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Corda-AI_LIMIT_Coop-0.3.10 icon

AI LIMIT Coop

Play AI LIMIT with friends over Steam or direct connections. Shared enemies, doors, levers and lifts, ally health bars, party chat and death spectating. Early release; larger groups remain experimental.

By Corda
Date uploaded a week ago
Version 0.3.10
Download link Corda-AI_LIMIT_Coop-0.3.10.zip
Downloads 38
Dependency string Corda-AI_LIMIT_Coop-0.3.10

This mod requires the following mods to function

BepInEx-BepInExPack_IL2CPP-6.0.755 icon
BepInEx-BepInExPack_IL2CPP

BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.

Preferred version: 6.0.755

README

AI LIMIT Co-op

By Corda ยท v0.2.4

Play AI LIMIT with friends over Steam or a direct connection. See each other's equipment and animations, fight shared enemies, use shared doors and lifts, and bring fallen teammates back by resting or defeating a boss.

Version 0.2.4 contains the gameplay changes from 0.2.3-test.13, including enemy death animation fixes, ally health bars and names, party chat, performance improvements and shared physical interactions.

This is an early release. Most live testing has covered two local players. New installations allow eight players including the host; up to sixteen can be configured for experimental group testing.

Everyone should install 0.2.4. This release uses protocol 5. Test 12 and earlier cannot connect. Test 13 also uses protocol 5, but matching builds are recommended when reporting issues.

Install or update

Close the game before updating. Existing configuration is retained.

Mod manager: select AI LIMIT in a manager that supports the game, create a profile and install this package with its dependencies. The loader dependency is BepInEx-BepInExPack_IL2CPP-6.0.755. Launch using the manager's modded start option. The first launch generates game bindings and may take several minutes.

Manual installation: install BepInEx 6 IL2CPP Windows x64 first. The declared dependency supplies build 755; recent two-instance gameplay tests used build 788. BepInEx 5 and Mono builds are incompatible. For the loader download, move the contents of its BepInExPack folder into the folder containing AI-LIMIT.exe. Then copy this mod's BepInEx folder into the game folder. Both mod files belong here:

BepInEx/plugins/AILimitCoop/AILimitCoop.dll
BepInEx/plugins/AILimitCoop/LiteNetLib.dll

BepInEx is installed separately as a dependency; it is not bundled in this mod ZIP. When changing from a manual installation to a manager profile, avoid loading an old second copy of the mod.

The party menu opens on startup. Press F5 to close it before using the game's title menu. Back up your saves before trying the mod: %USERPROFILE%/AppData/LocalLow/SenseGames/AILIMIT/.

Playing together

Load a save before hosting or joining, and start in the same area.

Steam: open F5, choose Host over Steam, then Invite friends. Friends can accept an invite, use Steam's Join Game, or join from the party menu.

Direct connection: choose Host under Direct connection. Guests enter the host's address:port and choose Join. The default port is 7777. Use the host's LAN/VPN address for local/VPN play; direct internet hosting requires forwarding the host's UDP port.

Control Action
F5 Open or close the party menu
F6 Host using the selected connection type
F7 Join the saved address
F8 Leave or end the session
F9 Cycle living teammates while spectating
Enter Open party chat; press again to send
Escape while chatting Discard and close chat
Normal game interaction button Use shared doors, supported levers and lift buttons

Chat requires a keyboard and supports messages up to 96 characters. It does not open over the party menu, the game's pause menu, or while loading. Typing in chat does not move or attack with your character.

Co-op keeps running during menus, tutorials and chat. Closing the party menu restores game controls.

Party display and options

Nearby allies have overhead health bars and names. Bars show a damage trail and turn red at 25% HP or below. Names and bars fade with distance. Bars can show through walls, and overlapping players can have overlapping bars.

Use F5 โ†’ BARS ON / BARS OFF to toggle bars. HUD size also scales them. The menu includes HUD position, size and opacity controls. Additional settings are in BepInEx/config/com.ailimit.coop.cfg:

  • [UI] AllyHealthBars, AllyHealthBarNames, AllyHealthBarDistance (default 40 metres) and ShowChat.
  • [Keys] Chat (default Return), plus menu, host, join and leave bindings.
  • [General] MaxPlayers controls session capacity. Existing installations keep their saved value.

Close the game before editing configuration. In a mod manager, use the active profile's configuration folder. Hosts can use F5 โ†’ PLAYERS to kick players. Steam sessions also support BAN and BANS โ†’ UNBAN. Direct connections support kicking only.

Shared world and combat

Stay in the host's loaded level for shared combat and physical interactions. Supported doors, levers, lift call buttons and standard lifts synchronize automatically. Joining players receive current object states, including a lift already moving. Repeated updates do not restart the same journey.

Players in other areas retain local interactions. Shared levers are limited to supported physical actions; arbitrary quest, inventory, teleport and cutscene events, and platforms controlled by other scripts, are outside this feature. Shared object state can be persisted by normal game saving; this is not a shared-save system.

Enemies choose targets using damage and proximity. Their simulation owner stays responsible during combat, even while spectating. Enemy death updates continue while animation and body movement settle, preventing ordinary corpse refreshes from repeatedly restarting a finished death animation. Individual ragdoll bones are not synchronized.

Enemies and bosses gain 50% maximum HP per additional connected player: two players get 1.5x HP, four get 2.5x and eight get 4.5x. Spectators and players elsewhere count too. Damage stays unchanged. Hosts can adjust [Gameplay] EnemyHpPerExtraPlayer before hosting; 0 disables scaling. Active or wounded enemies retain their maximum until rest/reset. Linked boss phases inherit the same multiplier.

Death, revival and saves

Dying lets you spectate a living teammate. A survivor resting revives fallen players in that level; defeating a boss delivers shared items and then revives them. Revivals restore health and refill supplies through the game's normal healing routine.

If everyone in a level dies, each player returns to their own last rest under the game's normal death rules. A living teammate elsewhere in the same level can prevent a wipe. A dead host keeps hosting; the host leaving ends the session. Leaving while dead resumes native respawning.

Everyone keeps their own save. Boss items are shared with players connected at the time of the kill, including players elsewhere or loading. Story progress, currency, ordinary loot and cutscenes remain separate. Joining does not advance your story or recover rewards from earlier kills. Multiple clients in a different level from the host do not share coordinated enemies there.

Testing and known limitations

  • Test 13 passed 8,100 automated regression assertions and two-instance LiteNetLib gameplay checks. Those checks covered shared doors, lift travel in both directions, call levers and reconnecting during a journey. Version 0.2.4 changes the release label; it retains that gameplay implementation and protocol.
  • The published loader dependency and AI LIMIT's manager installation routes have been verified. A full fresh mod-manager profile playtest has not been completed.
  • Separate-account Steam P2P, larger groups, long sessions, controllers, every map, and special boss/death sequences need further live testing. Both transports use the same session protocol.
  • Rejoining inside Lore's arena can replay that client's intro while combat continues.
  • Boss reward duplicate tracking resets when quitting or changing saves. If reward confirmation times out after 20 seconds, native respawning can resume and reset the host's world.
  • A native remote-equipment load that never completes may require leaving and rejoining.
  • Previously observed native health-bar cleanup errors during shutdown remain unresolved.

Troubleshooting and reports

No party menu? Check that both mod DLLs are installed once and the log reports AI LIMIT Co-op 0.2.4. Use BepInEx 6 IL2CPP x64. Let the first launch finish generating bindings.

Unable to move or click the game menu? Close F5 and chat first. If still stuck, leave and rejoin and record what happened beforehand.

Cannot see a teammate? Both players must finish loading into the same level.

For reports, include the mod version, connection type, player count, each player's area and the actions before the issue. Attach relevant BepInEx and Unity logs. The mod filters known personal identifiers from its own output and does not log chat contents, but Unity/Steam logs and older logs are not covered. Review logs before sharing; keep saves, configuration and ban lists private.

Credits

Thanks to BepInEx and LiteNetLib. Third-party notices are included with the package.

This is an unofficial fan mod, not affiliated with AI LIMIT's developers or publisher.

CHANGELOG

AI LIMIT Together - changelog, 0.2.6 to 0.3.10

Every version from 0.2.6 to 0.3.10, newest first.

A note on settings: since 0.3.10 the config file only has the settings that are yours to choose. Some older entries below mention switches that have since been removed from it; those now always use the recommended value.


0.3.10 - Halloween Update

New: Pumpkin Head

  • A hollowed-out jack-o'-lantern worn over the whole head. The face is carved through, so her face and hair show inside.
  • Sold at Grayrhino Grocery next to the Witch Hat for 1,500 crystals, from October 1 to November 15 (your PC's date).
  • One per save. Once you own it, the shop stops listing it.

Compatibility

  • Everyone needs 0.3.10; 0.3.9 and older can't join.

0.3.9 - Furnace of War fixes

  • Tree Guardians in a rift: the fight now starts for whoever walks in first. Before, it only started properly if the host was in the arena: only a couple of guardians woke, the other player had no boss bar, and the reward and exit didn't show until rejoining or swapping host.
  • The non-host player now gets the guardians' boss bar and music.
  • Entering the portal to the next stage at the same moment no longer puts the two players on different maps.

0.3.8 - Witch Hat

New: Witch Hat

  • A seasonal head item, sold at Grayrhino Grocery for 1,500 crystals from October 1 to November 15 (your PC's date).
  • One per save. Once you own it, the shop stops listing it.

0.3.7 - Bug fixes

  • PvP: spells like Ethereal Beam and Railgun turn toward the player you're locked onto, and lock-on lets go when you rest, open a menu or a cutscene starts.
  • The joining player's boss intro plays without a black screen or a duplicate boss.
  • Enemies no longer hit you a second time while you're rolling, getting up or invincible.
  • Furnace of War: everyone gets the same enemies in each room, and room rewards are no longer copied to the other player.

0.3.6 - Big bug fix update

  • Blader helpers (Loskid, Feylia, Millaire) work in co-op and never attack players.
  • Enemies summoned by bosses appear for everyone, and idle enemies no longer ignore the joining player.
  • Enemy attack sounds and lasers show and play for everyone.
  • Teammates' sync rate shows as a blue bar under their health, and the energy shield shows on other players.
  • PvP: no hits on a player who is resting, in a menu, rolling or in a cutscene, and dying to a player during a boss fight downs you instead of resetting the boss.
  • Better performance and less network data.

0.3.5 - Fallen players

  • When a teammate dies, their body stays where they fell and turns to mud, like a death in the game, until they're revived.

0.3.4 - The PvP update

  • PvP can kill: a PvP death is a normal death, and PvP stays on afterwards.
  • PvP Arena: dying there costs no crystals, and you respawn inside the arena.
  • PvP lock-on: lock onto the other player when there's no enemy to lock.
  • Poison, bleed and infection build up from PvP hits.

0.3.2 - Furnace stage 2 fix

  • Furnace of War: both players reach the same second stage.

0.3.1 - Arena look and backstabs

  • The PvP Arena has the game's own look, with cover to fight around.
  • Backstabs work for every player.
  • Boss Rush: every Tree Guardian gets the co-op health bonus.

0.3.0 - Difficulty, PvP and executions

  • Difficulty presets chosen by the host: Balanced, Hard, Challenge or Custom.
  • Opt-in PvP: two players can only hurt each other when both turn it on. The host can turn it off for everyone.
  • The PvP Arena, reached from any rest point's teleport menu.
  • Executions work for every player.
  • Furnace of War: a downed player follows the party through a stage portal instead of losing the run.

0.2.8 - Fixes

  • Long sessions no longer slow down.
  • Joining players no longer fall to their death after a boss's phase-two cutscene.

0.2.7 - Boss fights and effects

  • Cutscene skip votes always work, including a boss's phase-change cutscene.
  • You can help with a boss your save has already beaten.
  • Playing with saves at different progress works: enemies only one save still has can be fought.
  • Boss attacks that travel now travel on everyone's screen.

0.2.6 - Spells, bosses and the Furnace of War

  • Ranged spells and abilities are visible to other players.
  • Blocking and parrying work against every enemy.
  • A boss kill revives downed teammates.
  • The Furnace of War is playable together.