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Pinball Deluxe: Reloaded News

Update notes for 2.2.5

This update adds a new skin for Fastball: check out Issue #1. The underlying game engine has been updated and should bring a boost in performance and bug fixes for some devices. Sometimes the same game data would be saved multiple times for no good reason: the logic governing saved data has been reviewed and optimized.

Table rules and/or logic changes:
  • [JurassicLinks] A change to the Better Ball mod behavior to limit times when all the balls are locked in captures for an extended period. During Raptor MB when a ball gets captured in a hole, we now check to see if it is the last ball in play (not captured). If it is, we apply a 1s lock instead of the full mod duration. That way, a ball will return to play faster and not break the game flow.
  • [Jukebox] Count It Down mod to start at 500k (as indicated in the mod description) instead of the current 300k
  • [Brix] Bonus balls cannot spawn when there is already one of that color in play. That has always been the case but we are adding a 100k "Double Bonus Ball" award. This happens very rarely but is visible when the X-Ray mod is in use. This change also applies to Lucky Breaks bonus balls.
  • [Carnival] Added a second safety pin to the outlanes to prevent the powerball from squeezing through in some circumstances
  • [Wildwest] Added a blocking pin to the left outlane to prevent powerballs from wiggling between the previous 2 pins.


Other changes:
  • [JurassicLinks] Fixed some text descriptions
  • [JurassicLinks] The range lights will not blink anymore during range bonus (when the Range mod is in use)
  • [JurassicLinks] Fixed Palm Springs spelling
  • Updated reset information for Ladder
  • [JurassicLinks] Stats for the 5-iron shot will now be collected correctly
  • Sometimes, the simulation thinks a ball is still on a ramp when instead it should be on the playfield. This has to do with a missed trigger in some edge cases. The game will now put those balls back at the plunger instead of draining them.
  • Fixed a bug in the cloud data save system (bad float serialization)
  • [PC] Left and right navigation buttons should work better with the mouse
  • [JurassicLinks] Raptors should not appear on the initial golf ball position anymore
  • The score breakdown screen will now display the table the game was played on
  • Swapping a Brix's checkpoint or Jurassic Link's golf course will not ask you which mod to replace anymore (it didn't make sense since there is only a single slot that would work)
  • [Wildwest] The saloon music will now play as long as there is a ball in the saloon
  • [TreasureHunter] Modified the ramp entrances to catch balls that are not correctly released from the ramp
  • The underlying game engine has been updated in order to get access to bug fixes
  • The way data is being saved in-game has been updated to limit instances where it would get saved multiple times in a row
  • Achievements are now being saved in the cloud
  • [Jurassic] Fixed hole #5 on Water World
  • [Jukebox] Repositioned a ticket that could be collected from too far away
  • [Brix] The X-Ray mod will now detect if Lucky Break will generate a bonus ball and show it.
  • [Carnival] The Big Ride mod rollovers will now count as rollovers for the purpose of anything triggering other mini-games/mods.
  • [Carnival] The Ride Again mod will now show a "POINTS UP" message instead of the previous "+20,000". The point value was often inaccurate.
  • [Fastball] Reduced the chance of a powerball triggering the Batting Cage twice in one capture
  • [Space] Fixed an edge case where the physics simulation would think the ball is still on the ramp when it shouldn't
  • [Space] The DEFEND music will stop playing correctly on game over
  • [Apparatus] Triggering BBBB configuration when exiting Ultimate will now mark that configuration as discovered
  • [Apparatus] Better checks for the situation where there would no balls in play
  • [Fastball] New skin: Issue #1
  • [Apparatus] Powerball 2x bonus will now apply when cycling a fuse
  • [JurassicLinks] The plunger will not activate anymore with dragging while there are no balls to plunge.

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