Quoted from JPloof:Anyone with a pro able to post the rubber schematics from the manual? Manual isn’t on sterns website yet and I’d like to get a titan order- ready for my pro when it arrives.
Ohhh! Can I come and play?
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Quoted from JPloof:Anyone with a pro able to post the rubber schematics from the manual? Manual isn’t on sterns website yet and I’d like to get a titan order- ready for my pro when it arrives.
Ohhh! Can I come and play?
Got word today that I made it into the upcoming premium run! Super excited to get it after having a chance to play the pro at a great pinsider's place this past weekend.
I have no idea how Stage 2 of the "You have what I want" wizard mode works. There is nothing in the tilt forums which describes any of the mini wizard modes. After you complete the first 4 flashing shots in Phase 1 to get on the ship, I can't tell what to do. The screen says hit 8 shots, but what shots? When you complete the upper playfield, it says stage complete, but doesn't reduce the number of shots.
The screen does a really poor job of telling you what to do in this wizard mode in particular. There have been times when watching streams that excellent players like Joannes and Jack Danger are in a mode and they have no idea what the hell to do to advance the mode. Seems like there is a bug that needs to be fixed here, or there needs to be a lot better explanation on the screen for what you are to do next.
This is also a bit of the case in Precious Cargo as you are told to hit flashing shots and when you do, nothing seems to happen to progress the mode.
Anyone with their game know how this mode works? Or can you take the glass off and post a summary?
Quoted from J85M:Anyone found Luke in the code yet? Listening to super awesome pinball show he is in there but not in “this is the way”. Managed to get the mission and razor crest mini wizard modes today so guessing it’s the encounter wizard mode?
Correct. Encounters MWM.
LE/PREMIUM V1.02 - JANUARY 20, 2022
===================================
FIXED:
- Heal from THE CHILD will now light properly
- PRO - The top post will now divert the ball correctly on a left orbit when
The Child is lit.
- Falling into the mini-playfield will no longer start YOU HAVE WHAT I WANT.
- (PREM/LE) - FORCE QUIT will now kill the held flipper in YOU HAVE WHAT I
WANT.
- You can no longer start a multiplayer game when playing a challenge mode.
- You can no longer buy RAZOR CREST from the Foundry if the next Razor Crest
Award is the Hurry-Up. Also you can buy it if Razor Crest is not enabled.
- Fixed the Scope feature. Scope is disabled after you have completed 3. It
is reenabled after you have completed THIS IS THE WAY
NEW:
- (PREM/LE) - Added 2 adjustments to tweak the magnet pulse lengths:
- MAGNET - 1ST FIRE TIME MS - How long the first pulse length will be to
pull the ball back after the first release - defaults to 100.
- MAGNET - 2ND+ FIRE TIME MS - How long subsequent pulse lengths will be
to pull the ball back after the first release - defaults to 100.
TWEAKED:
- Bonus Level of ENCOUNTERS will now start with 2.5M points.
- Slightly increased the scores for the bonus level targets.
- (PREM/LE) - The up-down scoop will now come down during TRY TO ESCAPE if
the u-turn is still one of the shots that may allow for an escape.
- Added sounds for when the timer of TRY TO ESCAPE is timing out.
- You can now buy HEAL from the Foundry even if you have one of the outlanes
lit already.
MOVED TO SYSTEM 3.03 -
Updated to nodeboard firmware v0.83.0
Quoted from spidey:I ran into a strange bug where I had to play Defeat the Mud Horn three times. I'd finish the mode and the insert would still be blinking and the next mode start would be Mud Horn. It was stacked with a multiball the first time but I don't recall the exact circumstances of how it happened.
I've seen this same issue with other missions, but can't replicate it. It is a bug for sure though.
Quoted from NickBuffaloPinball:Does anyone know what influences how steep/flat the upper playfield is on encounters on the Prem/LE?
I noticed that on Encounter 1, level 1, that it would become more or less steep sometimes (staying on that same level and not progressing to level 2 or 3, which, I understand normally changes the steepness). I'm not sure why...but I suspect that it might be due to me hitting shots outside of that playfield, then going back up there....Perhaps if I keep going back up there, without hitting other shots in the game, the steepness stays the same, but if I hit other shots on the playfield, it flattens it out?
Before anyone responds and says they change based on the encounter level, please read the previous paragraph.
I have this same issue, and its tough to replicate when it happens (I am trying to figure this out so as to be able to report it as a bug to Dwight). But its the same as you - sometimes, in Encounter 1, you leave the upper playfield and it screws up the pitch for later Encounters. I have seen it go completely flat and stay there, and also completely steep. I think it has something to do with starting scope and / on Ambush, which causes the UPF to move (I think it goes completely steep). Then the game, on occasion, gets confused and doesn't fix itself for the next Encounter.
Quoted from NickBuffaloPinball:OK, so you're convinced it's a bug, rather than a feature?
Its not a feature. How its supposed to work is:
Encounter not started: UPF at its steepest
Encounter 1-1: UPF one stage up from completely flat position.
Encounter 1-2: UPF one stage up from 1-1 (slightly more steep)
Encounter 1-3: UPF one stage up from 1-2 (again, one stage more steep)
Bonus Level: Moving UPF
Encounter 2: UPF rocks and locks in when you get to the UPF
Encounter 3: UPF rocks and doesn't lock in
Things get dicey when Scope and Ambush move the UPF back to the steepest level, and as T3quila has pointed out, in 2 of the MB's when the PF rocks back and forth. Somewhere in this, the UPF develops issues where it ends up at the flattest or steepest positions when the next Encounter starts.
If anyone can reproduce this, and describe how you specifically got it, it would help Dwight in diagnosing the issue.
Quoted from NickBuffaloPinball:For the 3rd encounter...is the mini playfield on the Premium/LE supposed to constantly be in motion?
Yes.
1st Encounter is static but gets steeper for each level (1.1, 1.2, 1.3).
2nd Encounter moves, but locks in to a steepness when the ball gets to the upper playfield (for the duration that you keep the ball in the UPF). Then it starts to move again.
3rd Encounter moves the whole time.
Quoted from NickBuffaloPinball:This has come up before, but the moving mini playfield when it's not supposed to be, is driving me nuts.
Played two games today and in both Jetpack Multiballs, the playfield was constantly moving. A mode was also running.
It sounds like this is a bug, correct? It's not supposed to be doing this, and it's not something wrong with my specific game?
The upper playfield is supposed to move back and forth in Jet Pack multiball.
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