(Topic ID: 137114)

New TWD code - 1.41

By Apollyon

8 years ago


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  • Latest reply 8 years ago by gweempose
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#4 8 years ago

Here's the new Read Me!!!!

V1.41 - Aug. 25, 2015
=====================

- Added a setting that will light the crossbow at the beginning of the
game.
- Fixed lamp effects for tilt warning, tilt, and slam tilt that handle
the RGB LEDs and the LED GI properly.
- Darkened G.I. for the game over lamp effect.
- Added LED G.I. effects for:
- Skill shot.
- Woodbury skill shot.
- Pop bumpers (RRX).
- Outlanes (BIT).
- Walker kills.
- Multi-kills.
- Prison
- Hit, letter, yard walkers, multiball.
- Well walker
- Hit, letter, rescue, multiball.
- Bonus.
- Blood bath multiball lit/ready and modes lit/ready.
- Match.
- Modes: BARN, CDC, RIOT, TUNNEL, and ARENA.
- Extra Ball Lit, Extra Ball
- etc.
- Added a lockout for the zombie bombs at ball start / ball serve.
- Fixed a bug that was preventing the fire button from being updated
correctly.

- Added a setting to the woodbury skill shot that allows the skill shot
positions to be locked out after a woodbury skill shot award is collected.
This prevents the player from being able to continually collect woodbury
skill shot awards from the same position.
- Collect bonus from woodbury skill shot now shows the bonus that is
collected.
- Added lamp effects, sound effects, and increased scoring for Siege.
Added score display for final shot.
- Added switch compensation for the prison.
- Increased the volume of the prison doors open/closed sounds.
- Added sounds for multi-kill weapon wipe.
- Added display effects for HORDE and LAST MAN STANDING "keep shooting".
- Added a rule for killing all of the walkers (Last Man Standing).
- Added a rule for playing all of the modes (Escape Terminus).
- Fixed bugs in CDC and TUNNEL mode that set precondition data for BARN
mode instead of CDC/TUNNEL modes. This resulted in multi-kill starts
for BARN (as long as it had not already been played) and an additional
multi-kill start for completing CDC/TUNNEL. This has been corrected.
- Added settings that allow the user to control the behavior of the
multi-kill modes better:
- Starting a multi-kill from PRISON MULTIBALL or WELL MULTIBALL can
be set to "collect super jackpot". This is the default for
COMPETITION mode.
- Starting a multi-kill from the CROSSBOW can be turned off, or
be set to "kill all walkers". Multi-kills from the CROSSBOW are
turned OFF for COMPETITION mode.
- Starting a multi-kill from the ARENA mode can be set to "complete
mode". This is the default for COMPETITION mode.
- Starting a multi-kill from BLOOD BATH MULTIBALL can be set to
"collecting all supplies (jackpot)". This is the default for
COMPETITION mode.
- Starting a multi-kill from the TUNNEL mode can be set to
"complete mode". This is the default for COMPETITION mode.
- RIOT mode default number of shots for multi-kill changed from 2
to 3.
- Starting a multi-kill from the CDC mode can be set to "complete
mode". This is the default for COMPETITION mode.
- BARN mode for COMPETITION requires 5 shots instead of 3 for
multi-kill start.
- Starting a multi-kill from collecting all of the heads in the FISH
TANK can be turned off. This is the default for COMPETITION mode.
- Starting a multi-kill from the BICYCLE GIRL can be turned OFF, or
started when the mode is completed. The number of hits to the
BICYCLE GIRL for completion has been lowered from 4 to 3, and the
default number of hits for starting a multi-kill has been lowered
from 4 to 3. The bicycle girl mode must be completed for COMPETITION
mode.
- Starting a multi-kill from the SUPPLIES can be turned off. This is
the default for COMPETITION mode.
- Starting a multi-kill from the COMBOS can be turned off. This is
the default for COMPETITION mode.
- Lowered the switch score for the RIOT mode.
- Increased the final jackpot value for the ARENA mode.
- Fish tank lamp (on the right ramp) now updated properly.
- Reorganized calls to award functions for the shooter lane shot. The new
sequence is: MODES, SIEGE, SPINNER JACKPOT, and EXTRA BALL. The EXTRA
BALL display effect was not being queued. This meant that if there was
a higher priority effect running (prison, mode, replay, etc.), the EXTRA
BALL display effect would not run. This has been corrected.
- The sound effects for extra ball would sometimes not be made due to
higher priority sounds interfering. This has been corrected.
- Added HORDE fail art with sounds.
- Fixed a problem with mode scoring. When the last mode was started,
"modes completed" was being bumped, which caused the last mode scores
to be higher than normal, since modes are worth more the next time
played. This has been corrected.
- Fixed problems with the return lane sounds. When the X shot multiplier
was lit (or running), the normal return lane sounds would not come
through.
- Added a lamp effect for activating the "X" return lane.
- Skill shot maximum increased to 5M.
- Added a lamp effect for extra ball.
- Added a lamp effect and sound effects for extra ball lit.
- TUNNEL multi-kill was specifying the preferred starting shot to be the
left loop shot instead of the right loop shot. This has been corrected.
- Shot multiplier, along with X champion HSTD sequence, has been extended
(instead of terminated) when the left prison standup target is hit. The
only follow-up shots allowed at the moment are the center lane and the
center lane standup. This allows the player to clip the left prison
standup target and still get credit for COMBO/MODE/PRISON.M.B./etc.
awards on the center lane at the multiplied value.
- Added speech for lighting woodbury; fixed speech spacing with fish
tank and woodbury lit.
- Removed woodbury lit/start effects. These were getting in the way of
everything.
- Limited the follow-up speech that is requested for blood bath multiball
jackpot and super jackpot.
- Fixed issues with resetting the multikill data for the preconditions
when HORDE is started (CROSSBOW and FISH TANK were incorrect).
- Reworked the multi-kills such that the modes that start them will
continue to add points as long as the multi-kill mode is still active
(effectively, until the end of the ball).
- BARN mode start instructions were not being rendered using the outline
font. This has been corrected.
- Increased the scores for the bicycle girl mode.
- Added topper effects for game start and player added.
- Fixed up skill shot background so it shows billion scores correctly.
- Added extra sounds to the attract mode. When a walker growl sound is
made, there is a light show and a topper effect that will run with it.
- Added a setting to keep modes from being lit/started during multiball.
The default has been set to YES (this is the same behavior as all
versions prior). The setting for COMPETITION mode only allows lit modes
to be started during multiball.
- Shortened the lighting effects for the skill shot.
- Tightened up the well walker start display effect.
- The bicycle girl feature was allowed to start during HORDE. This has
been corrected.
- Added a lamp effect for well multiball victory lap jackpot.
- Display effect sequence was not clearing pending effects when a TILT
occurred. This has been corrected.
- Fixed up some background lamp effects. Some background lamp effects
(modes, specifically) were running at end of ball when they should have
been killed off.
- Fixed more bugs/problems with previous mode shot scores.
- Crossbow scores carryover was set to YES instead of NO. This has been
corrected.

#32 8 years ago

- Added a rule for killing all of the walkers (Last Man Standing).
- Added a rule for playing all of the modes (Escape Terminus).

This may mean 2 new modes are added to this release
It's worded a little non-descriptive, but it may be...

#195 8 years ago

Super cool....

I've got 2 goals right now: Siege and Terminus!!!!

1 week later
#326 8 years ago
Quoted from 320Gigabytes:

I like both the Pro and the Premium/LE for different reasons. I like the light show on the Prem/LE, but I like the uninterupted ramp shots on the Pro.
I'm curious to see which one will be used more in competition play though.
It seems ACDC was the only premium that was the standard version in competition, but the lower playfield was always disabled, so it's strange. Why not just do the pro then?
Everything else is predominantly competed on the Pro (Mustang, Star Trek, Metallica, etc.).

Pros are almost always used, just because they're cheaper. AC/DC is an exception because almost everyone saw premiums as well worth the money. For routing, and usually tournament games, ops don't typically spend the extra cash.

#328 8 years ago
Quoted from paulohotline:

I respectfully disagree and will stick to my opinion that the pro is faster. Suck it up butter cup. I spent time with both so I am not talking out my ass. Please let it go and stop reviving my awesome points. You guys are worse then a knitting circle watching a chick flick.

LOL - contradictions/hypocritical statements abound....

- "Please let it go" + a couple insults ->>> more like: "let it go... so I can get the last word in"

and (paraphrased)...

- "PRO's better than the Premium, which isn't worth the extra money" + "Give me more features from the Premium on my PRO!!!"

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