Hi everyone
The mod has been out for almost 1 year now, thank you for all the feedback and bug reports so far. This next update brings some event-related fixes and improvements that should hopefully make the mod feel a nicer to play. Below is a more detailed version of the change log notes you can find in the 'Documentation' section of the mod page.
Implemented translations and language file customisation (partially in some cases)
Thanks to the generous work of the community, seamless co-op is now available in most languages with (almost) all strings translated. You can also make your own translations if you wish by editing / creating new locale files and loading them from the languageoveride option in the ini file.
By default, the mod will use the game language to pick which locale file to use (i.e the language you launch the game with on Steam).
Shops are now instanced, meaning that each player has their own stock of items
This is hopefully relatively straightforward. Before this update, the shop would be based on the hosts' stock, but buying items would not deplete them from the host pool. This made it possible to just leave the session, re-join and buy out shops over and over again. This is no longer possible and player shops are unique to them.
Added "Rune Decanter" item which allows players to exchange runes for a rune arc
The fact that you cannot farm rune arcs how you would normally in Elden Ring, by helping hosts through different areas and completing missions, there was always a unmet demand for rune arcs. This update introduces a new mod-specific item that, when used, will allow you to exchange runes for a temporary rune-arc effect. This item, similar to the other items, will be given to your character when you load in.
Modified the way in which world data is synchronised to clients from the host
This is probably the more interesting change. I've had a chance to now fully understand how the world progression system works in Elden Ring and noticed that the way that the mod has been handling it before is rather sub-optimal, with only around 3.75% of the total game flags to synchronised.
With this update, 100% of flags are now synced on load. And I've also now learnt to manually specify which flags should be read from your local game, and which ones should be read from the host.
I hope this should resolve many issues players have been having.
Event synchronisation still isn't perfect, however now the host world you load in to should be completely identical to the current state of the host world. Bear in mind that this relates to NPCs too -- if you join a player who has already received the horse for example and you have not, you will not be able to get it in their world. You will need to get it by yourself.
The world map will now resemble the state of the host when joining as a client
In previous versions your "local" game flags would be read when opening the world map. After this update, it will use the host's world flags instead.
Fixed a bug which would cause some locally progressed flags to be read whilst within another world
In previous versions your "local" game flags would be read inappropriately as a guest player in the host world. This meant that it was possible for some 'backward-syncing' of flags from more advanced players to new hosts.
This caused a myriad of issues, such as end-game bosses and NPCs (e.g. Jerren) being killed just because a more advanced player has joined your game.
Fixed a bug which would cause world synchronisation "catch-up" when joining a more advanced player
This is what I was explaining above, but instead of being from guest -> host it'd be from host -> guest with similar effects.
Fixed a bug which could cause the horse to be unresponsive when calling it after dying as a client
Since game update 1.08, there had been issues with the horse not respawning correctly for clients when it died. This was resolved by rejoining the session however it was very frustrating. It turns out that this was a problem with one of the methods that seamless co-op uses to respawn the horse in other player's worlds, and this has now been resolved.
Fixed a bug which could cause FeSpecialText events (e.g. "Enemy Felled") to repeat themselves as a guest player
This turned out to be related to incomplete event flag synchronisation. It should now be fixed.
The last bonfire that the host has rested at should now be synchronised to connecting clients
I hope this addresses the annoyance of joining a host at a distant bonfire from the first step grace, dying and then respawning back at the first step and having to organise a warp to re-join your cooporators.
Increased the network refresh rate of characters and players which should allow for smoother movement of fast objects
Player and NPC movement uses interpolation to predict movement and create "smooth movement" whilst sending a steady stream of data. The rate of PlayerFrameUpdate and ChrFrameUpdate packets sent was fixed at approximately 12-per-second similar to the Dark Souls games which is perfectly sufficient to create consistent and good quality player movement at walking and running speed.
Unfortunately this is not enough for methods of moving much faster (e.g. torrent, spirit springs) so this rate has been quadrupled to account for faster movement introduced in some mods, but also mainly to do with riding on the horse.
The mod launcher will no longer launch the game if the dll is corrupted or missing
A lot of confusion came about as a result of players opening the launcher with the mod installed incorrectly, and the vanilla game launching without Easy Anti-cheat and bringing up the "Inappropriate activity detected" message. The launcher will now display an error message and not run the vanilla game in order for easier debugging.
Temporarily disabled NPC-world invasions whilst in a multiplayer session
Invading NPCs for questlines (e.g. volcano manor) has always been buggy in seamless co-op. Last week, I overhauled it and added unique mod-specific mechanics to these (including voting similar to evergaols) however a fair few bugs remained and I didn't want to keep postponing 1.5.0 so I have temporarily disabled them whilst I polish this feature. Expect it in 1.5.1.
That's all. Thank you for reading - I hope you enjoy the mod and the recent changes. And of course thank you for your continued support it means a lot!
Special thanks to those who have worked to help translate the mod into other languages.
Changes in 1.5.0
-
Total views59.0k