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Multipeglin
Cooperative multiplayer for Peglin. Play through runs together with friends!
| Date uploaded | 2 months ago |
| Version | 0.1.9 |
| Download link | sigseg1v-Multipeglin-0.1.9.zip |
| Downloads | 18 |
| Dependency string | sigseg1v-Multipeglin-0.1.9 |
This mod requires the following mods to function
BepInEx-BepInExPack_Peglin
BepInEx pack for Peglin. Preconfigured and ready to go.
Preferred version: 5.4.2100README
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
- Launch Peglin with the mod installed
- Click "Multiplayer" on the main menu
- 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.
- Join: Select a hosted game from your Steam friends list and join.
- All clients select their class and click Ready.
- 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.