(Topic ID: 132182)

New TWD Code 1.28 Update


By T7

5 years ago



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  • Latest reply 5 years ago by yoyokopter
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#1 5 years ago

I thought it would be cool to have a thread to discuss the new code update for TWD. The other thread is for all 3 code updates, this thread will just be for TWD 1.28. So far, I've really liked the updated shaker and lighting effects.

To get things started, here is the update readme...

V1.28 - July 2, 2015
====================

- The fire button lamp is turned off when the button cannot be used
(during end of ball and bonus count, etc.)
- Spinner jackpot score (Premium/LE only) was not recording the score for
the X champion. This has been corrected.
- Added logic to keep the drop target down when the collect (shooter lane)
shot is lit for the ARENA mode (Premium/LE only).
- Added logic to keep the bicycle girl ramp closed while the woodbury
skill shot is running and the ball is sitting in the shooter lane. This
keeps the ramp from timing out and the player re-opening the ramp
(excessive) when the flipper buttons are used to perform lane change
for the woodbury skill shot.

- Reworked the scoring for the crossbow. The crossbow score is based on
the number of walkers killed since the last time a walker was killed
using the crossbow. Added a setting that allows the score to be carried
over from ball to ball (default=NO). The score goes up at a reasonable
rate based on the number of crossbow kills.
- Added topper effects for prison yard walkers.
- Added topper effects to HORDE.
- Removed switch hit information from the RIOT gas mask walker display
effect. The score that is awarded for the shot is displayed instead.
- Removed an unused audit (skill shot star rollover).
- Added a lamp effect for the walker grunt during the skill shot.
- Added lots of shaker motor effects.
- Changed global "timers off" function. The timers are no longer paused
due to ball location during multiball.
- Added "reset shots" settings for CDC and TUNNEL modes. When the main
shots have been completed, they are re-lit if the "reset shots" setting
is YES. (The default for both CDC and TUNNEL settings is "YES".)
- Increased the additional score that is added for each shot during the
BARN mode.
- Decreased the additional score that is added for each shot during the
TUNNEL mode.
- Reworked the crossbow background to show the walkers in fixed positions
and at the correct Y coordinates (ex. - the hanging walker).
- Added logic to keep the prison doors closed while the woodbury skill
shot is running and the ball is sitting in the shooter lane. This
keeps the doors from timing out and the player re-opening the doors
(excessive) when the flipper buttons are used to perform lane change
for the woodbury skill shot.
- Added more crossbow walkers.
- Added audits to the woodbury skill shot awards.
- Fish tank head collected display effect was always showing 1 head and a
score of 100,000. This has been corrected. Adjusted scores.
- Removed the "light" code for the fish tank. The fish tank is always lit,
and always available, except during multiball and HORDE. This allows
stacking of lit woodbury skill shots, so multiple non-point awards may
be available at one time.
- Added a mechanism to the woodbury skill shot that allows the player to
select any award at any position (bottom rollover, top rollover, left
top lane, right top lane). Added code to disable flipper select of the
awards after the ball is plunged (may be disabled by adjustment).
Fixed (corrected) scoring/awards/display of items. Limited lane change
of awards to only happen when the background display is running.
- Reworked woodbury skill shot to add a number of "feature" awards.
These include:
- Light outlane (bit). This also works if an outlane is already
lit. The additional outlane will have the same value as the
outlane that is already lit; otherwise, 500K.
- Double outlane (bit) value. If both outlanes are lit, doubles
both outlane values.
- Light X return lane. This also works if a return lane is already
lit. The additional return lane will have the same X value as the
return lane that is already lit; otherwise, 2X.
- Light crossbow.
- Collect bonus. This is affected by the 2X playfield multiplier.
- Start multi-kill.
- Light extra ball.
After factory reset, "light outlane" will be the first award. Then
awards are lit in sequence each time the fish tank is completed on the
right ramp. At the end of the game, if an award was collected during
the game, the award that follows the last collected award will be the
first award that is lit for the next game.
Adjustments control light/carryover:
STACK WOODBURY SKILL SHOT LIT - DEFAULT: YES
Multiple awards may be lit before shooting the "Welcome to
Woodbury" shot.
WDBRY. S.S. LIT CARRY. B. TO B. - DEFAULT: NO
Lit awards are not carried over from ball to ball.
WOODBURY S.S. FOR M.KILL - DEFAULT: 3
Number of times "Welcome To Woodbury" must be lit before the
"Start multi-kill" award is offered.
- Added lamp effects for HORDE.
- Added some speech for walkers advancing during HORDE.
- Added effects for walkers advancing during HORDE.
- Fixed problems with previous mode scores. The base score (+ increment)
was always added regardless of whether any shots were made. Making
shots would not increase the values added as advertised. These have
been corrected. CDC mode was only adding to the left ramp value. It
now adds to the left ramp value, the shot value, and the final shot
value.
- Added speech to the ARENA mode.
- Added a background lamp effect (flasher) for the ARENA mode that lets
the player know the mode collect shot is available.
- Removed woodbury background lamp effect flasher, as it makes things too
confusing with other things (ARENA final shot, HORDE lit, etc.) The
"WELCOME TO WOODBURY" lamp is sufficient.
- Changed the ARENA mode. Instead of completing (finishing) the mode
by shooting the right ramp 3 times in a row twice, the mode can be ended
(completed) by shooting the right ramp and then shooting the shot that
leads into the shooter lane at any time. This makes the scoring for the
ARENA mode a bit more open-ended, and puts more points for X champion on
the shooter lane shot. It also makes it easier to see the finishing
animation, as the ball isn't out of control on the playfield.
- Added lamp effects for the ARENA mode.
- Fixed a bug that was causing the totals for the RIOT mode and the ARENA
mode to be displayed incorrectly.
- Fixed a bug in the ARENA mode where the final jackpot value was not
being multiplied by the shot multiplier (X) value.
- Changed/added some sound effects (walker grunts) for the ARENA mode.
- Reworked speech for the RIOT mode.
- Added art to the ARENA mode attract mode HSTD display. Changed ARENA
total art so the text is more readable.
- Fixed the background display effect for the RIOT mode to show the score
properly.
- Reworked scoring for the RIOT mode.
- Added art to the RIOT mode HSTD display and the RIOT mode total.
- Added lamp effects for the RIOT mode.
- Added lamp effects for the CDC mode.
- Added lamp effects for the BARN mode.
- Reworked the TUNNEL shot award animation and light show so they are more
in sync with the sound effect.
- Added lamp effects for the TUNNEL mode.
- Improved shaker motor effects for prison multiball super jackpot.
- Changed the background lamp effect for prison multiball. During the
victory lap stage, the prison does not flash unless the victory lap
jackpot is lit.
- Added prison yard walker killing spree info. to the display effect
for prison yard walker killed. Added speech for killing spree.
- Fixed a long-nagging choreography issue: prison yard walker killed
animations are now requested as foreground display effects at higher
priority, instead of only running when the background is active.
- Added lamp effects for prison yard walkers and prison multiball.
- Added prison letter multiplier for completing the prison standup
targets; it was not implemented.
- HORDE was allowed to start when blood bath multiball was running. This
has been corrected.
- Added settings to allow or disallow walker bombs for prison multiball
super jackpot and well multiball super jackpot. The default for
competition mode is to not allow the bomb and force the player to make
the shot.
- When HORDE is started, all multiballs (specifically, grace periods)
are stopped.

#2 5 years ago

Seems really easy to start the prison multiball sequence. Only two hits to the prison starts it now? Is it the same on eberyone else's?

#3 5 years ago
Quoted from QuarterGrabber:

Seems really easy to start the prison multiball sequence. Only two hits to the prison starts it now? Is it the same on eberyone else's?

It was the same (2 hits) in the previous code update.

#4 5 years ago
Quoted from pinballer0415:

It was the same (2 hits) in the previous code update.

Crazy, I never noticed. I always thought I had to spell "prison" to start it. One letter added for each hit.

#5 5 years ago
Quoted from QuarterGrabber:

Crazy, I never noticed. I always thought I had to spell "prison" to start it. One letter added for each hit.

Initially - 2 hits to open prison door, then 7 shots to clear the yard. Each of the 5 arrows counts as one or you can bash the head and it will eliminate a lit arrow. Last two hits to start multiball are on the head.

Second prison MB - must spell out "PRISON" to open door and then hit 7 shots to start the MB.

#6 5 years ago
Quoted from pinballer0415:

Initially - 2 hits to open prison door, then 7 shots to clear the yard. Each of the 5 arrows counts as one or you can bash the head and it will eliminate a lit arrow. Last two hits to start multiball are on the head.
Second prison MB - must spell out "PRISON" to open door and then hit 7 shots to start the MB.

Oh ok, thanks for the clarification. I was thinking of the second time you start it. Thanks again.

#7 5 years ago

I'm really liking the enhancement to the Woodbury skill shot. Nice to use the new/retro rollovers!

- Light outlane (bit). This also works if an outlane is already lit.
- Double outlane (bit) value. If both outlanes are lit, doubles both outlane values.
- Light X return lane. This also works if a return lane is already lit.
- Light crossbow.
- Collect bonus. This is affected by the 2X playfield multiplier. >>>>>>>>>> NICE
- Start multi-kill.
- Light extra ball. >>>>>>>> NICE

#8 5 years ago

I have not played the new code yet but I'm excited about all the new Woodbury awards. It's interesting to me that they increased the scoring on Barn mode. That is usually my go to mode. As we like to say in league "Barn is the new CDC".

Not surprised they took score out of Tunnel mode since Josh Sharpe said it was extremely lucrative.

Curious if double bit outlane is also affected by 2x playfield. In other words, can you get a 4x bit score by draining? That could be huge. Also, just having the ability to have both outlanes lit is a nice feature. I always seem to drain in the outlane that is NOT lit!

#9 5 years ago

I just think it's awesome they continue to improve this game's code. We all thought it was a great theme for a pin but not very impressive player out of the box. I personally feel that the attention it has gotten code wise has made it a game I'd consider owning. It's great to see folks really getting into scoring strategies for TWD and also great to see increased polish aesthetically on attract menus and dots in general.

The code improvements have significantly changed my opinion on ST TWD and MET.

#10 5 years ago
Quoted from QuarterGrabber:

Crazy, I never noticed. I always thought I had to spell "prison" to start it. One letter added for each hit.

Yes - you do spell PRISON - but on the first ball, PRISO is already spotted for you.

#11 5 years ago

Has Stern come out with a fix for the Prisoner Zombie head problem of not registering on each hit yet besides disabling the prison doors?

Really digging the updated code readme file. Owners of the game must be dancing while playing their game this weekend.

#12 5 years ago

Mine registers every hit

#13 5 years ago

i love the falling zombie bodies!

#14 5 years ago
Quoted from BMore-Pinball:

Mine registers every hit

Same here. I've never experienced that issue.

#15 5 years ago

mine has gotten better. seems like the prison flashes differently now when hitting the zombie head.

#16 5 years ago

ugh I so want a TWD Premium!! Damn to being married!!!

#17 5 years ago

Mine registers every hit too

#18 5 years ago
Quoted from BMore-Pinball:

Mine registers every hit

Mine too

#19 5 years ago

Ours on location has that same problem, damn doors do not open until you drain the ball... So if you are on ball 3 you are scrwed for Prison as the doors will not open... Hope code fixes the issue, the operator already replaced the doors once and that did not solve the issue...

#20 5 years ago

My zombie head behind the prison doors most certainly does not register every hit. Never has. I've tried adjusting the switch to make it more sensitive and it had zero effect.

#21 5 years ago

The one we play on location in league has never registered correctly. We even tried adjusting the switch. We just went with disabling the prison doors, so it works fine and no players get robbed of zombie hits.

#22 5 years ago
Quoted from bcrage88:

Ours on location has that same problem, damn doors do not open until you drain the ball... So if you are on ball 3 you are scrwed for Prison as the doors will not open... Hope code fixes the issue, the operator already replaced the doors once and that did not solve the issue...

Cradle up and flip the other flipper until the door opens. It will eventually open up.

#23 5 years ago
Quoted from Trooper11040:

ugh I so want a TWD Premium!! Damn to being married!!!

treat the wife to a night out on the town then hit her with the twd!!!

#24 5 years ago

Nice code update, the prison certainly does a lot more illumination than it did before.

#25 5 years ago

cyclone I just got a TOM in May...I overpaid for it but the condition was near perfect for being 20 years old...i could not in no way justify another pin right now...she would cut my sack off...

#26 5 years ago

Okay will try this, the game is hard enough as it is without the door working properly lol.

Quoted from pinballer0415:

Cradle up and flip the other flipper until the door opens. It will eventually open up.

#27 5 years ago
Quoted from Trooper11040:

cyclone I just got a TOM in May...I overpaid for it but the condition was near perfect for being 20 years old...i could not in no way justify another pin right now...she would cut my sack off...

In great shape you probably paid around 5500 to 6000, I know its a lot of coin !!! I told my wife I was done at 4...that was 14 machines ago lol

#28 5 years ago
Quoted from Trooper11040:

cyclone I just got a TOM in May...I overpaid for it but the condition was near perfect for being 20 years old...i could not in no way justify another pin right now...she would cut my sack off...

If TOM is a game you want it's a good pick. Will be easy to get twd as soon as your ready. Old wms in good condition are not readily available.

#29 5 years ago

I think I may have found a glitch unless it was programmed that way on purpose. When you light woodbury then shoot the ball in to select your prize, if light bit is number 4 and you scroll backwards (left flipper button) through the shots light bit stays #4 and you can select any shot you want light lit to be. The same goes for the #1 item if you scroll forwards, it stays #1 and you can select any shot for that prize. So you can scroll through the prizes until you see the one you like then make it #1 or #4 and select any shot you want to make to get the prize. Seems like a glitch to me. I always scroll backwards and make light bit and so on the top right bumper lane and use the fire button to launch the ball and it lands in that lane every time. So basically I can choose whatever prize I want then get it every time. Glitch or not??

#30 5 years ago
Quoted from QuarterGrabber:

I think I may have found a glitch unless it was programmed that way on purpose. When you light woodbury then shoot the ball in to select your prize, if light bit is number 4 and you scroll backwards (left flipper button) through the shots light bit stays #4 and you can select any shot you want light lit to be. The same goes for the #1 item if you scroll forwards, it stays #1 and you can select any shot for that prize. So you can scroll through the prizes until you see the one you like then make it #1 or #4 and select any shot you want to make to get the prize. Seems like a glitch to me. I always scroll backwards and make light bit and so on the top right bumper lane and use the fire button to launch the ball and it lands in that lane every time. So basically I can choose whatever prize I want then get it every time. Glitch or not??

I haven't put the new code on my game yet, but if it works as you describe, then it would seem to remove most of the skill from it. I was hoping that the awards would randomly appear at one of the four locations. You then select which shot you want to go for based upon a combination of what award you want vs. how easy/hard the shot is to make.

#31 5 years ago
Quoted from gweempose:

I haven't put the new code on my game yet, but if it works as you describe, then it would seem to remove most of the skill from it. I was hoping that the awards would randomly appear at one of the four locations. You then select which shot you want to go for based upon a combination of what award you want vs. how easy/hard the shot is to make.

No I can get any prize I want at will by exploiting that glitch. If it is a glitch? Maybe they programmed it like that?

#32 5 years ago
Quoted from QuarterGrabber:

I think I may have found a glitch unless it was programmed that way on purpose. When you light woodbury then shoot the ball in to select your prize, if light bit is number 4 and you scroll backwards (left flipper button) through the shots light bit stays #4 and you can select any shot you want light lit to be. The same goes for the #1 item if you scroll forwards, it stays #1 and you can select any shot for that prize. So you can scroll through the prizes until you see the one you like then make it #1 or #4 and select any shot you want to make to get the prize. Seems like a glitch to me. I always scroll backwards and make light bit and so on the top right bumper lane and use the fire button to launch the ball and it lands in that lane every time. So basically I can choose whatever prize I want then get it every time. Glitch or not??

I think that is the way intended but not sure myself.

#33 5 years ago
Quoted from TomGWI:

I think that is the way intended but not sure myself.

Before the update it didn't do that. On the old code all the shots stayed the same. When you hit prize #4 it would go back to #1 and so on, you couldn't select any shot for any prize, all the prizes were designated to certain shots. It is a new thing with the new code that the shots designated to each prize can be changed.

#34 5 years ago
Quoted from QuarterGrabber:

Before the update it didn't do that. On the old code all the shots stayed the same. When you hit prize #4 it would go back to #1 and so on, you couldn't select any shot for any prize, all the prizes were designated to certain shots. That is a new thing with the new code.

It did the first version of the code. If Lyman doesn't like it, he'll remove it.

I just had 4 of the 5 modes completed, got to Horde and on was on my way to completing all five crossbow shots until I drained my last ball. Fun game!

#35 5 years ago
Quoted from LOTR_breath:

The one we play on location in league has never registered correctly. We even tried adjusting the switch. We just went with disabling the prison doors, so it works fine and no players get robbed of zombie hits.

Seems disabling the doors is the preferred method in a tourney for increased reliability.

#36 5 years ago
Quoted from QuarterGrabber:

I think I may have found a glitch unless it was programmed that way on purpose. When you light woodbury then shoot the ball in to select your prize, if light bit is number 4 and you scroll backwards (left flipper button) through the shots light bit stays #4 and you can select any shot you want light lit to be. The same goes for the #1 item if you scroll forwards, it stays #1 and you can select any shot for that prize. So you can scroll through the prizes until you see the one you like then make it #1 or #4 and select any shot you want to make to get the prize. Seems like a glitch to me. I always scroll backwards and make light bit and so on the top right bumper lane and use the fire button to launch the ball and it lands in that lane every time. So basically I can choose whatever prize I want then get it every time. Glitch or not??

That is a new feature, good or bad. It's in the read me file. It wasn't super clear how it worked, but I think I get it now.

#37 5 years ago

Kind of seems unlikely that it's a bug, no? Wouldn't you have to intentionally code something like that?

#38 5 years ago
Quoted from RobT:

Kind of seems unlikely that it's a bug, no? Wouldn't you have to intentionally code something like that?

I thought maybe it was a bug because instead of going back to #1 after #4 it stays on 4 forever until you change directions. I thought maybe they acidentally left the part of the code out that resets it back to #1 after you reach #4.

#39 5 years ago
Quoted from QuarterGrabber:

I thought maybe it was a bug because instead of going back to #1 after #4 it stays on 4 forever until you change directions. I thought maybe they acidentally left the part of the code out that resets it back to #1 after you reach #4.

Got ya.

#40 5 years ago

And staying on #4 and #1 forever is what allows you to select any shot you want for that prize. Seems like a glitch to me but if it was in the readme then I guess they did it on purpose. Way too easy to get what you want now though. I can get whatever prize I want at will now and on the old code it was actually a challenge.

1 week later
#41 5 years ago

I don't like the new Woodbury skill shot either. Seems to easy to get any reward you want.

#42 5 years ago

I really hope Lyman rethinks the skill shot.

#43 5 years ago
Quoted from gweempose:

I really hope Lyman rethinks the skill shot.

what would you like?

#44 5 years ago

I would like to see something where each of the 5 possibilities (first star only, 2nd star, upper L lane, upper R lane, only pops) are opportunities but once you cash them in (either normal ball or woodbury) then they are locked out till you complete another shot possibility.

For example, goover upper right lane on ball 1 plunge, light woodbury and at that time the upper R lane is not an option.

This could have cool strategies for when you complete which shot. More points for mutiples without repeat.

#45 5 years ago
Quoted from Whysnow:

What would you like?

For clarification, it's not the skill shot I have a problem with. It's the Woodbury awards. I think the awards and their locations should be random. Perhaps not totally random. It would makes sense to have the more valuable awards at the rollovers, since they are harder to hit. You then select which one you want to go for based on the award vs. the shot difficulty.

#46 5 years ago
Quoted from gweempose:

For clarification, it's not the skill shot I have a problem with. It's the Woodbury awards. I think the awards and their locations should be random. Perhaps not totally random. It would makes sense to have the more valuable awards at the rollovers, since they are harder to hit. You then select which one you want to go for based on the award vs. the shot difficulty.

This +100.

From the start it seems like the Woodbury awards were MEANT for different actual awards. Very much like a mystery award, but with the skill of actually having to hit a shot afterwards. I really don't care for the ability to change which shot gives which award, AND I hate the fact that the awards are mostly point values, and you can only get other ones after collecting a bunch of successful Woodbury awards. I would way prefer there to be 4 static awards offered (you cannot change them), and have 3 of the 4 be named awards (i.e. light bit, light tower, start MK, etc), and 1 of the 4 be points. Have the awards be randomized each time.

I also really hope that Lyman does a bit more with the lighting in the LE / Premium version of the game. Horde is AMAZING. Why not add some cool effects to LMS and Seige, and maybe BB, WW and Prison. I know there are only 2 colors, but you could go all white, all red, fade from red to white, fade red in and out, fade white in and out, go all black at times, etc.

I'd also like to see better use of the arrow lights as indicators of shots that are available. For example, when you are in prison and have all the shots blue, and you have a mode running, the game doesn't show you which white mode shots you need to hit if that light is blue for a prison shot. For example, if you are in prison and you have all blue shots lit, and you start CDC, if you hit the CDC shot again to add JP shots for the mode, they are not lit white, they stay blue until you hit them. So you have no idea which CDC shot was lit. Easy fix would be to alternate arrow colors. Hence if you have a shot lit for prison and CDC, have the arrows alternate from blue to white, back and forth.

Not to bash the game at all as I love the code. It just needs some necessary updates.

-1
#47 5 years ago

We need a virtual kickback for left outlane.

#48 5 years ago

What do the two standups on each side of the Prison doors do?

#49 5 years ago

They prime the Prison Tower shot which will light the 2x playfield multiplier for 30 seconds. Each set completed prior to collecting the tower shot will make it last longer when collected. Doesn't carry over across balls by default.

#50 5 years ago

I hope they do something in the code for the Pro during Horde mode. The lightshow sucks compared to the prem/LE's sweet pulsating synchronized light show.

I'll upload a video if I can find it on my phone.

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