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sigseg1v-Multipeglin-0.1.10 icon

Multipeglin

Cooperative multiplayer for Peglin. Play through runs together with friends!

Date uploaded 2 months ago
Version 0.1.10
Download link sigseg1v-Multipeglin-0.1.10.zip
Downloads 93
Dependency string sigseg1v-Multipeglin-0.1.10

This mod requires the following mods to function

BepInEx-BepInExPack_Peglin-5.4.2100 icon
BepInEx-BepInExPack_Peglin

BepInEx pack for Peglin. Preconfigured and ready to go.

Preferred version: 5.4.2100

README

Multipeglin

Cooperative multiplayer mod for Peglin. Play through runs together with friends!

Features

  • Host/join cooperative multiplayer sessions of up to 4 players
  • Full game state synchronization (map, battles, deck, relics, enemies)
  • Per-player decks, relics, health, and gold in coop
  • Turn-based combat, ball physics synchronization
  • Shop, treasure, and event scene synchronization
  • Multiplayer save-and-continue system

Installation

Install via r2modman or Thunderstore Mod Manager.

Manual installation: Extract all DLLs to BepInEx/plugins/Multipeglin/.

Usage

  1. Launch Peglin with the mod installed
  2. Click "Multiplayer" on the main menu
  3. Host: Click "Host" to start a session. It will host on Steam. Or click "Continue" if you had a previous run you want to continue with the same players.
  4. Join: Select a hosted game from your Steam friends list and join.
  5. All clients select their class and click Ready.
  6. Host selects Cruciball level, and clicks start game.

State

  • Most of the game works. There is some slight desync possible on super complex peg layouts such as complex moving pegs, but it is 90% correct.
  • Some event choices don't make sense so it defaults to host choice (eg. if host selects to skip an event, but 1 player selects to do a battle, it's just going to use what the host picked)
  • End-of-battle shot to determine navigation let all players participate at the same time and will choose the slot that got the most hits
  • Most relics apply their logic correctly for the owner players shot, but some with really crazy effects might have been missed; let me know if you find anything broken
  • If an event is really bad and softlocks, there is a 45 second timeout after which the host will be able to select "Force continue" to force the clients to go to the next map node. There is also a 15 second timeout after a shot occurs where if there are no orbs on the board anymore it will pass to the next players turn.

Requirements

  • BepInEx 5 (installed via BepInExPack_Peglin)
  • All players must have the same mod version installed

CHANGELOG

Changelog

Multipeglin v0.1.12

  • fixed: "Multiplayer desync + softlock when all bombs detonated in chest navigation" (thanks haencyl for reporting)
  • fixed: softlock when one player is unable to throw their ball in one of the "?" orb minigames (thanks CheeseThanos for reporting)
  • fixed: issue where when doing Continue on a multiplayer run without exiting the game, it was prompting players to select a new relic and leaving a dark overlay over the screen

Multipeglin v0.1.11

  • improved: performance of host when there are lots of orbs/pegs on the board greatly improved by a caching and optimization pass (reported by: Marikovka)
  • fixed: clients couldn't discard after the host had already used their discard that turn
  • fixed: continue/load session was being cleared at the wrong time on host start and disconnect; fixed so that clicking New Game clears cached state (reported by: Marikovka)

Multipeglin v0.1.10

  • general: Peglin game version updated to match 2.0.12
  • improved: clientside ball movement now has variable latency compensation and should be smoother on high latency connections
  • improved: added variable compression to network messages over a certain size threshold, should help with low bandwidth connections
  • fixed: Doctorb heal was not applying in multiplayer (note, for level 1 it does 0 base damage unless you crit)
  • fixed: aiming dotted line was sometimes not showing up on host
  • fixed: Pumpkin π relic was not working; now applies as a general board state for all players
  • fixed: Summoning Circle was not showing an aimer and was not applying shot velocity
  • fixed: discarding an orb was sometimes not updating the aim preview graphic for the next orb drawn
  • fixed: transpherency wasn't applying to splash projectile damage
  • fixed: the aimer on the host was sometimes not showing up
  • fixed: the aimer on clients was sometimes drawing the dotted line through solid pegs that should collide with it

Thanks to Marikovka for reporting several of the above issues.