Cue Club 2 Update #82

Hi Everyone,
We're pleased to bring you a nice update today with a number of key fixes and refinements to various aspects of Cue Club 2, including Multiplayer, game rules, aim lines, graphics and more. As always thank you for providing feedback and we hope you enjoy these latest improvements to the game.
- In the multiplayer lobby, the first player in the list (after yourself) is now closely matched to your ability, and the second player will be of random ability, to offer a greater range of choice when selecting opponents.
- Multiplayer scoring has been re-balanced, and if you play an opponent of lower star-rating than yourself and win, you will receive 50% of the bonus points. Defeating an opponent of equal or higher rating to yourself will entitle you to 100% of the points. Click on the 'Info' button in the lobby for more details.
- Added a refresh button in the Multiplayer lobby (bottom right of window), which scans for new players if you would prefer a different selection to choose from.
- Added a 'Multiplayer' shortcut button to the in-game menu (bottom right of window), which appears when alerts are enabled from the multiplayer lobby. Clicking this button takes you back to the lobby where you can respond to game requests or messages. Press the left mouse button, gamepad 'A' button or ESC key to bring up the menu.
- The visual effect of cloth wear is now stronger and more pronounced when the 'Very Worn' setting is chosen from the table options menu (4 settings in total: 'New', 'Used', 'Worn' and 'Very Worn').
- Pool table headstring has been moved in line with the second diamond, now in the correct position.
- Primary aim line is now visible when the cue ball is tucked in the pocket jaws. Applies to 2D and 3D camera views.
- Secondary aim line is now visible when hovering over an illegal ball (line shown in red). Applies to 2D and 3D camera views.
- In 6, 7, 9 and 10-ball pool, when a Push-Out is selected, the aiming target no longer turns red when hovering over a ball that is not the lowest value ball.
- In 6, 7, 9 and 10-ball pool, when a Push-Out is selected, potting the cue ball now results in a foul.
- In 10-ball pool, when a Push-Out is selected, it is no longer required to nominate a ball or pocket.
- In 10-ball pool, the 10-ball must now be potted last, and it is replaced on the table if potted when other object balls still remain.
- In 8 and 10-ball pool, a foul is no longer issued when a Called shot is not made successfully (ball not potted into nominated pocket, or a non-nominated ball was potted). Play passes to your opponent.
- Selecting and then deselecting a Safety shot in 8-ball pool when on the black ball no longer blocks pocket nomination.
- Added a rule variation for 8-ball pool to select whether after a foul, 2 shots should be awarded to your opponent if only the black ball remains. See 'Options > Rule Variations'.
- Improved terminology for US English language option when describing match length ('Best of ...' is now 'Race to ...'). Note we have included other common differences, e.g. for ball sets, 'Spots & Stripes' (Global English) becomes 'Solids & Stripes' (US English). See 'Initial Setup > Language'.
- Various other localisation corrections.
- Amendments to game rules documentation.
- Small visual tweaks to menus.
- Other minor fixes and enhancements.