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Pinball Deluxe: Reloaded

 
New table: DragonwatchApr 28, 2025 - Community Announcements"A dragon’s on the loose!" - New table: Dragonwatch - Fixes for small memory allocations during the physics simulation - Visual fix to Rydes cabinet 2.8.4Mar 15, 2025 - Community AnnouncementsUpdate 2.8.4 St-Patrick's challenge event Treasure Hunter has tickets again Fix for powerballs getting stuck on a ramp on Apparatus Various bug fixes Update Notes for 2.8.2Dec 15, 2024 - Community AnnouncementsOverview Preparing for a holiday event Game engine update Bug fixes for various tables Table Changes Fixed an issue where the Boost 2x multiplier was not being applied. Other Changes and Bug Fixes Upgraded the game engine to fix several issues Removed unnecessary asset references that were causing memory clogging Changed the analytics solution Fixed a typo in messages on Wild West and Apparatus tables Resolved a bug where daily challenges didn’t correctly account for scores over 2 billion The cabinet now correctly displays the high score on the table Fixed an issue with the "Activate 70 rollovers" challenge so the top rollover is counted correctly when launching the ball Adjusted data tracking during play to prevent unexpected memory usage Fixed an issue where Tradewinds lacked a play button on the game over screen Various other bug fixes Update 2.7.4Nov 1, 2023 - Community AnnouncementsA small update with bug fixes and preparations for a new table. Changed the score requirement for the Rydes score challenge to a more appropriate value Fixed an issue where two windows waiting on the same conditions would be requested at the same time Auto-plunging logic fixed to prevent the plunger from freezing in some conditions The ball save light will now turn on correctly Fixed a bug that mixed up the daily event multiballs and extra balls flags Fixed a bug that resulted in incorrect scores when an extra ball was used in golf-type daily events Update 2.7.0Jun 8, 2023 - Community AnnouncementsNew skin for Apparatus: Puzzle Box. Besides the skin and a new play mode for Daily Events the update is focused on fixing issues on various tables. Table layout, rules and logic changes: Changed the range of returns from the top-left capture to prevent the ball from bouncing right back in the hole New 'All mods' mode implemented for Daily Events: use all the mods at once (only works with mods you have unlocked already) The mode 1-ball Autosave will now work correctly on Rydes Slight change to the windmill ramp collider: the entrance was such that the ball could sometimes get stuck inside the wall Fixed an issue with the automatic multiball saves on Golf and Jukebox when a ball was draining at the same time as the auto-save was turning off Fixed an issue with the 2mb where it could get stuck in a state where it is impossible to re-trigger Fixed an issue where returning second the ball to the garage during 2mb would possibly allow for releasing it if the flipper was pressed at the exact right time Other changes: The plunger will automatically be released when the ball leaves the plunger area The eggs will open again The message 'jelly fish captured' will be smaller The lights for the hose will now all turn on correctly when using the mod that lowers the number of sub targets needed to start the missions Fixed the localization of the default 'Me' score entry It is now possible to change the name of a score on the local leaderboards. The new name will be used by default on the next score. Fixed an rare issue where the player name would change on its own when reconnecting to the servers The fish light next to one of the shore fishing target was stuck on. It is back to working now. The Celtic Unlock token will be drawn in the correct order now: between the floor and the glass of the mirror house A Rydes challenge was missing its text description, that is now fixed The Glo table background graphics will not be larger than the table anymore Fixed an issue on tables where Extra Time is available (Golf for instance). Under some circumstances it would trigger after the timer has reached 0, which did not do anything. Now it will simply not trigger anymore in those conditions. Multiball will now count toward the associated challenge. When viewing a message it will not be possible to close the screen while the game is communicating with the server (which normally takes 0.1s but can sometimes cause errors in the background) Powerballs will not be drawn on top of the other graphics anymore The single score detail screen now can show longer player names The mirror house bumper lights were stuck in the ‘on’ position. Changed the logic so of the resume 3-2-1 countdown to always trigger if there are any balls in play, not at the plunger (it used to be bypassed whenever there was a ball at the plunger instead - which is slightly different) Hotfix for 2.6.6Mar 14, 2023 - Community AnnouncementsThe 'Big Tip' achievement name and description has been updated to 'Round the block' and a bug has been fixed in its logic The 'Tips' achievement has been rebranded as 'Big Tips' on the Steam achievement page The menu will now correctly display the Rydes unlock description Update 2.6.6Mar 13, 2023 - Community AnnouncementsTable layout, rules and logic changes: Ramps scoring from 100 to 200 Shift Change scoring from 300/400/500/700 to 325/425/525/725 The Tip Account max value is slightly increased from 12500 to 12600 but it will now require 6 shots to empty it instead of 5 (2100 per shots instead of 2500) Guardrail duration from 30/45/60/75 seconds to 30/60/90/120 seconds If starting the 6-ball multiball is aborted because it cannot be started (if the 2-ball multiball is active for instance), progress will not be reset Fixed an issue that would cause a ball drain during multiballs when Multiball Parking was triggered if you had both flipper pressed down The Lightning Strike mod received a hardware update: it will no longer target indestructible bricks The Meteor capture return ball speed has been changed to prevent the ball from going right between the flippers The infinite ball bug should finally be taken care of Triggering Target Multiball at the same time as Ultimate would start will now delay the multiball until after Ultimate is over Now has a better auto-plunger The bonus/special target scoring will not apply the powerball bonus The guardrail will not stay up anymore at the end of a timed game mode (and block the ball from draining) The sub's blocker will not get confused by Jelly Swarm running at the same time as a Dive mission anymore Other changes: New skin for Tradewinds Fixed an issue for Portuguese speaking players when they try to activate the ladder for the first time Fixed a timing issue that caused the wind gust sound effect to not stop after Pirates Skillshots made on this new table will now register for the Skillshot Challenges Added lights to track the progress toward the 6-ball multiball Updated game engine to version 2021.3.14 Backgroud music playing should work again Special offers won't trigger for Rydes anymore Less logging for connection issues Added an option to share connection logs If some text is not translated in your language, the English version will be shown instead of a blank Some skins have altered text for in-game events to match the altered graphics (Truck Attack -> Santa's Helper for example). However, the altered text was not picked up if the default language was not English. This is now fixed. Fixed some text for the Winter Carnival and Thrill Ride skins Hit ramp capture used to snap to transform but it could result in overlapping balls if there were two next to each other. Instead we will move the ball via the position change. Added capability to provide announcements from a server separate from Nakama to provide information on outages Improved the visibility of the ball on the skin Thrill Park Fixed a potential display issue for ladder games where the gameLength is zero Overall, the Daily Challenges should be a bit easier and/or give a bit more tickets The targets stems will not be visible over the structure anymore Fixed an issue where the UI would break if a player restored their profile on a new device while the tutorial...Hotfix 2.6.2Dec 29, 2022 - Community AnnouncementsAutomatic Surge will not apply to rydes started by the multiballs anymore It was possible to park a car in Valet at any speed when reserving, this is now fixed The lights indication the completion state of a ryde with the Yellow cab and the Scooter were mixed up. Increased skillshot value to 20k Removed the duplicate achievement in the UI Extra ball was applied twice The target lights on the bottom targets would animate endlessly if triggered during the six-ball multiball The garage was letting go of captured ball during 6mb, causing issues with counting the number of balls in play Ryde progress during the autosave phase of the 6-ball multiball was discarded if it was triggered from a ball of a different color than the ryde. During 6-ball multiball, it was possible to release a ball captured via the Multiball Parking. This is fixed. After a Multiball Parking, the garage will switch a ball/color that is still in play, allowing for multiple Multiball Parking during a single multiball The ball associated with the black London cab should be easier to see. 'Free Ryde' lights will now turn on during the autosave phase of the multiballs Upped the ball save limits to 100k and 18s Translation fixes Fixed an issue that uploaded 1M scores to the Steam leaderboards. All 1M scores on the leaderboards will be removed. New table: RydesDec 26, 2022 - Community AnnouncementsTable layout, rules and logic changes: - New table: Rydes - You are in the driver's seat and your passengers need rydes! Other changes: - Minor bug fixes Quick fix for "not connected to server"Oct 27, 2022 - Community AnnouncementsLike the title says, just a quick fix for the "not connected to server" issue.Quick fixOct 22, 2022 - Community AnnouncementsQuick fix for - Fastball hit ramp capture sometimes not letting go of the ball - Visual spacing between frames in the car animation of the Hi-Way matrix game in Thrill Ride skinSmall update 2.5.1Oct 18, 2022 - Community AnnouncementsTable layout, rules and logic changes: - Slightly toned down the difficulty of the last few level - The Rhythm game will now award a 'Perfect' bonus if 95% of the max possible score is achieved instead of 100%. The reason for the change is that it was basically impossible to achieve before (4 players ever managed to do it before now) - Changed the target score for the High Score III achievement. Instead of 50M, it now ask for 40M. It previously had a completion rate of 0.01% Other changes: - Preventing the Mail screen from closing if it is waiting on the server to respond - Fixed an issue that would allow a reward message to be closed while the game is waiting for the server to confirm, preventing the reward from being disbursed - Removed the Lights Out play mode - Fixed an issue that would make cloud save unreadable for some French and German players - Removed the frame rate debugger which was causing trouble when mapping flipper keys to - or = - Fixed an issue with the running lights - Changed the batting cage Triple label from 300 to 500 to match the scoring value - Fixed an issue where the ball coming out of the Hit ramp would collide improperly with a ball rolling right underneath Update 2.5.0Oct 13, 2022 - Community AnnouncementsSmall patch to remove dependencies on previous servers - New 'Thrill Park' skin for Carnival - Fixed an issue with the powerball button triggering the song change on the Jukebox - The connection to the Nakama servers will now be cached for faster reconnects Update 2.4.6 - Online play server updateAug 31, 2022 - Community AnnouncementsUpdates 2.3.0 through 2.4.6 (rolled into a single one for Steam) This update includes a new skin for the Wild West table: Desperados. We received notice from our current online server provider (used mainly for Daily Events and the Ladder) that they will stop operations later this year. The replacement we found required a lot of re-coding but we are almost done with it. This update includes both the current (GameSparks) and new (Nakama) code. Over the next few updates we will slowly move all functionality over to the new server. IMPORTANT – SEAMLESS TRANSITION: We are importing player data to the new server so that you will not lose data associated with your account. In addition, the new server offers the same functionality: Daily Events and the Ladder will work the same way as they do now. You can see that your game profile is properly synced by going to Settings->User and clicking 'Check Account Status.' The screen will list your current (GameSparks) account info and the new (Nakama) account. If all is correct, both accounts will be in green (indicating the player is connected to both servers) and they will show a green checkmark to indicate that the accounts match each other. Here is an outline of the migration process to the new server: Migration of historic data from GameSparks to Nakama. (DONE) Automatic copying of new data from GameSparks to Nakama. (ONGOING) Update A (this update): support for both GameSparks and Nakama. All online games still run on GameSparks. Players can view account sync status. (DONE) If required, hotfixes to Update A will be released. Switch from GameSparks to Nakama. If you already have Update A nothing else is required. If you don’t have the update, online functionality will require updating to the latest game version. Update B: will still support GameSparks and Nakama but will default to Nakama. Continued access to GameSparks during the transition should assist with any account sync problems that may arise. GameSparks will turn off their servers in September 2022. Table layout, rules and logic changes: Changed the pushback applied by the slingshot on the powerball (this does not affect normal balls). There should be less bouncing between the two slingshots and the ball is less likely to end up bouncing in the outlane. Slight adjustment to the Award capture return. The bounce should be a bit more consistent. Fixed a spot where the ball could get stuck (in the right outlane) A very rare occurence of target multiball triggering at the same time as Ultimate was causing an infinite balls bugs. This should not happen anymore. Raised the ball save time from 15 to 20 seconds and the max score from 25k to 75k. Powerballs will play better with the ball save now. Other changes: Steamworks library update To help with support of virtual pinball cabinets, it is now possible to request a specific table to be loaded at launch via the -loadTable option: '-loadTable carnival'. The table short names are not always the same as the ta...Update notes for 2.2.5Dec 17, 2021 - Community AnnouncementsThis update adds a new skin for Fastball: check out Issue #1. The underlying game engine has been updated and should bring a boost in performance and bug fixes for some devices. Sometimes the same game data would be saved multiple times for no good reason: the logic governing saved data has been reviewed and optimized. Table rules and/or logic changes: A change to the Better Ball mod behavior to limit times when all the balls are locked in captures for an extended period. During Raptor MB when a ball gets captured in a hole, we now check to see if it is the last ball in play (not captured). If it is, we apply a 1s lock instead of the full mod duration. That way, a ball will return to play faster and not break the game flow. Count It Down mod to start at 500k (as indicated in the mod description) instead of the current 300k Bonus balls cannot spawn when there is already one of that color in play. That has always been the case but we are adding a 100k "Double Bonus Ball" award. This happens very rarely but is visible when the X-Ray mod is in use. This change also applies to Lucky Breaks bonus balls. Added a second safety pin to the outlanes to prevent the powerball from squeezing through in some circumstances Added a blocking pin to the left outlane to prevent powerballs from wiggling between the previous 2 pins. Other changes: Fixed some text descriptions The range lights will not blink anymore during range bonus (when the Range mod is in use) Fixed Palm Springs spelling Updated reset information for Ladder Stats for the 5-iron shot will now be collected correctly Sometimes, the simulation thinks a ball is still on a ramp when instead it should be on the playfield. This has to do with a missed trigger in some edge cases. The game will now put those balls back at the plunger instead of draining them. Fixed a bug in the cloud data save system (bad float serialization) Left and right navigation buttons should work better with the mouse Raptors should not appear on the initial golf ball position anymore The score breakdown screen will now display the table the game was played on Swapping a Brix's checkpoint or Jurassic Link's golf course will not ask you which mod to replace anymore (it didn't make sense since there is only a single slot that would work) The saloon music will now play as long as there is a ball in the saloon Modified the ramp entrances to catch balls that are not correctly released from the ramp The underlying game engine has been updated in order to get access to bug fixes The way data is being saved in-game has been updated to limit instances where it would get saved multiple times in a row Achievements are now being saved in the cloud Fixed hole #5 on Water World Repositioned a ticket that could be collected from too far away The X-Ray mod will now detect if Lucky Break will generate a bonus ball and show it. The Big Ride mod rollovers will now count as rollovers for the purpose of anything triggering other mini-games/mods. The Rid...Update notes for 2.2.0Aug 26, 2021 - Community AnnouncementsNew table with a golf theme: Jurassic Links. Tee off with your favorite dinosaurs! Also new for this table are expanded statistics about your games. {STEAM_CLAN_IMAGE}/30478076/a3bb92d6f4c3142dee06cd4c0c5ea2724c959360.png All changes New table: Jurassic Links Stats feature for new table Level 10 should be a little less obnoxious: the black bricks now require 3 hits instead of 4. Fixed an edge case were tickets would not be saved before the game quit It is now possible to earn the BOOST letter S again There is a new server connection status indicator in the score display for ladder matches. If it turns red, the connection with the server has been lost and scores won't be saved until the connection is restored. The connection restores itself in the background as soon as internet connnectivity is restored. After loading a table but before starting play, the game will now ensure there is connection with the server. If a connection cannot be established at that time, the match will be playable when the connection is re-established. This applies for ladder matches only. The timer in the matrix for Blitz and Quickie will now be in sync with the countdown timer at the end of the game The left outlane should be a little less drainy: the wire shapes on either side of it have been slightly changed The new challenge screen will not appear at the same time as other screens anymore the saloon sound effect will keep playing as long as a ball is present in the saloon ramp area Added a sound effect when the outlane save re-opens (only applies when the Jailhouse mod is used) Added an option to disable camera shake in Table Settings Changed to the All-Star capture to prevent the ball from being immediately recaptured upon release Update 2.1.8Jul 22, 2021 - Community AnnouncementsChanges for version 2.1.8 - The correct score will be highlighted at game over - The ball will display over the top-most hole, not under - The ball will show at the right position when going from the bottom Octopus capture to the top-left ramp exit hole - The "close" button on the Release Note screen will now correctly close the screen, as expected - Score-related achievements can now be earned in Standard-type games only - End of ball bonus scores will now be reported correctly in the game statistics - It is not possible anymore to receive a Challenge you already have - the Bandit Mission mod should trigger more reliably - Balls should now be displayed under the raised wall sections - Slightly adjusted the small middle ramp exit to reduce bounce back Update 2.1.5May 31, 2021 - Community AnnouncementsSome bug fixes: - Fixed an issue causing toast messages not to show up - Trying to unlock a checkpoint/mod when there are not enough tickets will trigger the correct sound effect - Fixed bug preventing inner loop score from increasing when there was a ball captured in the second hole of the wormhole lane (via mod) - Fixed a silent start-up error on underwater - Achievement button on the main logo screen (not related to any specific table) will now correctly display the number of unclaimed achievements - Fixed a bug preventing insane scores (1.9B+) from displaying correctly in the score breakdown chart - Changed the ball color to make it more visible against the background - Cabinet will correctly show the helmets and letters when not selected - Changed the areas for lowering the safety pin on the right side - it could have been triggered by a ball in the outlane - Safety pins will react faster to balls on all tables - The spin barrel challenge will now update correctly when leaving a game early - Truck Attack scoring will now show in the center of the table instead of a (sometime) random place on the table - The score breakdown button (in the game over screen) will now play the correct sound effect when activated Update notes for 2.1.2May 4, 2021 - Community AnnouncementsA new skin (Atlantis for Treasure Hunter) and a bunch of bug fixes. Some of those bugs were introduced with the skin update while others had been present for much longer. Changed the color of the glow on Mars cabinet Changing a table skin will not trigger all the other cabinets' animations New Atlantis skin Powerballs added to play automatically (in Daily Events for instance) will now play the associated sound effect Fixed a bug preventing the plunger to launch balls stuck in the launch lane during multiball Change the material on the collider preventing the ball from going into the section 3B hole. This should prevent an instance of the ball getting stuck between the protector and the hole. The Shazam Open mod was not working correctly and required waaaay to many rollovers to trigger instead of the stated 10. Fixed. Updated the release note screen Potential fix for a situation where the poweball button would skrink down to a tiny size Skin downloads will not timeout after 15 seconds anymore Fixed wormhole lane locked balls counting as in-play for loops (affecting scoring, multiplier and the Smuggling Run mod ) Fixed inner loop not resetting during multiball (affecting scoring, multiplier and the Smuggling Run mod ) Locked balls will not prevent the multiball capture hole from resetting anymore when the last multiball is lost Many mods limited by number of balls stayed active for one more ball than they should on Carnival, Brix, Space Frontier and Fastball. Ticket spawning over the buyancy bumper instead of under Outlane blocking doors will not show up correctly Balls stuck at the plunger while others are in play will now auto-launch The score breakdown had Mining and Milling mixed up The top, short ramp shouldn't bounce powerballs nearly as much as it used t The capture for the Batting Cage shouldn't trigger twice in a row with the powerball ejection Update 2.1.0Apr 14, 2021 - Community AnnouncementsIn the past only Carnival had a different skin (with limited availability). This version introduces a new skin system that will make their creation and distribution easier. We are starting with new skins for the following tables: Space Frontier, Brix and Bagaball. Some skins require tickets to unlock. {STEAM_CLAN_IMAGE}/30478076/e759e67c389d2c54dbeb9931ee1af958b32ddacc.png All changes: The ticket spawning at the base of the ramp will be collectable much more easily now (PC) Fixed a UI issue in the menu where the display would not clear out upon clicking the screen when traveling to a cabinet Restored the prize screen functionality to be dismissed from a tap/click over the displayed information instead of just the background Allow dismissal of the mod details through the bottom part of the screen (where the level details are) Physics performance improvements Fixed a problem where LAST BALL would be shown incorrectly New UI flow to verifying the skins are correctly downloaded when starting a game The skilltest countdown for Section 2 (ramp) will now briefly pause after each ramp completed. So after the first ramp, the display will show '1.0 / 7' for 1 second instead of immediately starting counting down and showing '0.9 / 7' the slingshot now have a lit-up state The All-Star ball capture release speed has been tweaked to prevent a powerball from immediately bouncing back in the hole in some rare circumstances A little too often the ball would bounce around the all-star capture without being caught. This should happen less often. The live score display during games will more intelligently dims when the ball is near it Relocated the safety pins on the right side to remove a tiny gap that allowed powerballs to drain The background music will now loop There will be a delay after the Rhythm game before the ball is released Changed the Award capture release speed/strenght. Powerballs will more reliably go on the flipper. Changed the range of possible ball trajectory when injected in the Mirror House to prevent 1) hitting the flippers on the way in and 2) hitting the center bumper in a way that directly drains the ball A powerball will not fall right between the flippers when changing panels from East to West anymore. Improvements to the bonus hole spanwing locations: shouldn't get overlapping holes or holes spawning under bumpers The ball would sometime bounce on the homing section but not trigger it. Should be fixed now. Bonus bumpers will wait a little longer before spawning to be sure there are no balls in the area Previously, if a ball was under the effect of the Homing mod and another ball hit the electric field it would start homing instead. Now, the homing will not switch balls anymore like that. The Homing mod will stop working on balls that go too low on the table (around the top of the slingshot). It was causing unexpected movement and below that threshold it never reached the targeted brick anyway There is now a visual indication when a ball i...