(Topic ID: 264236)

Alice Cooper ACNC Bug and Enhancement Feedback Thread

By xeneize

4 years ago


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Topic Stats

  • 82 posts
  • 26 Pinsiders participating
  • Latest reply 6 months ago by Nick36
  • Topic is favorited by 24 Pinsiders

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#9 4 years ago

Suggestions:
1. crypt should be lit green when it's ready to lock a ball (vs letting it fall through)
2. During Pit Creature phase 2, hiding should not score points, only increase final award value
3. Option for ball save on releasing ethyl ball for multiball, mine almost always drains down the middle. Have yet to ever finish the mode
4. Make settings 'wrap' when you get to the end of the options, not have to scroll all the way back
5. Show bonus total
6. Option to change outlane save time
7. Don't ever reuse a callout during a mode
8. Too much thunder during Alice mode, can't hear the music a lot
9. Display hurry up value when collected, before showing mode total
10. Option to make mode end when song ends, both to add tension and also give players an out if they're stuck in a mode they can't complete for whatever reason (seen a few people get stuck in vampire and are completely unable to hit the target for whatever reason, and it's really annoying)
11. Option to enable staging the upper flipper
12. Left upper lane should flash green during pit creature since it hides the ball
13. Mode high scores should ignore the current 'monsters completed' multiplier
14. Randomize the layout of the castle each game so I stop always hearing the same callouts

Bugs (sent many of these to Spooky months ago, but got no response; a few of these may have been fixed in 1.1, but I haven't noticed):
1. 'Music offset' does nothing
2. Ball search doesn't move guillotine?
3. Balls falling back down secret passage after mode start can sometimes count as a secret passage shot (noticed mainly in Igor)
4. Shooting 3 bank during skill shot does not award secret passage progress
5. During werewolf, shots that are red are off while three bank is lit, but still damage the player if hit
6. Scoop eject ball save is sometimes too short. Would appreciate an adjustment for length, or make it work as long as no switches were hit after eject?
7. Scoop eject ball save does not work in multiball. May be intentional, but would like an option at least, like in KISS,Star Wars,etc
8. Frank lock 2 light flashes even when diverter is not in position (after entering upper playfield via left ramp before drop has raised)
9. Draining down lit outlane during mode ball save consumes the outlane save sometimes
10. Scoop time/speed setting does nothing
11. Sometimes I go in the scoop when it's definitely not lit, and then get a mystery award. Sometimes I go in when it's lit and don't get an award
12. Draining out outlane with skillshot still going does not light the outlane
13. Center scoop seems to sometimes light mystery even when it's not lit, and not while it is lit
14. Starting a mode during crypt multiball didn't relight the ball save
15. Both habitrails can air ball directly into the lower part of the outlane. The right one has a ball save if it hits the right outlane switch, but the ball save does not catch if the ball misses the outlane switch and goes straight to the trough.
16. Hitting back wall target after entering upper playfield via left ramp raises the drop (since a switch was hit), but does not lower the drop (like the back wall target would otherwise do when hit)
17. Shooting upper left ramp while diverter is not in position counts as a lower left ramp shot
18. Inlanes are failing the skillshot in 1.1.0.0, they didn't in 1.0.7.0
19. A few times I've had the magnet save activate while the ball save was still active

#11 4 years ago
Quoted from GuiitarMan:

Guillotine shot is not registering during modes or Crypt multiball.

I think that's intentional.

Speaking of though, it would be cool if it had more awards than just an EB at 10 chops. Maybe some set sequence, like "light mystery @ 2, light secret passage @ 5, light eb @ 10"

Also, I've seen a few people request a setting for how many chops are needed for EB, as 10 seemed high

1 week later
#17 4 years ago
Quoted from Coyote:

In 1.0.7.4 and 1.1.0.0, it would play the animation, but NOT damage the player.

Ooh, interesting. I never actually watched the damage meter, just saw the animation

#22 4 years ago

Bonus could be like, 2-3x its current value, without being that overpowering

1 year later
#65 2 years ago
Quoted from Calfdemon:

I believe the Pit Creature mode reads from the subway switches, not the upper optos. So even if your optos are 100% working under the crypt, that does not matter when it comes to searching for the Pit Creature. I would suspect your subway switch on the right side.

Correct. You can also see this from dropping down the left lane on the upper playfield. Iirc it'll also treat it as a scoop shot in the mode (at least during phase 2...)

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