TWD Pro V1.24 - May 22, 2015
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- Added first pass HORDE wizard mode.
- Horde "timers off" function modified to not include ball location (pop bumpers).
- HORDE is now lit by starting all of the multi-kill modes.
- Reworked the HORDE rule so it is started by shooting the Woodbury shot, instead of automatically when the last multi-kill is started.
- HORDE walkers are present on each shot -- left loop, left ramp, center lane, right loop, and right ramp. Each walker has a distance from the player, 1-5. Distance is shown in playfield lamp state on each shot (the number of lights lit, except for #5, for which there is no light), and in the display. Walkers advance towards the player, and the player can kill the walkers by shooting the appropriate shots. Killing a HORDE
walker at distance = 1 scores 20% of the multi-kill value the player brought with them to start HORDE. Killing a HORDE walker at distance 5 scores 100% of the multi-kill value the player brought with them to
start HORDE. HORDE ends when a walker advances past level 5 and bites the player. The flippers will turn off and any balls on the playfield will be collected.
- HORDE starts as a 2-ball and can be built up to 4-ball via add-a-ball each time a level is cleared. The first level requires 3 walker kills.
The second level requires 4 walker kills, etc.
- Changed the rendering for the HORDE walkers. If a HORDE walker is advanced up to a distance where there are neighboring (adjacent) walkers at the same distance, then the newly advanced walker is rendered before (on top) of the adjacent walkers.
- Changed the rendering for the HORDE walkers. Walkers that are closer to the player are rendered before walkers that are farther away from the player.
- Horde scoring now incorporates previous multi-kill mode scores.
- When horde is lit, it now leaves all of the multi-kill shots alone, so the player can continue to score points from them. When horde is started, the multi-kill shots are reset.
- Added the right ramp dome flasher to the horde ready background lamp effect.
- Fish tank heads now show for most lamp effects.
- Fish tank head collected and fish tank completed priorities were too high. This has been corrected.
- Changed display effect sequence processing to keep low-priority display effects from displaying a quick frame before a higher priority effect takes over.
- Added head impact sounds to the TUNNEL mode award animations.
- Added gunshot sounds to the BARN mode award animations.
- Prison doors diverter test was opening the doors on (-) and closing them on (+). This has been swapped.
- Previous multi-kill scores are now saved for each player when the multi-kill modes are reset at the start of HORDE. This way, score progress for multi-kill only ever increases throughout the game as each new multi-kill is started. (Carry-over behavior is controlled by an adjustment -- i.e. this can be turned off).
- Generic walker kills (which light the return lane X feature) disabled during HORDE (it interferes with the lamps that display the HORDE walker progress). The X lane WILL score properly during HORDE, but
there is no way to relight it once it has been used.
- Shortened the match animation. Re-synced music.
- Cleaned up multi-kill animations, added sounds, added light shows. Removed unused background effect. Changed speech. Made the intensity of the speech reflect the scores being awarded.
- Added lamp effects for BARN/CDC/RIOT/TUNNEL/ARENA mode totals.
- Reworked the post super jackpot stage for prison multiball (victory laps). Because it's not much fun starting over from the beginning.
- Implemented a better victory lap stage for well multiball.
- Implemented well multiball state carryover from multiball to multiball. Got rid of fixed well multiball super jackpot (this is cumulative now).
- Added settings for prison/well multiball state carryover from multiball to multiball. Added a victory lap stage to prison multiball that allows shot looping (left ramp, right ramp) with increasing values for the remainder of the multiball. The victory lap shots also count prison walker kills for lighting SIEGE.
- Lowered max. well walker hits to 9. Added hit count left for well walker multiball start.
- Added a lamp effects the well walker.
- Default # of spotted prison letters to open the prison doors for bashing the prison walker head has been increased from 4 to 5.
- Prison targets are now always allowed (as they were before, but a dependency has been removed) such that if +X prison cannot be awarded, the targets will still light the tower jackpot and light the 2X
playfield values.
- Made a short version of the well hit sound that doesn't take so long to finish up. The short version is used for WELL letters 1-3, and the long version is used for the last letter.
- Added infrastructure for scoring with previous modes played.
- Reworked scoring for tunnel mode.
- Removed "prison letters qualify" nonsense, as this proved to be too difficult and confusing, even for seasoned players.
- Added a setting for blood bath multiball add-a-ball autofire time. Blood bath multiball is some work to get, and should have a somewhat reasonably long autofire time. The add-a-ball, however, is relatively easy to get, and should have a shorter autofire time. Otherwise, we are going to spend all day playing blood bath multiball.
- Added speech limiter to CDC mode. Some shots can be made repeatedly (i.e. - the left ramp) and there was too much speech.
- Fixed the priorities for blood bath multiball and crossbow multiball. These were lower than the modes.
- Added art to multi-kill totals.
- Added speech for supplies. Speech for specific, more valuable awards (modes lit, blood bath lit, crossbow lit, etc.) have priority. Added art for first aid, weapons, and food. Supplies are rendered in the
lower left corner of the left target bank display (this provides more space for text). Changed left target bank completed text so everything fits more cleanly on the display. Added lamp effects for collecting supplies, lighting modes, and lighting blood bath multiball.
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