Please update both the game app and the module driver.
Weird Al's Museum of Natural Hilarity
- Changes for Germs Mode (phase 1):
-- Enhancement: Added outline around "angry" Almoebas to increase visual distinction for color blind players
-- Change/Fix: Flipper damage received per attack was not scaled properly. Germs do more damage on an attack
-- Change/Fix: Flipper damage was intended to prevent a player from cradling up and waiting it out. This change now defines a small physical region (bottom of slings to flipper bats --i.e., where a ball would be cradled in the flipper) that an Almoeba in a dive attack will be considered "invincible" until the Germ attack/probe damage has been processed. Immediately following the damage processing, the Almoeba will be vulnerable again even in this region of the playfield, so a player may choose to trade flipper damage with an Almoeba by cradling, but the "just wait it out" strategy will no longer be viable for players
-Changes/Fixes for Mission Statement:
-- Fixed a bug in late mode Mission Statement (post stock split) that would cause the scoop to get into a stuck state after two stock sells
-- Fixed a bug where draining to one ball during the Mission Statement frenzy (post stock split) near the end of the frenzy loop caused the sell scoop and timer to be stuck
-- Change: Stock split now is an add-a-ball. One or two balls will be launched after split(s), adding to current MB balls, if applicable
-- Fixed erroneous display of the sell stock countdown window during some stacked MB scenarios
-- Fixed a bug where starting a multiball during the end frenzy doesn't transition to the frenzy loop (frenzy continuing until one ball)
-- Made the doodle placement closer to the stock price line
-- Made the price line and stock price reduction match better
-Changes for Amish Paradise (tldr: mode should be more valuable overall)
-- Increase values for the second task in each chore by 50%
-- Change default barn raise timer from 15s to 20s
-- Fix a bug in settings that showed AmishParadise category without a space
-- Initial raise the barn jackpot has been doubled (increased 100%)
-- Each successful barn raise will increase the value of subsequent barn raises by a larger amount than previous (subsequent raise value increased 100%)
-- Following a barn raise, chores no longer have a greater number of tasks to enable subsequent barn raises
-Changes for You Make Me (non RWS):
-- Fixes a potential bug that could occur if the player tilts during the intro depending on timing
-- Mode starts with a long ball saver to ensure players can experience it.
-- Changed the add-a-ball behavior from add-a-ball only during "madness" to be available on the spiral in every phase of play until collected, and add-a-ball will re-light in the next "madness" phase (and that new one will stay lit until collected, re-lighting in the next "madness" and so on). These changes together should make YMM last longer and allow players to often experience YMM with greater than 3 balls in play.
-- Madness phase target values (which increase by shooting jackpots in other phases) are now multiplied by balls in play when collected.
- Quality of Life Changes
-- Ball search now ignores the infrared grid. It will now clear stuck balls even if the grid is activating.
-- Reworked moatExit logic to address lost balls and/or extra launches when multiple balls shot into the scoops in quick succession during multiball.
-- Fixed topper brightness control in WAMONH (Settings -> Mechs -> Topper). In apps that don't make use of the topper, the brightness can be changed with either Settings -> General -> GI -> Backbox or Settings -> Mechs -> LEDs -> Brightness -> Base P3 -> Backbox, depending on the particular app. If the app doesn't actively use the LEDs in lightshows, an app restart might be needed to activate the new brightness settings.
-- Pausing flippers by opening the coin door with a flipper raised also now pauses ball search until the flipper is released
-- Non-EOS flipper strengths now max out at 30 instead of 40
-- Added flashing of the launch button light when the player is in the ticket counter mode selection interface
-- Added some new Word Crimes questions suggested by the community.
- Bugs Fixed
-- Fixed a bug that could cause the state of the spiral ramp to remain in the wrong position following My Bologna mode
-- Fixed a bug that could allow the user to abort mode selection after mode selection had already timed out and started a mode resulting in two balls in play
- Fixed a bug related to a player aborting a game during high score name entry
-- Fixed a rare bug that caused YMM qualification to raise scoops erroneously when returning to the lobby if the ball did not hit the tracking grid after the final target hit to raise the scoops and then the player immediately started another mode through the supplies closet
-- Fixed a rare bug that caused VIP qualification to raise scoops erroneously when returning to the lobby if the ball did not hit the tracking grid after the final target hit to raise the scoops and then the player immediately started another mode through the supplies closet
-- Fixed a potential display bug in YMM that could cause the scoop timer display to show a negative value for a fraction of a second
-- Fixed a bug that caused the RWS mode order to not match the order the modes were originally played if My Bologna was played multiple times that game
-- Adjust service mode setting "max players" to 4. Greater than 4 are not supported
-- Fix a bug that caused Super Duper Skillshot to not be available due to diverter states when My Bologna lit at start of ball
-- Fixed collected item counts on the apron display getting cut off for very large numbers of items
-- Fixed button legend indicator placing left button text on the right button and vice versa
- Switched to a higher resolution "admit one" icon image for the ticket counter shot indicator
-- Make sure My Bologna is not lit during Drink From the Fire Hose
WAMONH Module Driver
- Fixed Topper LED brightness setting functionality
- Changed drop target drive params to PWM and added a strength setting (Mechs -> Drop Target -> Drop Target Reset Strength)
- Moved Ball Search switch/coil registrations here from app
- Lightly pulse (wiggle) the drop target during ball searches (wiggle strength: Mechs -> Drop Target -> Target Ball Search Wiggle Strength)
- Moved Topper Talk logic here from app so that it's available to all apps
- Added Settings option to eject all balls (Settings -> Mechs -> Eject All Balls)
- GerryWAMONH_SU_22.214.171.124 (resized).jpg