Patch: Co-op improvements

Nekomancer · published · build 26242544

Co-op: Unlock Shrines now hold a prize for every player

Until now, an Unlock Shrine in co-op held one prize for the whole party: the host's pick. If you already owned that unlock, you channelled the shrine for nothing.

Each player now gets their own prize from the same shrine:

  • If the host's pick is something your own shrine could offer you, you get that.
  • Otherwise you get something else from your own unlock pool, so you never channel for something you already own.
  • The shrine fills only while it holds a prize for someone currently in the party. If nobody present has anything left to unlock, it stays a bare plinth.

Fixes along the way:

  • If a partner left partway through a channel, the shrine kept filling on its own and finished instantly when they came back. It now drains while nobody is working it.
  • A player who had left the run could still keep the shrine active. Only players currently connected count now.
  • A player who reconnects mid-run keeps their own shrine prize.
  • The ring around a bare plinth now goes away once nobody is standing in it.

Co-op partners must all be on this version to play together.

Visuals

  • Bonus map sunrise: new sky lighting. Shiny and metallic surfaces now reflect a proper morning sky, and the map is no longer over-bright.
  • Waxing Moon: the brighter night now has a matching sky, so pickups and glossy surfaces catch a cold moonlit glint without washing out the ground or mist.
  • Wildfire: the flash when fire leaps from a dying burning enemy to its neighbours is toned down. It was strobing in big crowds.
  • Button prompts: keyboard and gamepad prompts are now fully opaque and match the game's colour palette, so they're easier to read against busy backgrounds.

Other

  • Press F12 to open or close the debug console. If you hit a bug, a screenshot of the console helps us a lot.
Patch: Co-op improvements · Nekomancer patch notes · SteamPeaks