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X Men - and apparently people like it. (and me too now :))

V0.92 - July 22, 2025
Days of Future Code
Part II
========================
New:
- If a MISSION is completed while a multiball is still active, a blue shot
will light up at the LEFT CENTER RAMP to start the FUTURE. Previously it
would just insta-start when the multiball ended.
- Adjustment ALLOW SENTINEL HAND added. Options include:
- ALWAYS
(Hand will activate during single and multiball play)
- MULTIBALL ONLY (factory default)
(Hand will only activate during multiball play)
- COMPETITION PLAY MULTIBALL ONLY
(In competition game, hand will only activate during multiball play)
- New SENTINEL ATTACKS hurry up feature.
Collect 8 combos and the LEFT RAMP (UPTOWN), LEFT CENTER RAMP (MIDTOWN)
and RIGHT RAMP (HIGHWAY) will light red during main play to start.
Shoot the red lit arrows and SENTINELS quickly for highest score.
Combos required increases after each start.
- The display now indicates when an award has been multiplied by GAMBIT
during modes and multiballs.
- When BISHOP is available the number of charges banked are now displayed
in a purple ring around the timer display.
- INSTANT INFO now displays PERK status and information.

Fixed:
- Sometimes the SENTINEL HEAD was registering multiple hits.
- A FIERY ASSAULT was not requiring enough BLUE shots to complete the mode
and was always being marked as PERFECT when completed.
- The final shots in STOPPING A JUGGERNAUT were not being handled correctly.
- The RIGHT RAMP (HIGHWAY) arrow during STOPPING A JUGGERNAUT was not being
displayed.
- Sometimes the LEFT CENTER RAMP (MIDTOWN) arrow would indicate both MODE
ADVANCE and SAVE THE CITY MULTIBALL was ready.
- SAVE THE CITY MULTIBALL wasn't catching the ball on the right pin when
started.
- The DIVERTER was sometimes triggering when it shouldn't.
- The RIGHT PIN was sometimes stopping the ball when it shouldn't.- CEREBRO was sometimes stopping the ball when it shouldn't.
- EXTRA BALLS awarded during a multiball will no longer stop the ball.
- Sometimes destroyed SENTINELS were not counting towards the SENTINELS
achievements.
- Sometimes the SENTINEL MULTIBALL background display was not synced to
the state of the multiball.
- The DANGER ROOM ball saver will only be awarded when no other ball saver
is active.
- GAMBIT wasn't always awarding the correct bonus when active.
- TO ME, MY XMEN MULTIBALL arrows were not blinking correctly when lit.
- TO ME, MY XMEN MULTIBALL was awarding the SUPER JACKPOT achievement when a
DOUBLE SUPER JACKPOT was collected.
- TO ME, MY XMEN MULTIBALL was awarding the DOUBLE SUPER JACKPOT achievement
when a MAXIMUM DOUBLE SUPER JACKPOT was collected.
- SAVE THE CITY MULTIBALL was awarding the SUPER JACKPOT achievement when a
DOUBLE SUPER JACKPOT was collected.

Tweaks:
- During multiball, the BISHOP POP now requires 2 hits for for every advance
towards lighting BISHOP.
- Updated the DANGER ROOM ABORT TARGET lamp to reflect availability. Now
lit dimly when lit but not available. Pulses slowly when lit and
can be used.
- The game start sequence was cleaned up so the shooter groove tune doesn't
start until it's completed.
- Audio tweaks.
- Improved lamp effects when flinging the ball from the SENTINEL FINGER.

System updates:
- Updated Pricing Table:
Australia 6 - 1/$3.00 AU, 2/$5.00 AU
- Updated to nodeboard firmware/protocol v1.24.0
- Various behind the scenes improvements for correctness and performance.
 
V0.92 - July 22, 2025
Days of Future Code
Part II
========================
New:
- If a MISSION is completed while a multiball is still active, a blue shot
will light up at the LEFT CENTER RAMP to start the FUTURE. Previously it
would just insta-start when the multiball ended.
- Adjustment ALLOW SENTINEL HAND added. Options include:
- ALWAYS
(Hand will activate during single and multiball play)
- MULTIBALL ONLY (factory default)
(Hand will only activate during multiball play)
- COMPETITION PLAY MULTIBALL ONLY
(In competition game, hand will only activate during multiball play)
- New SENTINEL ATTACKS hurry up feature.
Collect 8 combos and the LEFT RAMP (UPTOWN), LEFT CENTER RAMP (MIDTOWN)
and RIGHT RAMP (HIGHWAY) will light red during main play to start.
Shoot the red lit arrows and SENTINELS quickly for highest score.
Combos required increases after each start.
- The display now indicates when an award has been multiplied by GAMBIT
during modes and multiballs.
- When BISHOP is available the number of charges banked are now displayed
in a purple ring around the timer display.
- INSTANT INFO now displays PERK status and information.

Fixed:
- Sometimes the SENTINEL HEAD was registering multiple hits.
- A FIERY ASSAULT was not requiring enough BLUE shots to complete the mode
and was always being marked as PERFECT when completed.
- The final shots in STOPPING A JUGGERNAUT were not being handled correctly.
- The RIGHT RAMP (HIGHWAY) arrow during STOPPING A JUGGERNAUT was not being
displayed.
- Sometimes the LEFT CENTER RAMP (MIDTOWN) arrow would indicate both MODE
ADVANCE and SAVE THE CITY MULTIBALL was ready.
- SAVE THE CITY MULTIBALL wasn't catching the ball on the right pin when
started.
- The DIVERTER was sometimes triggering when it shouldn't.
- The RIGHT PIN was sometimes stopping the ball when it shouldn't.- CEREBRO was sometimes stopping the ball when it shouldn't.
- EXTRA BALLS awarded during a multiball will no longer stop the ball.
- Sometimes destroyed SENTINELS were not counting towards the SENTINELS
achievements.
- Sometimes the SENTINEL MULTIBALL background display was not synced to
the state of the multiball.
- The DANGER ROOM ball saver will only be awarded when no other ball saver
is active.
- GAMBIT wasn't always awarding the correct bonus when active.
- TO ME, MY XMEN MULTIBALL arrows were not blinking correctly when lit.
- TO ME, MY XMEN MULTIBALL was awarding the SUPER JACKPOT achievement when a
DOUBLE SUPER JACKPOT was collected.
- TO ME, MY XMEN MULTIBALL was awarding the DOUBLE SUPER JACKPOT achievement
when a MAXIMUM DOUBLE SUPER JACKPOT was collected.
- SAVE THE CITY MULTIBALL was awarding the SUPER JACKPOT achievement when a
DOUBLE SUPER JACKPOT was collected.

Tweaks:
- During multiball, the BISHOP POP now requires 2 hits for for every advance
towards lighting BISHOP.
- Updated the DANGER ROOM ABORT TARGET lamp to reflect availability. Now
lit dimly when lit but not available. Pulses slowly when lit and
can be used.
- The game start sequence was cleaned up so the shooter groove tune doesn't
start until it's completed.
- Audio tweaks.
- Improved lamp effects when flinging the ball from the SENTINEL FINGER.

System updates:
- Updated Pricing Table:
Australia 6 - 1/$3.00 AU, 2/$5.00 AU
- Updated to nodeboard firmware/protocol v1.24.0
- Various behind the scenes improvements for correctness and performance.
Seems like a relatively 'small' update to call 'days of future past part 2' after the first update but excited to see the new hurry up mode and general UI enhancements

Glad we're seemingly back to a regular monthly update too
 
Just finished a couple games... Weird update for me, only saw the sentinel hurry up once although didn't play great so probably didn't help.

The patch notes sounded to me like you could hit an extra shot and take your multiball into the future, but you have to go back to single ball play, then hit the left of the sentinel ramp to start the future instead of throwing straight into it, but single ball play throws you straight in anyway?

Not entirely sure what they were attempting with the change but you feel penalised for finishing a mode with a multiball active instead of being rewarded for it.
 
On.91 if you were in a mode and then started a multi-ball if the multi-ball kept going and you completed the mode but then you still kept the multiple going. When you finally lost multiple, you would never get do the future part of the mode. Essentially the future part would be lost.
This update allows the future part to actually be available if you stack a multiball with a mode.
 
On.91 if you were in a mode and then started a multi-ball if the multi-ball kept going and you completed the mode but then you still kept the multiple going. When you finally lost multiple, you would never get do the future part of the mode. Essentially the future part would be lost.
This update allows the future part to actually be available if you stack a multiball with a mode.
That's definitely how I read the patch but I had it when I lost all the balls, the future mode also was lost. If I was on 0.91 going to the future gave you a small ball saver but now you have to hit a shot after your multiball and not go instantly into the future I didn't get the ball save and lost everything.

Probably need to play a bit more but just confused what they were going for.

I saw on deadflips twitch feed that there's a lot of bugs they need to sort before they can stack more modes and stuff so owners gotta have a bit more patience for extra content
 
Jack is talking about the upcoming code here live now whilst playing King Kong.

TL;DR Loads of stuff coming.

 
Sounds like he's stepped away almost immediately to focus on the streaming stuff and 'stern are taking over' on the design front, so it'll be an interesting hybrid of designers... Odd to think X-Men will be the last JD designed game unless he comes back in the future
 
Didn't realise you can go for more sentinels when in the future if there's time. Just found that out lol.

Loving that, would be cool if something is linked to this eventually.
 
Didn't realise you can go for more sentinels when in the future if there's time. Just found that out lol.

Loving that, would be cool if something is linked to this eventually.
They mentioned they'll be something linked to total sentinels and combos eventually.

I had a cracking game on the weekend, best all but 1 of the missions and didn't fail to save a single x-man, best I've ever played and it felt incredible.

I've also just put the stronger coil on the auto plunge as well as the plastic in the back right back in and spent 30 minutes to align it properly, can report back if anyone's interested but after 3 games since the coil in sat at 88% for now.
 
They mentioned they'll be something linked to total sentinels and combos eventually.

I had a cracking game on the weekend, best all but 1 of the missions and didn't fail to save a single x-man, best I've ever played and it felt incredible.

I've also just put the stronger coil on the auto plunge as well as the plastic in the back right back in and spent 30 minutes to align it properly, can report back if anyone's interested but after 3 games since the coil in sat at 88% for now.
Which coil did you fit?
 
Which coil did you fit?
Stern 090-5023-OT/22-600 Coil (remove the diode if you get the one with it attached)

Pretty straightforward replacement, seems to have resolved most of the issues for the sake of £15

For transparency though I do have Raidens back ramp transition piece installed as well as the full stern kit.
 
Has anyone fitted a longer shooter rod.
I haven't, I see some noise on pinside about it, I'm not sure how a longer rod would help much and not detract away from the auto-plunge if it's taking the ball off the prongs but maybe I'm mistaken.

My manual plunge is probably 95%, the only issue I have occasionally is the ball rattling on sides due to the power, I'm sure I can adjust the alignment of it to stop it happening but it happens so irregularly that I don't want to mess with it and possibly make it worse, but either way a longer shooter rod won't help in my case as power isn't an issue.
 
The longer shooter rod is apparently improvement for manual plunge.

My manual works 90% of the time and auto probably 70%.

I have the improvement kit from Stern but not fitted it.
 
New coil has had less than a week but I play every day and am hitting 90% on my auto plunge now (up from honestly about 40-50% before, even with Raiden mods changes), the new coil and fitting the plastic at the back from Stern has been the big fixes for me.

I believe the main times that the auto plunger has missed is when I'm in multiball and I've hit/bricked the subway shot like an idiot and causing my own traffic jams, otherwise I'd be confident this would sit at 95%+ at this point.

After spending so long messing around with the auto plunge issues (it cannot be understated how frustrating it is when the plunge doesn't work, it backs out of the subway, straight into the danger room, drain) to have it working nearly perfectly I'm loving the game even more, bring on the new code.

20250801_074552.webp
 
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