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BonkSquad

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

By DatInc

CHANGELOG

Changelog

0.2.11

Chests that cost gold are per player again: everyone can open each one once for themselves, so there are enough for the whole squad (Gameplay.SharedChests on the host makes them shared). Whoever dies in a crypt or the boss room and is taken along when a teammate leaves now gets their grave moved to where the squad is, so they can be revived there. Everyone should update to 0.2.11.

0.2.10

Level-ups no longer get lost: a level-up (or chest, Moai, shrine) reached while another choice window was open was pushed to the next stage by the game, and lost for good on the last one. Chests and Moai that were re-asked for no longer come a second time on the next stage either. Windows queued while you were dead now open after the revive. The Sucky Magnet was checked and works the same for host and teammates; it only reaches XP within its range, so XP from a teammate's fights far away isn't pulled. Everyone should update to 0.2.10.

0.2.9

Players who die in the air can now be revived at their grave on the ground; they come back there too. With monsters growing with the squad, XP now grows by the same factor as their health (x1.5 for two players), so XP per player is back to where it was before 0.2.8. Everyone needs 0.2.9.

0.2.8

The host now picks how tough the monsters are in the lobby: Easy, Normal, Hard or Brutal, and whether they grow with the squad (+50% health and +30% monsters per extra player; on by default). The map you hold open is no longer covered: squad cards, names and chat lines step aside while a map is open. The lobby window is rebuilt with fixed rows, so its texts no longer overlap; the "Last run" lines and long help texts are gone. Tested with copies on one PC, not yet on real Steam with two PCs. Everyone needs 0.2.8.

0.2.7

Fixes the real cause of turned and shifted maps: the map's start direction was lost on every player since the first version, which turned the crypt exit and the start direction differently per player. Floating objects, spawn blockers and camera colliders now also wait until the map is done. Crates, pillars and boulders stay alike during the run: whoever moves one, it moves and lands in the same spot for everyone, also for players who join later. Also fixes physics objects frozen on the final map in 0.2.6, and tree and rock checks now include rotation. Charge shrines, crypt, final fight and character fights were checked to count for everyone; personal quests stay personal. Tested with copies on one PC, not yet on real Steam with two PCs. Everyone needs 0.2.7.

0.2.6

Fixes the main cause of different maps: crates and pillars no longer move while the map is generated, and trees, rocks and bushes are compared with the host and aligned if needed. Quests and unlocks from world and squad events now count for everyone in the lobby, each player using their own save. Personal quests (own HP, purchases, level, character) stay personal, and per-kill item effects only apply to your own kills. Everyone needs 0.2.6.

0.2.5

You can see your teammates' attacks: the shots, auras and beams of all 30 weapons, with their muzzle flashes, hits, explosions and lightning. These copies are only for show: no damage, no collisions and no sound. On a slow PC, General.TeammateAttacks = false hides them on your side; your teammates' attacks still do their damage. Character fights a teammate starts now work for the whole squad, and beating the enemy unlocks the character for everyone. Everyone needs 0.2.5.

0.2.4

Confirming a character in co-op really goes back to the lobby now instead of the map selection. Teammates can use the boss portal after the stage boss (the boss spawner in front of it no longer takes the key). Teammates show on the minimap and the full map, and the map uncovers the same area around them as around you. Starting another run from the lobby no longer upsets the shrine sync. Boss curses and other objects a teammate starts count for everyone. Anyone can break the forest egg; its frogs and its reward work for the whole squad. Chests that cost gold are shared by default: whoever opens one first uses it up for everyone (Gameplay.PersonalChests on the host brings back one chest per player). The run summary steps aside while the game's own stats page is open. Everyone needs 0.2.4.

0.2.3

Swarms are announced for everyone ("Swarm Incoming!" and its sound). After confirming a character, the host goes back to the lobby too instead of the map selection. Objects a teammate uses (vases, Greed shrines, Moai and the rest) now count in everyone's object counters and quests. The full map uncovers where your teammates have been, so everyone sees what's still left to find.

0.2.2

Maps now match exactly before a run starts. The host sends every object (kind, spot, rotation, size, state); teammates move, rebuild or remove theirs until a checksum over the whole map matches the host's, and the game stays paused, showing who it waits for, until every map is aligned. This also works when a teammate's save never spawned some kind of object. Golden charge shrines, the merchant's rarity and the game's object counters match the host's. Shrines and portals rebuilt by the alignment now sync like any other.

0.2.1

Boss attacks are seen by everyone. Everything except chests that cost gold, the microwave and the merchant counts for the whole squad (free chests, gifts, balance shrines and more). Space no longer picks an option in choice windows during co-op runs. Lobby: characters and the map are chosen separately, and the run starts once everyone is ready. The object counters, the magnet power-up, the final swarm timer and challenge shrines now work for everyone, charged pylons sink away for everyone, and anyone can take the squad through a portal. The run summary looks like the game's own windows, and damage is no longer capped at 1,073,741,824.

0.2.0

First release (English UI): co-op lobby in the main menu, synced stages, enemies, bosses, final fight, crypts, coffins and desert events, revive at graves, squad cards and nameplates, chat and pings, shared power-ups, run summary, no leaderboard uploads from co-op runs.

Also in this release: join a run in progress, reconnect after a lost connection (60 seconds grace) or a crash, join friends from the Steam friends list or an invite while the game is running, quests and unlocks count for every player (challenge shrines included), Co-op button right below Play, tested with three players. Steam P2P sessions from teammates are accepted, and a lobby turns away an incompatible build with a clear message. Maps, crypts and Moai statues match even when the players' saves differ. Press E at a teammate's grave to revive them instantly. Teammate cards sit below the quest list. The host's map wins: objects that ended up elsewhere on a teammate's PC are moved to the host's spots. Coffin barriers open for everyone. Fallen teammates leave a big glowing tombstone with a beam of light; "Press E to revive" shows when you're next to it. Cursed and challenge shrines started by anyone work for everyone (effects, rewards), used objects lose their marker for all, and a coffin's fog clears for everyone once its key is taken. Vases broken by anyone break for everyone and count for everyone. Greed and charge shrines count for everyone; a teammate's coffin key now also picks up your own copy, so the "!" goes; the map warning only shows when objects are really missing. Enemies and bosses in the crypts show up for everyone, boss health bars update for everyone, choice windows (level-ups, chests, Moai, shrines) no longer get lost when several come at once, magnet shrines and difficulty gravestones count for everyone, and every map is aligned with the host's (wrong kinds of chests swapped) before the run starts.