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Pinball Deluxe: Reloaded News

Update notes for 2.2.0

New table with a golf theme: Jurassic Links. Tee off with your favorite dinosaurs!

Also new for this table are expanded statistics about your games.



All changes
  • New table: Jurassic Links
  • Stats feature for new table
  • [Brix] Level 10 should be a little less obnoxious: the black bricks now require 3 hits instead of 4.
  • Fixed an edge case were tickets would not be saved before the game quit
  • [Space] It is now possible to earn the BOOST letter S again
  • There is a new server connection status indicator in the score display for ladder matches. If it turns red, the connection with the server has been lost and scores won't be saved until the connection is restored. The connection restores itself in the background as soon as internet connnectivity is restored.
  • After loading a table but before starting play, the game will now ensure there is connection with the server. If a connection cannot be established at that time, the match will be playable when the connection is re-established. This applies for ladder matches only.
  • The timer in the matrix for Blitz and Quickie will now be in sync with the countdown timer at the end of the game
  • [Fastball] The left outlane should be a little less drainy: the wire shapes on either side of it have been slightly changed
  • The new challenge screen will not appear at the same time as other screens anymore
  • [WildWest] the saloon sound effect will keep playing as long as a ball is present in the saloon ramp area
  • [WildWest] Added a sound effect when the outlane save re-opens (only applies when the Jailhouse mod is used)
  • Added an option to disable camera shake in Table Settings
  • [Fastball] Changed to the All-Star capture to prevent the ball from being immediately recaptured upon release

Update 2.1.8

Changes for version 2.1.8
  • - The correct score will be highlighted at game over
  • - [Atlantis] The ball will display over the top-most hole, not under
  • - [Atlantis] The ball will show at the right position when going from the bottom Octopus capture to the top-left ramp exit hole
  • - The "close" button on the Release Note screen will now correctly close the screen, as expected
  • - Score-related achievements can now be earned in Standard-type games only
  • - End of ball bonus scores will now be reported correctly in the game statistics
  • - It is not possible anymore to receive a Challenge you already have
  • - [WildWest] the Bandit Mission mod should trigger more reliably
  • - [Brix] Balls should now be displayed under the raised wall sections
  • - [Celtic] Slightly adjusted the small middle ramp exit to reduce bounce back

Update 2.1.5

Some bug fixes:
- Fixed an issue causing toast messages not to show up
- Trying to unlock a checkpoint/mod when there are not enough tickets will trigger the correct sound effect
- [Space] Fixed bug preventing inner loop score from increasing when there was a ball captured in the second hole of the wormhole lane (via mod)
- Fixed a silent start-up error on underwater
- Achievement button on the main logo screen (not related to any specific table) will now correctly display the number of unclaimed achievements
- Fixed a bug preventing insane scores (1.9B+) from displaying correctly in the score breakdown chart
- [Atlantis] Changed the ball color to make it more visible against the background
- [Atlantis] Cabinet will correctly show the helmets and letters when not selected
- [Carnival] Changed the areas for lowering the safety pin on the right side - it could have been triggered by a ball in the outlane
- Safety pins will react faster to balls on all tables
- [WildWest] The spin barrel challenge will now update correctly when leaving a game early
- [Carnial] Truck Attack scoring will now show in the center of the table instead of a (sometime) random place on the table
- The score breakdown button (in the game over screen) will now play the correct sound effect when activated

Update notes for 2.1.2

A new skin (Atlantis for Treasure Hunter) and a bunch of bug fixes. Some of those bugs were introduced with the skin update while others had been present for much longer.

  • Changed the color of the glow on Mars cabinet
  • Changing a table skin will not trigger all the other cabinets' animations
  • [Treasure Hunter] New Atlantis skin
  • Powerballs added to play automatically (in Daily Events for instance) will now play the associated sound effect
  • [WildWest] Fixed a bug preventing the plunger to launch balls stuck in the launch lane during multiball
  • [Apparatus] Change the material on the collider preventing the ball from going into the section 3B hole. This should prevent an instance of the ball getting stuck between the protector and the hole.
  • [Carnival] The Shazam Open mod was not working correctly and required waaaay to many rollovers to trigger instead of the stated 10. Fixed.
  • Updated the release note screen
  • Potential fix for a situation where the poweball button would skrink down to a tiny size
  • Skin downloads will not timeout after 15 seconds anymore
  • [Space] Fixed wormhole lane locked balls counting as in-play for loops (affecting scoring, multiplier and the Smuggling Run mod )
  • [Space] Fixed inner loop not resetting during multiball (affecting scoring, multiplier and the Smuggling Run mod )
  • [Space] Locked balls will not prevent the multiball capture hole from resetting anymore when the last multiball is lost
  • Many mods limited by number of balls stayed active for one more ball than they should on Carnival, Brix, Space Frontier and Fastball.
  • [Atlantis] Ticket spawning over the buyancy bumper instead of under
  • [TreasureHunter] Outlane blocking doors will not show up correctly
  • [Brix] Balls stuck at the plunger while others are in play will now auto-launch
  • [Tradewinds] The score breakdown had Mining and Milling mixed up
  • [Celtic] The top, short ramp shouldn't bounce powerballs nearly as much as it used t
  • [Fastball] The capture for the Batting Cage shouldn't trigger twice in a row with the powerball ejection

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