Quoted from idealjoker:UPDATE -- Change Log for Release JP1.1
No more known bugs to fix and I have implemented the last of my planned improvements. I am planning to do some more testing this week and, hopefully, send a version out to the testers next week. This post describes the changes since the initial release version (JP1.0).
Game Rules Changes
All game rules changes should be considered tentative. Feedback is particularly welcome on these!
The Curiosity Spin is disabled (outlane lamps turned off) when an Extra Ball is awarded while Curiosity Spin is lit. The idea is that the CS should not be enabled for 2 balls, which it is with custom code and JP1.0 when you score an EB on ball 3 without cashing in the CS. (An alternative solution would be to keep the CS lit but do not light it when playing the EB. While writing this, I am beginning to wonder if this would be a fairer solution, because it enables the CS for exactly one ball.)
When playing with TCM easy rules (SEAFOOD) and the 20M shot it lit, the unlimited 1M shot remains lit until the 20M shot is scored (no change from JP1.0). In version JP1.0 the Trashcan shot was disabled during this progression so that the player would remain focused on the 20M. In version 1.1 the Goldfish Ramp and Drop Targets are disabled as well, for the same reason. (I don't think that it is necessary to disable the inlanes or Fish Target, but I can be persuaded otherwise.)
I have integrated the timer and singles-award rules for the drop targets. This change is particularly important when playing with hard (MEOW) or tournament rules. With JP1.0, drop target timers are always started when playing TCM with hard rules, or after the first Jackpot has been lit when playing normal or easy. With JP1.1 the timers are only started when more than one target is hit simultaneously. Essentially, this extends the TCM idea of the single targets as more valuable to the hard rules. The main side effect is that it has become somewhat easier to drop the 3 bank in hard mode, because accidentally dropping the three targets as singles only is not very rare. For me, the updated rules make the timed 5-bank (birds) much more interesting.
I tried but will not include the idea to change the target banks to award a letter with the first drop when playing easy rules, instead of pre-lighting the B-A-D letters. Most importantly, this change unbalances the game quite badly: For all but the most novice players, it makes lighting the Jackpot super fast, as it essentially just adds another letter to each target bank award. As a result, the Jackpot becomes much easier than the Extra Ball and 5M shot, which means that the game becomes much more linear. For the novice, the change does not aid progress toward the Jackpot. All it does it give them two quick, easy and totally random letter awards early in the game, followed by no more awards, even though they hit the same shots again.
Cosmetic Improvements
Bird-bank and 20M flasher threads react more quickly to outlane drains.
Several cosmetic improvements to the Cat Nap, including turning off all flashers.
Display FX no longer freeze during ball launch.
With stock ROM and JP1.0 there sometimes is a long delay before Curiosity Spin is started. This always happens when the Unlimited Million mode is running but also occasionally at other times. Two separate fixes were implemented to address this issue. Testing will tell whether I nailed it or not.
Bug Fixes
Typo in AD14 string.
Incorrect display of 20M score in AD22.
Blinking cat-eyes included Extra Ball lamp and had some other cosmetic problems.
Starting new game while running the Seafood wheel no longer keeps wheel spinning indefinitely. (Bad Cats stock ROM bug.)
When playing with the Fish Special (AD44 NORMAL and AD07 SCORE, or AD44 EASY), the probability of the Special award from the wheel in version JP1.0 continuously increases from game to game, thus awarding the Special more and more frequently until the game is reset to default adjustments (Factory Reset).
In JP1.0 both the Jackpot and 5M values are sometimes displayed incorrectly (or not at all) during scoring, even though the correct score is awarded.
Consistent with the game manual, AD15 now limits the maximum number of Extra Balls per game. (Bad Cats stock ROM bug.)
In JP1.0 it was possible for the 20M FX thread to be killed, leaving the game completely muted until a new start was started.
Playing easy rules in JP-1.0 causes a few thread-system overflows every game, when threads that should be started are not. Most of the threads that are not started are ball-search threads, which can be ignored safely since there is one started with every score event. Most of the non-ball saver threads affected are display FX threads, which also are not important for game play. Every once in a while, however, a Jackpot increase or a letter award can be missed. The fact that nobody noticed anything during testing suggests that these glitches only happen when there is a lot going on game-play wise, which makes sense. In have solved this problem by introducing killable "background threads" to the Sys 11 thread system. When a thread has to be spawned and the thread list is full, the system kills a background thread to make space. Later, when the thread system is no longer fulll, the background thread is restarted. I have not managed to force a thread-system overflow with the glass on or off since implementing this final change.
Other Improvements
Ensure that game is always unmuted on a ball drain, in case there is another bug affecting the 20M Shot FX.
Minor improvement to the bad fish handler.
Added code to ensure integrity of Jackpot temporary storage. (Not related to a known bug.)
Removed pointless call related to percentage Extra Ball award where the result is not used.
Carry out a "blind wheel spin" at the end of every wheel-spin-less game in order to avoid stacking high-value awards after multiple games are played without a wheel spin.