06 multiplayer

Updated a week ago

Multiplayer

The short version: if the host has it, the lobby has it. Only the map and the loot sparkle care whether you personally installed anything.

Feature by feature

Feature Who needs it installed Who sees the effect
Furniture stays put Host Everyone
Things stop breaking Host Everyone
Gold picks itself up Host Everyone, for their own coins
Turn things in your hands Host Whoever is holding something
Less waiting at the lift Host Everyone in the cabin
One coin pays the way out Host Whoever is at the slot
Deeper means deadlier Host Everyone
The dungeon map You You
Good loot is easier to spot You You
Mouse wheel, hold to attack You You

Why so much of it is host side

Not by choice. Physics, enemies and anything a machine has to agree on run on the hosting machine and are sent out from there. A client changing its own copy is overruled by the next update from the host, so a host-side feature is host side because the alternative does not work rather than because it was convenient.

The two exceptions are the two that draw on your screen and change nothing anyone else can see.

The host decides

Every switch travels to the lobby from the host. Somebody who does not want the run mapped can turn the map off for everybody, and a player who turned it on locally cannot keep it.

This is deliberate. A pack where each person quietly plays a different game is not a shared run.

Joining a host who does not have it

Nothing breaks. Your copy notices it has no authority and idles, and your map and sparkle keep working because they never needed the host in the first place.