DatInc-BonkSquad icon

BonkSquad

Online co-op for Megabonk: shared stages, bosses and final fight, revives, squad HUD, chat and pings. Every player needs it.

By DatInc
Last updated 3 hours ago
Total downloads 25
Total rating 0 
Categories Mods
Dependency string DatInc-BonkSquad-0.2.13
Dependants 0 other packages depend on this package

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

BonkSquad

Online co-op for Megabonk: run together with your friends through every stage, boss and final fight.

Every player needs the mod. The host runs the enemies; everyone else sees and fights the same ones.

Playing

  • In the main menu, open Co-op (or press F7), create a lobby and invite friends through Steam.
  • Everyone picks their own character and presses Ready; the host chooses the map. The run starts once everyone is ready.
  • The host sets how tough the monsters are in the lobby, and everyone sees the result there (see below).
  • After a run the lobby stays together, so the next run starts right away.
  • Friends join from Co-op in their main menu (your lobby is listed there), with Join Game in the Steam friends list, or through an invite - also while their game is already running.
  • Friends can join a run that is already going; they land next to the host on the current stage.
  • Lost the connection? The game keeps going and your place is held for 60 seconds. Crashed? Restart and join again - you're back in the run (with a fresh character).

Monsters

Difficulty Health Damage Amount
Easy x0.75 x0.75 x0.85
Normal x1 x1 x1
Hard x1.4 x1.3 x1.2
Brutal x2 x1.7 x1.4

With Per player on (the default), every extra player adds 50% health and 30% monsters on top; damage stays the same. More monsters also mean more XP and gold.

In the run

  • Shared world: chests, shrines, portals, crypts, coffins, desert events, the forest egg, bosses (and their attacks) and the final fight. Anyone can take the squad through a portal.
  • The same map for everyone: before a stage starts, every teammate's map is aligned with the host's (every object, its spot and its state); the game stays paused until all maps match. Your teammates show on the minimap and the full map, the map uncovers where they have been, and its counters include what they used.
  • Crates, pillars and boulders stay alike: whoever knocks one over, it moves and lands in the same spot for everyone.
  • You see your teammates' attacks: the shots, auras and beams of every weapon, with their hits and explosions. They only show here (no sound); the damage comes from the teammate's own game.
  • Swarm warnings and the final swarm timer show for everyone.
  • Charge shrines faster when you stand in them together.
  • Fallen teammates leave a big glowing tombstone with a beam of light: press E next to it to bring them back right away (or just stand there for a few seconds).
  • Squad cards in the game's look: portrait, health, level, weapons and tomes of every teammate, names over their heads. They step aside while a map is open.
  • Power-ups (Time, Nuke, Shield, Rage, Haste, Stonks, Magnet) and everything you don't buy (Moai statues, shrines, vases, free chests, gifts and more) count for the whole squad. Chests that cost gold are per player: everyone can open each one once for themselves (Gameplay.SharedChests on the host makes them shared). The microwave and the merchant stay per player too.
  • Space doesn't pick an option in choice windows during co-op runs, so a jump at the wrong moment picks nothing.
  • Chat with Enter, ping a spot with the middle mouse button.
  • A summary at the end of the run in the game's look: kills, damage, gold, chests, deaths and revives per player. It steps aside while the game's own stats page is open.

Co-op runs are not uploaded to the Steam leaderboards. Quests, unlocks and stats count for every player, including bosses someone else killed, and challenge shrines and character fights someone else started.

Settings

BepInEx/config/local.BonkSquad.cfg: lobby key, teammates' weapon effects (General.TeammateAttacks, on by default; turn it off on a slow PC), shared chests (Gameplay.SharedChests, host setting, off by default: every player can open every chest that costs gold once for themselves; on: whoever opens one first uses it up for everyone), the monsters (Gameplay.Difficulty, Gameplay.ScaleWithPlayers, host settings, also in the lobby) and direct-connect options. The Debug section is for development only.

Quests and unlocks

World and squad events count for everyone in the lobby, and each player's own save decides what that unlocks. Personal quests such as own HP, purchases, level or character stay personal.