(Topic ID: 10188)

TF le 1.3 update

By mummite

12 years ago


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Topic Stats

  • 15 posts
  • 13 Pinsiders participating
  • Latest reply 12 years ago by superdude
  • No one calls this topic a favorite

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    #1 12 years ago

    **************************************************************************
    *
    *
    * STERN PINBALL,
    INC. *
    * (C) COPYRIGHT 2007 - 2011 STERN PINBALL,
    INC. *
    *
    *
    **************************************************************************
    *
    *
    * TRANSFORMERS
    LE *
    *
    *
    **************************************************************************

    HELP US, HELP YOU! If you have any suggestions, questions, need
    technical
    advice, find errors or have comments, contact us through our website:

    http://www.sternpinball.com/contact.shtml

    or call 1-800-542-5377. You can also email [email protected]
    to
    report any software problems.

    This text file and all other documents relating to this product,
    playfield
    components, features, rules, programming and operation are subject to
    change
    without notice (Service Bulletins, if applicable, available through
    our
    website).

    V1.3 - January 18, 2011
    =======================

    - added new Australian coinage/pricing tables.
    - Megatron now has a virtual lock adjustment.
    - Consecutive shots to the Allspark no longer count as a combo.
    - fixed a problem with the BumbleBee Timer when the Allspark awarded
    more time.

    V1.21 - January 10, 2011
    =======================

    - added an adjustment to boost mini playfield coil power.
    - mode timers are now paused while Ironhide Scoring is running.
    - fixed a bug where the flippers were disabled while IronHide Scoring
    was active during a Multiball event.

    V1.2 - December 21, 2011
    =======================

    - added combo rule
    - made NEST team speech louder
    - changed Ironhide Scoring rule, now every 5 switch closures on the
    mini playfield increase switch values.

    V1.1 - December 14, 2011
    =======================

    - Sentinel Prime speech is now louder
    - added/modified narrative speech
    - additional art added to megatron battle sequence
    - changed drop target logic during Optimus Prime Multiball
    - added Pillar narrative
    - added/modified shaker effects for Optimus Battle.
    - fixed a bug where Ironhide Scoring could start during the grace
    period of a multiball.
    - the standup targets now light locks if the drop target is disabled.
    - changed default setting for modes to light Extra Ball.
    - added/modified lightshows
    - right orbits are now available during all wizard modes.
    - delayed ball search during "Battle for Cybertron" start.
    - changed ironhide art compression type.
    - Ironhide Scoring countdown speech is now a bit louder
    - some ball searches were taking too long to start, this has been
    corrected.
    - balls stacked on the megatron jam switch are now jiggled loose.
    - changed skill shot score awards
    - added hands free skill shot
    - added super skill shot
    - added right ramp skill shot
    - extra ball can now be lit after starting "X" modes
    - reduced max hits for optimus battle
    - fixed "0X" multipliers display bug.
    - modified some sound assets to play updated TF 3 sounds instead of
    custom speech.
    - changed some speech calls in megatron multiball and mini-wizard/
    wizard modes to be delayed so they can be heard more clearly.
    - fixed an issue where one of the constructicons making devastator was
    displaying incorrectly (out of frame).
    - added code to ballsearch Starscream early.
    - mystery now awards add time to ironhide scoring
    - mystery now awards add time to starscream hurryup
    - ball search timeouts have been lowered for some choreography cases.

    V1.0 - November 28, 2011
    =======================

    - Initial release.

    #2 12 years ago

    heh.. maybe they should change that to "2012"

    #3 12 years ago

    They did not get the 2012 update

    #4 12 years ago

    Wow, that was a nasty bug they fixed in 1.21 (last one on the list).

    Man, it's been over a year since the TF LE 1.3 update? When are they gonna fix the bugs?!

    #5 12 years ago

    This is not the 'power pack' just a normal update with fixes. The PP is till on target and coming.

    #6 12 years ago

    2011. Seriously? Another strike for Stern's quality control. Attention to detail people.

    #7 12 years ago

    You guys are brutal. 2011-2012 who cares. Put 2001 on there for all I care, as long as the code works. And by the way, my MP is rocking now. Wasn't weak to begin with but the extra juice is great!

    #8 12 years ago
    Quoted from Snowdale:

    You guys are brutal. 2011-2012 who cares. Put 2001 on there for all I care, as long as the code works. And by the way, my MP is rocking now. Wasn't weak to begin with but the extra juice is great!

    +1.

    #9 12 years ago
    Quoted from Snowdale:

    You guys are brutal. 2011-2012 who cares. Put 2001 on there for all I care, as long as the code works. And by the way, my MP is rocking now. Wasn't weak to begin with but the extra juice is great!

    I could not agree more this game freakin rocks

    #10 12 years ago

    Yep 100% Agree I love the TF le! people say stuff about it so much because they have never played it. with the 1.3 update the MP is moving around much better

    #11 12 years ago
    Quoted from mummite:

    Yep 100% Agree I love the TF le! people say stuff about it so much because they have never played it. with the 1.3 update the MP is moving around much better

    Yes! Registering about twice as many switches now. Can't wait to see what they do as far as rules are concerned for the mini pf. I'd like to see the animation style battle between decepticons and ironhide, here's to dreaming...

    #12 12 years ago

    Has anyone installed the Megatron anti-air ball kit yet? I just received mine yesterday... one big ugly plastic sheild that looks like it extends above and beyond the drop target to deflect balls back down onto the playfield. I think I'm going to wait on installing it and just run the game like I've been with the drop target disabled... I'd be interested in seeing some pics of what it looks like installed if anyone has already done that though. (Maybe this is the wrong post considering it's hardware and not software related...)

    #13 12 years ago
    Quoted from T-800:

    Has anyone installed the Megatron anti-air ball kit yet? I just received mine yesterday... one big ugly plastic sheild that looks like it extends above and beyond the drop target to deflect balls back down onto the playfield. I think I'm going to wait on installing it and just run the game like I've been with the drop target disabled... I'd be interested in seeing some pics of what it looks like installed if anyone has already done that though. (Maybe this is the wrong post considering it's hardware and not software related...)

    Thread about it:

    http://pinside.com/pinball/forum/topic/tf-drop-target-fix

    #14 12 years ago

    Installed 1.3 update a couple days ago and honestly I prefer the Ironhide playfield without the power boost. I find that on normal power settings it's pretty easy to consistently "walk" the ball about 3/4 the way up the mini-playfield and just keep it in kind of a sweet spot rolling back and forth over the opto above the blue "eye" LEDs. I've completed the 100k points a couple of times this way. With the power boost it's almost too violent, but that's just my opinion.

    I do have 2 concerns about the Ironhide playfield though. Firstly the controlled gate at the top of the right ramp seems to have too long of a delay. If you shoot the ball up there and it just barely clears the gate it will get stuck for like half a second before the gate opens to let it back down the ramp. Why this delay? If the ramp entrance switch is triggered and Ironhide mode is not ready then why not open that control gate immediately to prevent any further interruption of ball flow to the return lane?

    Secondly, and this is pretty minor, there doesn't appear to be anything going on with Ironhide after you've completed it one time. It appears you're only playing for points, and as has already been stated, the points are pretty minor. How about another award at 300k? 500k? Something, anything.

    #15 12 years ago

    1.4 code is out now

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