1. Pinball Deluxe: Reloaded
  2. News

Pinball Deluxe: Reloaded News

Update 1.9.0 - New table!

The new Celtic Jukebox table - woohoo! Search for hidden tokens on existing tables to unlock it and play to the beat of its tunes.

All changes:
  • New table: Celtic Jukebox
  • [Carnival] Fixed the ramp transition back to the playfield when the ball didn't fully reach the ramp
  • [Space] Fixed a bug where the left targets could be stuck in the ON position
  • [Brix] Fixed target set so that it can't become stuck in the ON position
  • [Treasure Hunter] Reduced the size of the mini-games text in the DMD. There is a lot going on the DMD on this table and this will help with the scrolling
  • [Bagaball] Fixed a bug where a ball locked in the double points pocket would not be knocked out when another ball hits it
  • [Treasure Hunter] Lowered the volume of the sonar ping, it was a bit rough when playing with headphones
  • Potential fix for a crash during the tutorial
  • [Apparatus] Improved ramp transitions
  • Player name will now be included in the contact us links from the game
  • Removed tooltip on the release notes label in Settings
  • [Brix] The homing mod should not get into infinite loops anymore


1.8.6 update

1.8.6 Update

  • Additional table tweaks to help prevent harsh drains and to fix bugs

  • Brix’s 'One More Ball' mod can no longer be used during 1-ball Daily Events. Improvement to the mod description to indicate when it is ready to use instead of having to guess

  • Improved Space Frontier ball handling
  • Fixed a bad interaction between locked balls and multiball in Space Frontier

  • Added support for new modes of Daily Events – stay tuned!


Full Changes List
  • Added support for new Daily Events variants. When specified, a Daily Event will allow scoring only using specific elements like ramps, captures, advance modes, etc. They can combine together in the following way: ramps+captures+saloon for instance. Saloon is a unique to Wild West and each table has a unique breakdown of different elements/modes. There will be more details during the first Daily Event to support this feature. More testing needs to be done on this feature before it goes live.
  • The daily event info screen will now give a list of all the modified rules for the current event in addition to the blurb above the play button. That information is also available from the pause menu. This is only available when the play mode is different from standard 3-ball
  • [Carnival] Fixed a bug with the target sets where they could become inactive and all their lights stuck in the 'ON' position
  • [Carnival] The rollover lights are now brigther
  • [Brix] One More Ball cannot be used during 1-ball events anymore
  • [Space] Fixed a bad interaction between locked balls and multiball in Space (where the table would run out of balls and block further play). Fixing this has a couple of side effects however: the ball in the lock mission hole will not release in the middle of the multiball anymore. And the multiball will not reset while there are still balls left to be put in play.
  • [Space] Tweaked the ball search to disregard balls captured at the top flipper
  • [Space] In the last update we discovered that the ball friction on this table was different than other tables due to a data entry typo, so we made it the same as other table. Changing friction means that the ball slowed down at a different rate than before - and that means many shots became more difficult. In this update, we are reverting back to the original ball friction this table has had since the beginning. Enjoy the inner loops :-)
  • [Space] Tilting the table during the bonuses display (at the end of the ball) would result in the ball going missing 30s later. Fixed.
  • [Space] Changed the return speed of the left kickback to take into account the different ball friction
  • [Fastball] The ramp entrances should not cause problems with the ball physics when it returns to the playfield instead of going all the way on the ramp
  • [Wild West] Added a safety mechanism to the outlane on the right to prevent balls from bouncing out of the lane on what should have been a safe returns. It happened mostly with powerballs.
  • [Treasure Hunter] Made modifications to the two-target set at the bottom to prevent the ball from bouncing right to the outlane. This will not change anything to balls that hit the outside of the targets but the area between the targets will now have flatter returns. They still might be very dangerous returns but not to be side anymore. The targets have now less travel distance and a slightly different shape.
  • Fixed a bug where a target could trigger twice from a single hit.
  • Applying a redemption code for a table will now save the data immediately
  • If the Brix mod "One More Chance" is ready to use, it will say so at the end of the description
  • Added a 'contact us' link in the settings
  • Added a prompt for mod suggestion
  • Changed how the dialog screen pop-up works in the background
  • Renamed the 7th Wild West mod to "Water Barrel" to remove alcohol references because it is causing age and content rating warnings.
  • [Tradewinds] Changed the theme of the west side grain goods production to a Grain Mill to remove alcohol references because it is causing age and content rating warnings.
  • [Tradewinds] Increase the minimum strenght of the pushback on the slingshots: that should reduce the bounces that go right between the flippers
  • [Brix] Losing a homing ball will reset the homing logic

Update 1.8.5

Some tables had some particularly harsh and unavoidable drains and this update is a step toward addressing them.
  • Improvement to memory usage on TradeWinds, Space Frontier and Apparatus
  • Improvement memory management when switching tables
  • Improvement memory management over long games
  • Fixed a visual display problem with Extra At Bat balls in the Fastball mini-game
  • Fixed the ball bounce on the flipper that could sometimes result in the ball bouncing sharply toward the drain
  • [Fastball] Right pin return speed changed to prevent unavoidable drains
  • [Fastball] Changed the speed at which a saved ball is returned to play
  • [Fastball] Strike hole return speed for powerball changed to prevent unavoidable drains
  • [Space] Multiball capture return speed changed to prevent unavoidable drains
  • [Space] Far left pin return speed changed to prevent unavoidable drains
  • [Space] Left outlane capture return speed changed to prevent unavoidable drains
  • [Space] Fixed a potential issue with 2 multiball getting spawned at the same time
  • [Treasure Hunter] The left outlane will reset on lost ball and by entering the submarine (permits you to reset while the ball is at the top). These are additional ways to reset the outlane
  • [Treasure Hunter] Left pin return speed changed to prevent unavoidable drains
  • [Treasure Hunter] Return from multiball hole changed to prevent unavoidable drains
  • [Treasure Hunter] The jellyfish 'bzzzt' sound will now play faster after a hit
  • [Treasure Hunter] The right outlane can be reset by going 'around the top' loop around the submarine (also permits resetting while the ball is in the top of the playfield). This is an addition to the resetting via the targets.
  • [Treasure Hunter] During the Jellyfish Swarm, the exit of the submarine will no longer become blocked
  • [Carnival] Left pin return speed changed to prevent unavoidable drains
  • [Carnival] Right pin return speed changed to prevent unavoidable drains
  • [Carnival] Mansion hole release speed changed to prevent unavoidable drains
  • [Carnival] Previously, a powerball going in the Mirror House would lose some of its 'oomph'. Not anymore.
  • [Tradewinds] A visually difficult to see slope under the East water and wind mill has been removed
  • [Tradewinds] Tidied up the ball bounces in the Eastern mine. Mined crystals cause a small blast that pushes the ball away
  • [Tradewinds] Added pushback to the right-most mine lane on the East side to prevent drains when there are no more crystals in that lane
  • [Wild West] Small change to the top-left lane shape to minimize drains on ball launch
  • [Wild West] If a ball drains directly from launching it will be put back into play (it has to be a direct drain, not after bouncing off 10 bumpers...)
  • [Wild West] Changed dynamite mod message "... MORE TIME ..." to "... FUSE+ ..." since that's what getting longer when hitting targets
  • [Wild West] Visually extended the wires near the flippers
  • [Apparatus] Left pin return speed changed to prevent unavoidable drains
  • Fixed an issue with the powerballs speed. For a given table, all powerballs will have the same (maximum) speed.
  • Added release notes inside the game. They will automatically show when there are important updates. Otherwise accessible from the Settings screen next to the version number.
  • [PC/Mac] Jumping version numbers to 1.8.5 to align them with other platforms.

Update 1.8.0 - New table: Tradewinds!

Big news first: there is a new table - Tradewinds.

---
Navigate the seas and produce the most sought after goods to become an 18th century shipping tycoon.

Chop the wood. Mine the ore. Harvest the grain. Catch the fish. But keep your focus on the most in demand goods to fetch the best prices and maximize the score.

Oh, and evade the pirates to deliver to market. Because of course there are pirates.
---

Other changes:
- Improvements and bug fixes to the pinball engine
- Blitz timer display changed to 2:20 format
- [Brix] Skill shots will now count toward the Skill shot challenge
- Updated DMD to better support very tall and thin phones
- There is a short period at the end of the Daily Event where new games cannot be started
- Fixed an alignment issue with the lights on the Bagaball cabinet
- [WildWest] Fix occasional crashes for scores larger than 1B
- The screen for global highscores will reset correctly between tables
- Leaderboards to properly show Golf score (Golf events to come soon)
- Fixed a visual issue with the background of achievements, it will now fill the whole box
- Safety check on Blitz game so that can't start with a time of 0s
- [Space Frontier] Changed the strength of the right pin
- [Carnival] Pins blocking drains are now larger
- The second day of the Season will now have its earned CP properly showing

Quick update

Just a quick update for the following:

- Daily Event improvements: better support for disconnects during a game.
- Table fixes
- Daily challenge fixes

The game version stays on 1.2.5. There will be another update soon (tm) and you can look forward to a new table...