Yay. Patch notes released with latest code release on the website. So my requests for them to be published didn't fall on deaf ears.
1.0.6.9 18/12/2018
All modes, light colors updated for combos, modes, etc
All modes, main BG music could start when monster mode started
All modes, mode total animation process cleaned up.. should be faster
All modes, modes can only be played once
All modes, monsters reset in prep for wizard mode
All Modes, shaker support added'
Combos, mode select targets kill any progress
Combos, scoring updated
Combos, system updated
EOB, can break out of EOB bonus info early hitting both flippers
EOB, sfx added
Frenzy, frenzy light was overriding multiplier ready light
Frenzy, keeps its own score collected.. used for mode total
General, cleaned up count down timer routines. Could cause a crash if not handled properly
General, coils only fire once in attract and if start it pressed
General, collecting special award free game when not in free play
General, extra safety added to upper playfield drop target to reset on no activity
General, gameover will only pick from quotes that fit within the animation frame time
General, highscore/match order in which they are display was reversed
General, increased save ball grace to 4 seconds
General, left scoop light animation cleanup
General, left scoop scream was missing while out of monster mode
General, light priorities changed for combo/mode/frenzy
General, lightshow in attract no longer responds to flippers
General, loading screen has some variety
General, lower drop targets cleaned up logic so they reset only if they aren't in the correct position already
General, monster select lights are now off when in Frank mode
General, player 3 score moved to the left a bit
General, relabeled some switch names in switch test
General, remove old media not being used
General, removed "super" from special in menu system
General, removed GI from some lightshow sequences
General, removed GI from the left scoop in/out animations
General, room control forces lock servo to center position on magnet hold
General, room travel was prevented after an initial ball save
General, upper drop target safety reset timer was using a hard coded 1 second timer.. changed to 5 seconds
General, upper lanes were over riding the frenzy light and killing it
General, flippers were still enabled through end of ball
General, lane save switching now disabled during end of ball
Highscore, bug when replay played on ball 3 and ball ended. highscore screen needs to refresh
Highscore, launch button could cause game to "end"
Highscore, some internal changes to how it starts
Highscore, timeout was in debug mode
Hurryup, changed multisave to single save on ball save
Hurryup, crash fix, chance that text would update when it shouldn't
Hurryup, mode not totally disabled when mode total shows up
Hurryup, removed a redundant update display.. contributed to video slowdown
Hurryup, sfx changed from heart beat to Shepard tone
Mag-neato-o, removed the magnet save while in frank or crypt mode
Mystery award, award sfx now duck the music
Replay, now plays sfx immediately, used to be on a delay
Replay, video/sfx added
Secret passage, new music starts when ready
Servos, will now disengage after 1.5 seconds of last being used
Skillshot, while ball 3 gimme active, skillshot would respond when it shouldn't
Skillshot, false skillshot activation due to slow ball launch
Special, awards 25 million in free play
Special, menu setting updated with the 4 settings (Audit, Off, Points, Normal)
Systemstatus, disabled response to flipper holds for now since this isn't fleshed out yet. can cause a quick animation to clear off leaving a blank screen
Tilt, could cause crash when match animation started
Tilt, not handled properly when in crypt mode
Alice, frenzy shots added
Alice, mode lights were not updated properly after mode total
Alice, monster multiplier is now applied to scores
Crypt, animation lag reduced
Crypt, first lock starts new music
Crypt, removed lock swap
Crypt, removed multi save feature
Crypt, SFX volumes increased
Ethyl, frenzy shots are in. clearing all frenzy shots puts ethyl into the last stage for a super/triple jackpot.. rinse/repeat
Ethyl, hurryup added for end of mode
Ethyl, mode lights now ending properly
Ethyl, mode total added
Ethyl, now uses frenzy amount for hurryup value
Ethyl, removed lock swap
Ethyl, score animations and scoring added
Ethyl, when dropping in from balcony, you get a 5 second runoff to collect a double/triple/super jackpot instead of a normal jackpot
Frank, cleaned up internal lock count routine
Frank, lab lock should be blinking instead of the arrow
Frank, mode start has more "flash"
Frank, quick skip was still causing an extra ball to be ejected
Frank, removed multi save feature
Igor, left scoop light cleanup
Igor, while in hurryup mode switches/lights no longer respond
Insect, animation lag fix
Insect, frenzy shots open after big bug defeated
Insect, upper pf can be used to squash bugs
Pitcreature, left subway was not responding properly
Pitcreature, mode takes priority over crypt mode now
Pitcreature, needed to make pit create mode lights higher priority than crypt mode
Pitcreature, right scoop was incrementing the collect count if it was a valid shot or not
Pitcreature, won't show the not here animation if location already visited
Vampire, animation lag removed
Vampire, case typo in get to upper playfield text
Vampire, frenzy shots added
Vampire, GI wasn't being updating properly
Vampire, mode music could initiate twice
Vampire, removed "extra" jackpot animation after 3rd stake
Vampire, timer/stake count GUI cleaned up
Zombie, conflict with ball save would trigger a zombie shot