06 multiplayer
Updated a week agoMultiplayer
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.