After a few iterations, the test cycles look to be wrapping up. We're also finalizing our web-server features to allow you to download update packages for your P3. The server features are in internal test now. We'll deploy when we wrap up testing on that. See below for Release Notes on LL-EE. The other apps have improvements too, but the LL-EE update is the most comprehensive.
CCR is on track to hit the production line in late Oct.
- Gerry
LL-EE 1.136 Release Notes:
- Fixed spurious app exits on scene changes.
- Added logic to find a compatible module driver (if one is installed).
- Added error reporting about incompatible module drivers (rather than just crashing).
- Moved outlane switch positions to the same location as the indicators.
- Fixed slow drift of inlane/outlane targets and LITE LOCK targets, which caused the targets to not register after a while.
- Inlane/outlane virtual rollovers are now more sensitive to address false negatives.
- Ball search now includes ship rotation.
- Ball search now includes lower ship gate.
- Ship now uses lower gate during single ball play (in modes and when lock isn't lit and multiball isn't ready).
- When starting multiball, ship releases the first 4 positions at the top of the ship and drains the last 4 positions at the bottom of the ship.
Balls drained by the ship are launched back into play.
- Added calibration logic to ship. (Requires ship to be mechanically aligned properly).
- Lock awarded when a ball jam through bottom gate when lock is lit.
- No longer add to existing ball save timer when starting Agent or LightsOut multiball. Use existing timer value or new one, whichever is higher.
- Ship position adjustment is now smooth.
- Ship no longer pauses at the first rotation position when a new ball is detected.
- Can now disable ship completely and game should still play ok (as long as the ship is positioned so a ball can drain through the entrance).
- No longer repeatedly play double vision voice call after double vision is achieved.
- Splash screen now includes app, module, and driver information.
- Settings menu now includes an information screen with app, module, and driver information.
- Added option to pause mode timer when ball is shot into pops. Swamp defaults to true.
- High score tables no longer show through settings menum
- Added option to disable smoke trails.
- Hitting a moving spotlight target lights mode.
- Added switch debouncing in LightsOutMultiball.
- Don't replay Flash lightshows in less than 0.3s in LightsOutMultiball.
- Don't play LightsOutMultiball is lit callout while in Agent Multiball.
- Removed button combos for turning on the ball tracking overlay.
- Fixed issue causing alien attack lights to keep blinking after alien was killed.
- Changed volume display.
- Scoop popup/hurryup can now be disabled.
- Respawns can now be disabled.
- Added app exit message when coin door is open.
- Added upper screen logo during splash screen and translite during gameplay.
- Removed debug launch capability.
- Re-added pop and sling sounds.
- Minimum coin drop bonus credits is now 0 instead of 1.
- Both start button and launch button now select characters during name entry.
- Only show light mode reminder if a mode is available.
- Swamp - shot to mode hole to end mode collects gas before ending.
- Ship ball search now pulses the bottom gate 4 times before moving
- Fixed a corner case with ball search losing track of a couple of balls in the ship.
- Use entered name (from high score) or profile name in result, when available.
- Pre-fill the high score entry name with profile name, when available.
- Fixed sound chain indexing problem that would cause alien attack sounds and graphics to get suppressed.
- Fixed Warehouse mode having empty rooms for 2nd teammate to attempt Warehouse during team play.
- Added setting for final alien battle health recovery delay. It used to be 5s. Default is now 10s.
- Mini-LCD improvements:
-- Fixed a bug with alien animating twice at the start of a ball where the alien battle was in progress on the previous ball.
-- Fixed a bug that at the conclusion of a mode, a resumed alien battle would not always appear on the miniLCD until after a switch hit.
-- Fixed AlienAttack/AABattle scene being visible during high score entry.
-- Fixed LOMB staying on MiniLCD after LOMB ends.
-- Added enhancements to AgentMultiball MiniLCD display.
-- Fixed Alien Attack showing on screen after game end
-- Fixed Alien Attack showing on screen after ball end
-- Fixed 0% showing on screen even after alien defeated or alien attack ends
-- Made LightsOutMultiball easier to read on MiniLCD
-- Fixed LightsOutMultiball not clearing at end of LOMB (*this still happens on rapid drain)
-- Fixed Agent Multiball agents remaining counter not updating after final shot
-- Mode timer removed from Critter Craze screen. Critter Craze timer is now represented with a progress bar.
-- During Agent Multiball, only show Agent Multiball status on MiniLCD if an Alien Attack isn't active.