Patch Notes 1.0.3 (106734)

Pinball M

Get ready to tilt into terror. The new horror-inspired pinball platform for fearless players. Prove your skills on the most sinister, gory, and badass tables ever brought to life.

The first update of Pinball M brings a brand new table and several fixes, almost as many as the bodies you have piled up while playing the tables. Big day, big jackpots! [b][h2]New table [/h2][/b] System Shock Pinball - Flip to the death in the depths of space. Guide the Hacker and defeat SHODAN. [b][h2]General changes[/h2] [/b] - The maximum player profile level has been increased from level 100 to 110. - Adjusted the appearance of the floating scores on all tables. [b][h2]General fixes[/h2][/b] - The Rite of Passage achievement can once again be earned. - The mini leaderboard for arcade mode will be visible now in the table play corners. - After playing a daily challenge game, the post-game result screen and daily challenge screen in the main menu will correctly show the player's global daily rank on the vertical line, instead of the rank for the specific challenge played. - In case a score for a tournament cannot be uploaded to the leaderboard at the post-game result screen due to connection issues, the game will reattempt uploading it each time it is launched, as it does for other game modes. - In the tournament list and tournament table play corners Dread Challenge games will correctly show their type as Dread Challenge, instead of Survival Challenge. - In tournament games with unlimited play attempts, the restart game option in the pause menu will now work correctly. The restart option is still disabled for tournaments with limited play attempts, to prevent accidentally wasted attempts. - The sound notification for the last 5 seconds of game time in Shiver Challenges won't play constantly when the game mode is played without a time limit. - When inspecting a player's profile, the table awards and powerup levels will correctly show what the given player has achieved. - In the profile stats, the number of spotlighted tournaments created will be correctly tracked from now on. - The options menu will correctly reopen after backing from the Personal Data menu. - On the post-game result screen for tournaments, the spotlight progress bar won't go above 100%. - Various minor onboarding fixes - Activating the cabinet mode multiple times in a game session won't result in lower and lower frame rate at each activation anymore. Please note however, that using cabinet mode may still reduce frame rate by about 10-15%, depending on the exact hardware configuration and video settings, which is due to the additional viewports the game has to utilize. - In cabinet mode, the LCD display for Duke Nukem's Big Shot Pinball is now correctly aligned vertically. - The upscaler mode in the advanced graphics settings now has its options listed in ascending order and shows none when no upscaler method is selected. - The progress for the current level of the Endless Tournament mastery won't reset when the player doesn't play Daily Challenges for a day. - The voiceover associated with new community feed entries won't play when playing on a table. If the community feed finishes updating during gameplay, instead the voiceover will be delayed until the player exits to the main menu. - The shield time in Survival Challenges won't expire earlier, based on how much time the player has waited before launching the ball. [b][h2]Table fixes[/h2][/b] [b]Wrath of the Elder Gods Director's Cut[/b] - The Madness score multiplier will correctly reset when a mode is won with a ballout. - The skillshot score and timer will correctly reset after the 5th skillshot, as stated in the table guide. - Fixed an issue that resulted in 2 balls remaining in play, when the Maw multiball and Herald of its Word modes finished almost at the same time. - During the wizard mode, the Herald cannot be beaten by one shot to its back. - Fixed an issue that could result in the Herald keeping one ball indefinitely during multiball modes, when the Herald of its Word mode was also active. [b]Dead by Daylight Pinball[/b] - The volume of the "Sinkhole open!" voiceover has been reduced slightly. - The "Sinkhole open!" voiceover won't play if the sinkhole is already open. - The end-of-ball bonus multiplier will now be correctly applied. - As a Survivor, after the second round of generator search hurry-up has finished, the lane of the previously repaired generators won't be blinking as if they can be repaired again. - As a Killer, after a ballout, the blinking lights at lanes and ramps will still correctly show if the given target has been shot once already. - As a Killer, after a ballout during a survivor chase or hook phase, the trap will always reappear correctly. [b]Chucky's Killer Pinball [/b] - Fixed a crash that could occur at the end of the Olly Olly Oxen Free mode. - When the marble jar is hit with the razor flipper, the razor flipper will now correctly remain active during the Marbles multiball mode. - The ball cannot fall inside the slingshots anymore in some rare cases. [b]The Thing Pinball[/b] - When the Man's Best Friend mode ends with a tentacle droptarget remaining and the table is restarted, the collision of the last tentacle won't remain active, preventing one of the lanes from being shot. - The Who Goes There? mode being lost won't cause one of the Wizard mode target lanes to be inactive, preventing the Wizard mode from being completed. - The next Husky target should always correctly appear now during the Lockdown mode. - Finishing the Fire Frenzy mode with a ballout or by the game ending won't result in the mode being won. - When multiple extra balls are unlocked, each shot to the sinkhole will award them correctly. - The table's display will always show the correct award when the random award is collected. - When the random award sinkhole is active, the lights of the BOOZE rollovers won't turn off after a ballout. - Tilting the table is now possible in Dread Challenges as well. - After tilting, the table won't remain in a tilted state with the following balls in these game modes either: Distance Challenge, Rescue Challenge, Survival Challenge [b]Duke Nukem's Big Shot Pinball[/b] - The ball physics at the skillshot has been adjusted, to make the ball's speed frame rate independent, as it is shot from the lift. - Reduced the chance for straight down the middle ballouts when hitting the targets for the We're Gonna Fry Your Ass mode. - Trying to start the Cinema mode while the two sides of the bridge are already raised for the Ready For Action multiball lock won't cause the table to lock up. - The end-of-ball multiplier won't be kept after a tilt. - After continuing a previously saved game, the displays showing the two dancers won't appear in an incorrect orientation. - Duke won't sit back down during gameplay when the table intro is skipped very quickly. - The extra ball that is earned for 2 minutes of multiball and a following super jackpot will now be earned as soon as the super jackpot has been hit, instead of at the end of the multiball mode. The table guide has also been updated to include the super jackpot requirement for this extra ball. - Duke won't change between incorrect animations, when the Ready for Action multiball's super jackpot and the Eat Shit and Die! mode's targets are shot after each other.