Play again - When a game ends, the card now says which key starts a new game, under the tip for your next one.
Starflip first - Outside Halloween, the game now opens on Starflip, not on the last table you played. Between games, the flipper buttons still change table.
Stuck ball - A ball could stay stuck forever in the Ecliptic's loop around Jupiter. After six seconds it now rolls back down the way it came.
Thanks gasleet - for the feedback on the missions!
Coloured lights - A lit insert now shows its own colour instead of white, so each arrow on the table matches its dot on the Tonight's Shots plaque.
Mission shots - The shot a mission wants now blinks fast and goes fully dark between flashes. Rings open around it when the mission starts and at each step.
Quieter arrows - The M-O-O-N arrow on Starflip and the arrow of the tree's hollow on The Headless Horseman blink all game long. They now go dark during a mission, unless the mission wants them.
Same shot again - A ramp or an orbit made again right after itself pays half and adds nothing to the combo or the bonus. The display says AGAIN. Missions still count it.
Ramps - All ramps are drawn as smooth curves, without corners.
Mission card - Names the shot as it is printed on the table, and says how when it is not obvious, for example "Upper flipper: drive the Moon into the Sun".
Tonight's Shots - The line of the shot a mission wants says CHART and the constellation's name.
Display - Counts the steps (ORION 1 of 2). For Pegasus, once the Comet Ramp is made, it says NOW THE ORBIT and the card counts down the seconds.
Reminders - A lit mission you have not started reminds you to shoot the Observatory. A mission with no progress for 30 seconds tells you its task again. No reminders during multiball.
Wider shots - The top of the table is redrawn around the flippers. The Observatory and the Orbit are the right flipper's shots, the Comet Ramp and the trine bank the left one's. From a cradled ball, the Comet Ramp, the Observatory and the Orbit now give you about 60 ms of timing instead of 6 to 12.
Comet Ramp - Redrawn as a single ellipse, like a comet's orbit. It no longer hides the Observatory and brings the ball back slowly to the left flipper.
Lyra - Lit S-K-Y lanes stay lit from ball to ball while Lyra is the mission.
Cygnus - Now asks for the Orbit or the Ecliptic, twice.
Tales - The card names the shot each tale wants (the Road, the Orbit, the Bridge) instead of "the shot lit in white", and counts the steps.
Upper flipper - A one-way gate under the upper flipper stops the balls coming from below, which used to hit its back. Balls from above lift the flap and go through.
Church door - With the four stones down, the church door rings the bell: it ends the graves tale and collects the super jackpot.
Pumpkin multiball - Once his sabre, his horseshoe and the cannonball are lit, crossing the Bridge also makes him throw his head.
More time - The Woman in White now lasts 60 seconds instead of 50, the graves 45 instead of 30, and Brom Bones's race needs four orbits instead of six.
Skill shot - Now pays 50,000, then 100,000 and 150,000, like Starflip's, instead of 100,000, 200,000 and 300,000.
Nudges - Left Ctrl nudges the cabinet left, Right Ctrl right and the Up arrow forward. On a gamepad: left or right on the D-pad, and Y. Each nudge counts toward the tilt.
Nudge - Half of the nudges, and half of the pushes that free a stuck ball, threw the ball to the right at full speed. They no longer do.
Skill shot - Balls launched by the machine (ball save, multiball) no longer score the skill shot. Only your own launch does.
Slow motion - The slow motion on big moments no longer eats into the ball save, the combo window or mode timers.
Jackpots stat - The jackpots stat now counts every jackpot of the game, not only those of the last multiball.
New game - A new game no longer shows the last game's plate for three seconds.
Surviving the night - The prize for surviving Daybreak now pays once, as soon as the mode ends, even on the last ball of the game.
H-E-A-D - A letter from a ghost story that completes H-E-A-D now raises the bonus multiplier.
The Dead Rise - The achievement is now earned even if a pumpkin from an earlier multiball is still rolling.
A second table - The Headless Horseman is a new table based on Washington Irving's tale, with Arthur Rackham's illustrations from 1928.
One night per game - A game starts at midnight, and each tale you finish moves the clock on one hour. The dial at the bottom left shows the hour.
Six tales - Shoot the Fireside to start a tale: the Woman in White, Major André's tree, the risen tombstones, old Brouwer, Brom Bones, and the last ride to the church bridge with the Horseman behind you.
Skill shot - Launch at half power (4 to 7 on the gauge) and hold the left flipper: the upper flipper sends the ball into the face in the tree.
Pumpkin multiball - Light his sabre, his horseshoe and the cannonball, then hit his hooves. He throws his head, and the burning pumpkin joins the ball. It doubles the points of everything it hits.
Ghost multiball - Knock down R-E-S-T to open the church door and lock a ball there. Lock two and the dead rise: jackpots on the bridge, a super jackpot at the bell.
Daybreak - Survive the night to play Daybreak, four balls under a sky turning to dawn.
Small goals - Ring the bell twelve times with the same ball, serve five dishes at the Fireside, and let old Gunpowder kick the ball back.
Spider web - A giant web covers the table and the hall. It lights up with the game: red when the Horseman gets close, green while the dead are out.
Music - Three waltzes written for the table, with nods to Saint-Saëns at midnight, Grieg during the chase, Bach at the church door and Chopin when the game ends.
Change table - Between games, press a flipper button to switch between Starflip and The Headless Horseman. The CHANGE MACHINE panel shows which table is up.
Halloween start - Until 2 November, the game opens on The Headless Horseman. After that, it opens on the last table you played.
One register per table - The Headless Horseman has its own leaderboard, the Riders' Register. Starflip keeps the Register of Observers and all its scores.
17 new achievements - 16 on The Headless Horseman, and Double Feature for finishing a game on both tables.
New icons - All 41 achievement icons are redrawn as round badges.
Clearer descriptions - Seven Starflip achievements now say they are earned on Starflip.
Your line climbs the register - When a game beats your best, your line in the Register of Observers moves up past the players you just beat, and a note under the list names them.
Your new place on the display - After the game, the score display shows where you now stand, for example "NO. 9 / UP 2 IN THE REGISTER".
Sending status - The register says "Signing the register..." while your score is sent to sbox.game, then "Signed tonight" once the leaderboard has it.
Old rank after a new best - The register kept showing your old rank for a while after a better game, as if the score had not counted. Your new score now goes into the register as soon as the game ends.
Wrong message on the plaque - After a game, the register plaque under the backglass could say "The register is closed tonight" when it was open.
One-way gates - Gates are now flaps hanging from a rod. The ball lifts the flap as it goes through, and the flap swings back down behind it.
Kickback plunger - The kickback is now a plunger with a red rubber tip at the foot of the left outlane. It comes out from under the apron to hit the ball, then goes back in.
Kicked ball fell back down - The kickback shot the ball back up the left outlane, but the ball hit the wall at the top of the lane and dropped to the drain every time. That wall is now a one-way gate, so the kicked ball goes back into play.
Only the kicked ball gets out - The gate only opens for a fast ball, like the one the kickback fires. A slower ball that bounces under it keeps falling down the outlane, where a lit kickback sends it back up.