondary mode award display effects. - The Sibling Rivalry 2 background display effect was displaying the wrong score award total, this has been fixed. - optimized the Sibling Rivalry 2 award display effect. - Quill's Quest 2 was starting to count down too soon, this has been fixed. - Added logic for Quill's Quest Hurryup starting value's last digit to be zero. - Added rules for Quill's Quest 2, a HurryUp centric rule. Shot the right scoop to collect a HurryUp award that starts at 10% of your score. - Optimized Pod Chase 2 background lamp effect. - Added functionality to allow layered "mode 2" awards to finish displaying before showing their associated total screen. - changed rules for Yaka Arrow 2, i.e. a super pop bumper centric rule. There are 50 Yaka Arrow Pop Awards. Collect 1 at a time for each pop bumper hit, or, collect all of them at once by shooting the Yondu Lane/Target. - Added rules for Sibling Rivalry 2, a Gamora right ramp centric rule. Shot the right ramp to collect all of the points earned during Sibling Rivalry. - Now Secondary modes, i.e. Yaka Arrow 2, Sanctuary 2, etc.. persist until the end of the ball or until all of their associated points have been collected. Starting a new mode at the right scoop no longer stops Secondary modes. - Fixed a bug where the Drax shot during upgraded Knowhere was not scoring correctly. - Fixed a bug where the Yondu shot during upgraded Yaka Arrow was not scoring correctly. - Added "flash lamp" style lamp effects to mode awards. - Added topper effects to mode awards. - Fixed a bug where the Broker shot during upgraded Antiquities Shop was not scoring correctly. - Added a new guardians target bank "letter collected" topper effect. - Added a topper lightshow for completing Guardian targets. - Added a topper switch hit effect. - Added topper light effects. - Added a main play background topper light effect (which illuminates the topper based upon the mode/multiball that is active). - Added topper effects that occur during playfield "flasher" events. - Optimized how layered display effects are killed prior to being replaced with a new layered display effect. - Increased the size of the current player's score to make it easier to read. - Fixed an issue where queued up mode awards would cause award light shows to play improperly. This also occasionally allowed stacked awards to show on top of one another. - Improved LED refresh rate and blink consistency. - Improved reporting of shorted General Illumination bulbs and sockets.
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