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:

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