OpenXcom Co-op Mod v1.35.0b – Beta Release (Linux)
Pre-release
Pre-release
·
52 commits
to main
since this release
- Geoscape now syncs from host to the client for funding countries, UFO activity, and XCOM activity. The Graphs menu and Funding menu should now look almost the same for both players.
- Monthly Report is now synced from host to the client, including income, monthly score, happy list, sad list, and more. Monthly score now matches singleplayer with less negative scoring. Maintenance and balance belong to each player, so they are not synced.
- Improved other player craft syncing, including shield, craft name, vehicle count, soldier count, and more.
- Reworked time sync. To speed up time, both players must be in Geoscape and select the same time speed button. Game progression should now work correctly on the client.
- If either player selects a different time speed in Geoscape, both players are forced to 5 seconds time speed. The multiplayer option host-only time speed control still requires both players to be in Geoscape.
- Fixed an issue where a network loss after ending a mission could leave old soldiers in the host save and break later Battlescape missions. When both players are connected again, the game now automatically repairs the save for both players.
- Battlescape PvP Mind Control issues should now be fixed, including crashes and unit selection problems.
- Battlescape PvP footstep sound issues should now be fixed.
- Added a multiplayer setting to disable other player footstep sounds.
- Added a multiplayer setting to disable reaction fire in PvP.
- Battlescape PvP added FACTION_NEUTRAL unit AI logic. FACTION_HOSTILE units can reaction fire at moving FACTION_NEUTRAL units unless reaction fire is disabled in multiplayer settings.
- Battlescape melee attack sync issues with Chryssalid conversions should now be fixed. Zombies and the later Chryssalid transformation should now sync correctly.