Ghostin-GK2_Coop icon

GK2 Coop

Online co-op for Graveyard Keeper 2: host your world and Steam friends join with their own characters (or join by IP). Shared world, crafting, fights, story scenes and sleep. Prototype: back up your saves.

CHANGELOG

Changelog

0.28.0

  • Sermon buffs are village-wide: whoever gives the sermon, everyone gets the buff and it works for the whole world. Everyone sees the village's buffs and the zombie debuff with their time left.
  • Partners no longer start with the host's own buffs (a beer the host drank).
  • Partners earn achievements for themselves: their progress is kept with their character in the host's save, achievements the host already had no longer count as done for them (or get handed to them), and story and world achievements reached together unlock for everyone in the world.
  • A partner's crafts no longer get stuck in the queue when the host's own character couldn't make them (a fishing rod needing woodworking skill the host doesn't have): the host checked its own character's tools and skills instead of the partner's.
  • When the host's fight starts, a partner in the same area goes to the fight's start point with the host instead of being left outside the arena's borders.
  • When a partner's game crashes or freezes, the host can talk to NPCs again after a few seconds, instead of waiting for the partner to come over until their connection times out a minute later.
  • Another player's character that lost its arms (seen after joining while the host was inside a house) gets them back within half a second; each time is noted in the co-op log.
  • A partner in the host's fight sees the flags being captured: the capture banners at the screen's edges and the spinning ring on a flag being taken, not only the flag's height.
  • Enemies in the host's fight only go after a partner who's inside the arena (a partner elsewhere in the area was a target too, out of the enemies' reach).
  • Zombies killed in a fight leave their death puff, blood and stains in a partner's game instead of just vanishing.
  • Soldiers and other moving characters no longer get their attack or work animations replaced by walking in a partner's game.
  • Studying an item for the first time (mushrooms at the study desk) counts for everyone right away: the repeat studies and alchemy open up in a partner's game too, not only after rejoining.
  • A partner collecting bread from an oven or bars from a furnace gets them (they stayed inside the station while the next batch started; the next collect hands those out too).
  • A partner who just planted, or watches the host plant, no longer sees a grown plant for a moment first.
  • Furnaces and other stations no longer restart their sound over and over in a partner's game.
  • Porter zombies walk in a partner's game instead of sliding along sitting down (also the ones the host's game moves outside its usual list of moving things).
  • A partner can put a zombie on a station while the host is elsewhere or not looking at it (it was refused until the host came over).
  • A zombie working a station shows its work in a partner's game: the station's working look and progress, and the zombie's work pose.
  • The host talking to a shopkeeper (or anyone) no longer opens a story panel at the bottom of a partner's screen; it only comes up when the partner picks an answer.
  • Partners get the first tier of the shovel and hammer the story gave the host, not the host's upgraded ones.
  • A partner can fish: the walk to the fishing spot froze them in place, spinning, and fishing never began. Their catch takes the fish from the pond in the host's world too.
  • Other players see you fish: your line and bob as you cast, wait and reel in, the "!" when a fish bites and the fish under the water. Your line no longer stays out on your character in their game after you stop.
  • A zombie carrying things (a caretaker taking logs from the chests to a station) shows its load in a partner's game as it picks it up, and hands it in instead of seeming to leave it lying on the ground.
  • After a partner's sermon its parishioners walk out of the church in the partner's game, instead of standing there and vanishing one by one.
  • A partner can take the collection from the church's donation box after their sermon (and the trading money from the town chalk board): it goes into everyone's money. It was refused as part of the host's story.
  • A partner who falls out of the world (joining on a spot whose floor wasn't there yet) is put back where they last stood, or next to the host. The spot kept with their character is always one they stood on, so they don't join into a fall again.
  • Both players need 0.28.0 (protocol 34).

0.27.3

  • Partners are no longer pulled to the host on every door and waystone in saves where an intro quest was left open (a branch not taken in the prison). It also works in saves that finished the intro before co-op.
  • A partner's village buildings and repairs, garden fertilizer and instant recipes happen in the host's world.
  • Defences a partner builds at the military base count in the host's battle preparation and come back after a battle.
  • Town orders (the chalk board) are shared: everyone sees the same orders, and a partner's picks and collected rewards reach the host. Deliveries onto the warehouse palettes count for the host's orders.
  • Fertilizer on garden beds shows for everyone.
  • Taking an item off a conveyor no longer gives the partner a second copy.
  • A partner's cremation lowers the host's body count. A partner's resurrection makes the zombie in the host's world.
  • The choir's zombies are put in through the host, like other zombie work.
  • Both players need 0.27.3 (protocol 32).

0.27.2

  • Partners are no longer pulled along whenever the host goes into a building or uses a waystone. Only the guided start of the story (the prison, the scout, the defence) and story scenes a partner is watching take them along.
  • Works with 0.27.1 (same protocol); update both when you can.

0.27.1

  • Crafted supplies and other big items land by the station again instead of getting stuck in the bag. Any already stuck in a bag are put on the ground at your feet when you load the game.
  • A partner collecting a furnace's or crematorium's finished batch collects it once; the station is free again.
  • A partner's buildings work in the host's world: the crematorium, composter and porter station appear for the host, and graveyard plots a partner places count toward the graveyard's quality.
  • Partners see the battle flags rise and turn blue when they're captured.
  • Shared sleep no longer runs on forever when a partner's game can't fall asleep.
  • Both players need 0.27.1 (protocol 31).

0.27.0

  • Host and join through Steam: friends who host show up in the co-op window (F8), with Steam invites and "Join Game" too. No addresses or port forwarding; the connection goes through Steam's relays.
  • Joining by IP address still works (Connect: IP address in the F8 window).

0.26.1

  • Partners can no longer take the story's quest items or work the intro's quest objects (a partner picking the prison's mushrooms left the host stuck).

0.26.0

  • Updated for Graveyard Keeper 2 1.010 (crow nest, tech reveals, story animation states).
  • Partners see the host's fight wave timeline on the HUD.

0.25.x

  • Following the host through the guided intro (doors, scenes that walk the host away).
  • Partners can keep attacking in fights (stamina refills) and see their HP and stamina bars.
  • Burials, harvests and stockpiles fixed for partners; story camera pans match the host's.
  • Sleep is the host's call; partners send a sleep request. The sleep screen shows everyone's energy.

0.24.x

  • No more doubled items; one player per work station, and hand-made items go to whoever made them.
  • Partners' tech points fly into their counter; messages use the game's own notifications.
  • The first shovel, hammer, axe and pickaxe reach partners who don't have them.