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Pinball Deluxe: Reloaded News

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

Update 1.9.3

New multiplayer play option: you can challenge up to 3 other players at a time on a randomly chosen table. You need to follow the other players (and they need to follow you back) to be able to start a challenge with them. Further multiplayer play options will be coming soon for custom games and a ladder system.

Other important changes:
  • Followed players' scores will be visible in a separate tab on the Daily Event leaderboards (you can opt-out of being followed in Settings->Profile)
  • New option to set the amount of voice-over on Celtic Jukebox


All changes:
  • [Treasure Hunter] Fixed the mod 'Free Dive' which could lead to a stuck ball
  • [Fastball] The rollovers should be more reliable
  • [Jukebox] Moved the "Well done" message during the Rhythm game to avoid overlapping with the notes
  • Celtic Jukebox tokens will not re-appear after a reinstall if you already have access to the table
  • [Fastball] Fixed the targets sometimes becoming stuck in the ON position
  • Reworked the Game Over screen to support the new multiplayer mode
  • On the "paused" screen, if the game can't be restarted, that option will be grayed out
  • The "Daredevil" achievement will not show over Truck Attack anymore
  • Leaving a Daily Event mid-game will now post the current score in the background
  • Added options to follow another Daily Event player. You can then see their score in a new tab in the leaderboards
  • Going from the Daily Event History's calendar view to the leaderboard for that day doesn't reset the calendar anymore
  • For some reason the mods in the Pause screen were draggable - not anymore
  • [Brix] Added a timer to the deflector - if triggered too many times in a short period it will turn off to prevent an infinite loop
  • Added an option to tweak how often the announce (voice over) speaks in Celtic Jukebox. You can change the level in the Settings for that specific table
  • Changed User settings to Device settings
  • Changed Daily Event settings to Pinball Profile settings
  • Updated the settings icons for different categories
  • It is now possible to stop the spinning wheel
  • Improved the look of the screens detailing the game modes for Daily Events
  • If a new version of the game is required to access the daily events, it will say so in the daily event screen. A button will be available to get to the store listing directly
  • Server data now loads more efficiently
  • If the daily event is not loaded you can now directly request a refresh from the main menu
  • [Brix] Homing to stop if the ball hits a slingshot
  • [Wild West] Added blocking pins to the left outlane when the ranch is open to prevent powerballs from jumping out
  • Daily Event Custom games support for extra balls, skillshots and multiballs control
  • [PC/Mac] Updated the Live Score ticker to better support non-engligh characters
  • Golf scoring can now be used in custom games in Daily Events
  • [PC/Mac] Whether a mod is upgradable or not will not be shown in the Pause screen or on the table before ball launch
  • Daily Events now support a custom mode where Brix can be started on a specific level
  • Challenge score requirements will now be rounded (no more 5,821,455, it will now be 5,000,000 )
  • Fixed a conflict between screens that would prevent returning to the main menu from Game Over