Yes please!!View attachment 282093
NEW CODE! Stern Pinball has posted new The Uncanny X-Men code v0.91.0 for the Pro, Premium, and Limited Edition models. This code "Days of Future Code Part 1" contains numerous game enhancements, additional polish, game adjustments and bug fixes including:
New:
- New FUTURE mode and rules
- Playing each of the modes will allow you to play in the FUTURE, a timed
challenge where you must DESTROY LIT SENTINELS and escape before time
runs out. Succeed and you collect a character's perks to be used in
both the PAST and the FUTURE.
- Timed challenge is 40 seconds, destroy 6 or more lit SENTINELS
before shooting the LEFT CENTER RAMP to escape and be awarded your
characters perk.
- Hit the SENTINEL HEAD to increase the value of all lit SENTINELS.
- Run out of time or fail to destroy enough SENTINELS and
you're returned to the PAST.
- New Mode Perks
- Complete a mode to travel to the FUTURE — conquer it to unlock the
perk of the character associated with that mode, active in both the
past and future!
BISHOP (RESCUE THE INNOCENT)
- Bishop will require fewer pop hits to award a BISHOP action button.
COLOSSUS (MAYHEM IN MIDTOWN)
- All multiball ball saves are increased.
GAMBIT (SMUGGLED CARGO)
- Gambit assisted shots will be 3X.
MAGNETO (GENOSAH UNDER SIEGE)
- All mode and FUTURE timers are increased.
PROFESSOR X (STOPPING A JUGGERNAUT)
- The DANGER ROOM can be advanced in THE FUTURE.
- Once per ball a DANGER ROOM ball save is activated the first time
the DANGER ROOM is entered and no other ball save is active.
ROGUE (SENTINEL FACILITY RAID)
- Holds KITTY PRYDE lane values across balls.
- KITTY PRYDE TARGET is available in the FUTURE.
- KITTY PRYDE LANE scores are doubled in the FUTURE.
STORM (A FIERY ASSAULT)
- Bonus damage to other SENTINELS in SENTINEL MULTIBALL.
- SENTINEL MULTIBALL will be extended once per play
WOLVERINE (BITTER RIVALRY)
- Time added to all single ball savers in past and future.
- Increased damage on the first shot of SENTINELS in
SENTINEL MULTIBALL.
- Updated Perks
BEAST - Collect by advancing BEAST LAB to level 3.
- BEAST LAB awards are available in the FUTURE.
CYCLOPS - Earn by maximizing the Danger Room Level
- Combo timers are increased
JEAN GREY - Collect by hitting 10 X-MANSION TARGETS
- X-MANSION ball save can now be advanced in the FUTURE.
- Next level 2 BEAST'S LAB award will be LIGHT X-MANSION BALL SAVE.
NIGHTCRAWLER - Earn by completing 20 targets
- Nightcrawler will spot any lit SENTINELS in the FUTURE by hitting
the NIGHTCRAWLER targets between them.
- BISHOP ACTION BUTTON
- The BISHOP rule has been changed to now collect the highest scoring
shot on the playfield when available. Stack up to 3 BISHOPS
by hitting the BISHOP POP BUMPER. When the ACTION BUTTON
flashes RED, BISHOP is available to collect a shot!
- SKILL SHOT
- The SKILL SHOT no longer requires holding the left flipper for
some of the skill shots. All SKILL SHOTS are now available
from the plunge.
- The 2X SKILL SHOT has been removed.
- The LEFT LOOP SKILL SHOT has new progressive sound effects.
- When all 8 modes have been completed, they will reset. Any perks
collected will be carried forward.
- EXTRA BALLS are only awarded the first time through the modes.
- Added MODE START DIFFICULTY adjustment. Makes starting modes
easier or harder.
- SENTINELS DESTROYED counter added to the main score display.
- Added SENTINEL CHAMPION.
- On the last shot to start SENTINEL MULTIBALL, the ball will attempt
to be caught on the MAGNENTO magnet and flung once multiball starts.
- Added speech to the start of SENTINEL MULTIBALL.
- Added audits for major shots.
Bugs fixed:
- Fixed issue where some of the switch sounds were being played twice.
- Fixed issue where the upper shooter lane switch was playing sounds on
top of itself for skillshots.
- The wrong switch sounds were being played for the RIGHT RAMP.
- Sometimes GAMBIT wasn't multiplying shots correctly.
- Lit SENTINEL shots destroyed during SENTINEL MULTIBALL were being
counted twice for INSIDER CONNECTED achievements.
- Competition mode wasn't always being considered correctly during SENTINEL
MULTIBALL.
- SMUGGLED CARGO wasn't showing an award for the red shot awards.
- Sometimes the award for collecting a city in SAVE THE CITY was not
correct.
- EXTRA BALL would sometimes say it was being lit even when no extra balls
were available.
Tweaks:
- (PRE/LE ONLY) The SENTINEL HAND will now only break the ramp during
SENTINEL MULTIBALL.
- You can no longer stack SENTINEL MULTIBALL and TO ME, MY XMEN MULTIBALL.
- The DANGER ROOM ABORT TARGET is now lit at the start of a game.
- During MAYHEM IN MIDTOWN, the lit arrows weren't visible during the target
light effects.
- Improved the music choreography when the modes and multiballs start.
- Tweaked the initial spawning of SENTINELS for SENTINEL MULTIBALL.
- Removed unused adjustments for SPECIAL.
- BEAST LAB no longer awards ADD TIME, replaced by MAGNETO's perk.
Looking at the video it doesn't have the same animation and everything from before so it feels like a sub-mode rather than something completely separate like before...Hmm I’m not sure, I already felt that going to the future every 2 modes was too much. Now you go after every mode?
I’ll play a bit and see, maybe notes just aren’t written wellLooking at the video it doesn't have the same animation and everything from before so it feels like a sub-mode rather than something completely separate like before...
Although it still plays the animation for the score in the mode, then a shorter animation of you going to the future, then an animation for the 'Save the mutant' screen... I like it, but feels like there's a lot of down time.
I'm excited to see where they take it but yeah this feels like a completely different track they're taking the game now.
Thats fair. I guess this new gameplay loop is the new baseline, this is basically like going back to release code with a bit more polish. Excited to see them wizard modes.Not really digging the changes, I think time would have been better spent on a mini wizard mode.
I still love how the game shoots so will wait to see how they build from here
I’ll be disappointed if they don’t change it tbh but they’ve already put all the work in to change to this so it’s highly unlikely now.Thats fair. I guess this new gameplay loop is the new baseline, this is basically like going back to release code with a bit more polish. Excited to see them wizard modes.
My update is going now, excited to put some hours, I think the new call outs and animations are cool though.
There was a rumour he was moving over to the John Wick team, then last night Stern firing on all cylinders dropping both Xmen and John Wick with MXV at the helm and both receiving high praise from their respective communities.I'm in London, not back till later, so will try it out this evening.
I wonder how Waisin is feeling...![]()
Followed immediately by Wolverine screaming at me to launch the ball... It's overly dramatic but I don't hate it!I'm enjoying the changes. Love the new movie trailer style intro " in a world..." Etc. Good risk/reward in the future now. Looking forward to future
updates.
Strictly speaking, Jonathan said it in our PINcast, not me. Said he'd gone to Raw Thrills to join Tim Sexton.
Strictly speaking, Jonathan said it in our PINcast, not me. Said he'd gone to Raw Thrills to join Tim Sexton.
Hopefully it'll come with their next update where they're 'reworking the 8 modes to give them more personality'. I'd like to think the perks are somewhat related to the mutant's abilities but that's not necessarily the case. Also the supposed 'new perks' on https://tiltforums.com/t/the-uncanny-x-men-rulesheet/9100 don't match some of the things MXV said in the video with Stern. He mentioned Bishop fires twice instead of once, but the rules suggest it takes less pops to charge.I said the same about the perks on pinside. It should tell you when selecting modes what perk could be earned, and definitely when you complete the mode correctly, it just says perk unlocked so why not tell you which perk? Hopefully it'll be added.