Releases: DeepFriedDepp/KingdomCome-Together
Release list
v0.45.1-beta
Kingdom Come: Together 0.45.1 — Public Beta Release
Play Kingdom Come: Deliverance II together. One player hosts their own world, a friend joins it, and you explore, fight and quest through Bohemia side by side.
This is the first public release since 0.18.2, and almost everything has changed. The mod has been rebuilt around one shared world: the host's save is the world, the partner joins it, and both of you play the same story together.
Beta: it's very playable (we've quested together for hours, many sessions in a row), but expect rough edges. Please report what you find. See Reporting bugs below.
Note:
If this is your first time playing, YOU WILL NEED A SAVE IN MODDING TOOLS THAT IS POST PROLOGUE. If you don't have one, one has been provided for you and your friends
Download
KingdomComeTogether-Setup-0.45.1.exe (attached below). Both players need the same version.
It installs over any older version and keeps your settings.
What you need
Windows and Steam
Kingdom Come: Deliverance II on Steam, for both players
The free Kingdom Come: Deliverance II Modding Tools from Steam. You don't need to set it up yourself: the launcher does it for you (see below).
About saves: the mod runs on the Modding Tools version of the game, which can't load saves from the regular game. You'll start a fresh playthrough in the Modding Tools.
Getting started
Run the installer on both PCs.
Open the Kingdom Come: Together launcher. First time only: it shows a short checklist and sets everything up in the background (installing the Modding Tools through Steam, linking the game's files, placing the mod). No console, no "Workspace Setup", no typing.
Host: start the game from the launcher, load your save, wait until you can walk around, then click Connect.
Partner: start the game from the launcher and stay at the main menu (don't load a save), then click Connect. You'll be brought into the host's world.
Full guide: docs/QUICKSTART.md
What's new since 0.18.2
One shared world
The partner joins the host's world straight from the main menu, with their own character carried in.
Steam connection built in: no VPN, no port forwarding.
The host's world pauses while the partner loads in, with a progress bar.
Leaving and rejoining catches the partner up with everything that happened.
Questing together
Either player can talk to quest characters and move the story on, and progress counts in the shared world for both of you.
Each player gets their own rewards.
Quest progress made by the game's own background systems (fights, triggers, NPC routines) now syncs reliably in both directions.
Fighting together
Fight the same enemies; enemies fight both of you, and hitting an enemy that's attacking your partner makes it turn on you.
Kills, deaths and loot follow the host's world, so a body is the same body on both screens.
Friendly fire is on: knock your partner over (with a short grace so nobody gets stun-locked).
Death and respawn: fall in battle and you wake up nearby, with a grave holding your gear.
Seeing each other
Your partner's clothes and armour, weapons, torch, and movement.
Riding together, now smooth on both screens.
Sitting, washing, sharpening at the grindstone, smithing, and carrying bodies and sacks show on the other screen.
NPCs' everyday life (beds, benches, work, tools) matches on both screens.
Doors open and close for both of you.
The world
One clock and the host's weather for both of you.
Sleeping and waiting together: one asks, the other accepts, and time passes for both.
Crime and guards: steal or start a fight and the guards come. Crime is shared by default: partners in crime.
A leash brings the partner back if they wander too far from the host.
The mod menu (new)
Press Insert in the game for a menu that replaces the old console commands: name badges, friendly fire, crime, fast travel, a clean screen for screenshots, and "I'm stuck" / "Something's wrong here" buttons. See docs/MOD-MENU.md.
Setup and launcher
The setup does itself: the launcher installs and links the Modding Tools for you, and checks everything at every start (invisibly when all is well).
Clear messages when something blocks a join, including "Join with a new character" when you have no usable save.
If Windows blocks or quarantines a mod file, the launcher tells you what happened and what to do.
Stability
Fixed a slowdown that built up over time in crowds and fights.
Fixed a crash when loading a save mid-session.
Fixed a crash when both players picked herbs.
Fixed partners getting stuck on a frozen loading screen when joining.
Fixed figures T-posing when they appear or get back up.
Every build now passes a 10-minute frame-rate test before release.
Changed defaults
Fast travel is off during a co-op session (the host can turn it on in the mod menu).
The mod's voice chat is off by default (use your own voice chat; it can be turned on in the launcher or menu).
Known issues
Cutscenes play separately for each player, and the partner's screen can go black during the host's cutscene. Shared cutscenes are the next big update.
The tutorial at the very start is the roughest part. Tip: the host can play the opening alone and the partner joins after it.
Fighting the same enemy together works but can look jumpy on the host's screen; fighting separate enemies is smooth.
NPC mouths don't move in conversations (the Modding Tools version of the game lacks the lip-sync data).
Your partner doesn't hear your conversations with NPCs yet.
Some quest tasks only count for the host (carrying something to a quest spot, escorts).
Your partner's herb-picking animation is off by design for now.
Windows warnings: the mod isn't code-signed yet, so Windows SmartScreen, Defender or Smart App Control may warn about or block it. The launcher explains what to do if that happens.
Reporting bugs
When something goes wrong, open the mod menu (Insert) and choose "Something's wrong here" (or type mark_odd in the console). It marks the moment in the logs.
Before restarting the game, click Report a bug in the launcher. It saves your logs to a zip on your desktop with personal details removed.
Send the zip and a short note of what happened on our Discord: [Discord link].
Credits
Built on the original co-op project by marczukmichal (kcd2-multiplayer), continued and developed by DeepFriedDepp and contributors. Huge thanks to everyone who tested, broke things, and sent logs. See AUTHORS.
Free and open source under the GNU GPL v3.0.
Kingdom Come: Together is an unofficial fan project. It is not affiliated with or endorsed by Warhorse Studios or PLAION. Kingdom Come: Deliverance II and all its content belong to Warhorse Studios and PLAION.
v0.18.2-beta
v0.18.2 Release Notes and Changelog
This version touches nearly everything: how players see each other, combat, world sync, and the launcher itself.
It is highly recommended you start a new save and get to Troskowitz before playing this version. A save file to test is provided on this release page
The Big One: Combat Now Actually (should) Look Like Combat
Previously, watching a friend fight showed almost nothing — no swing, no block, just a character standing still. That's fixed at the root. Real, complete combat animations now render for both players — actual sword swings, blocks, and guard stances — and it works generically across melee weapon types (longsword, axe, mace, polearm, and more), not just one hardcoded weapon. This applies to NPCs fighting you too, not just player-to-player combat.
NPCs Now Behave Consistently for Everyone
This was the single biggest structural problem in earlier versions: NPCs were only fully "real" near whichever player was hosting. If your friend ran to help you fight something, they might see nothing at all.
That's been redesigned. Authority over a given NPC now follows whoever's actually near it and engaged with it — not just the host. A fight that starts far from the host should now be visible to everyone from the moment it starts. A built-in safeguard prevents the NPC from flickering or "fighting over" who's in control when two players engage the same enemy at once.
This is a major, newer architecture change — a one-command rollback to the old behavior exists if it ever performs worse. Feedback here is especially valuable.
Please note, this design is not perfect, but I hope it solves a large portion of the problems that were seen in pre-release versions with stuttery NPCs and invisible NPCs fighting people who were not the host
World State Actually Syncs Now
- Weather syncs between players.
- Day and night stay in sync — including for players who start on very different in-game dates (an old save no longer leaves you permanently out of sync with a friend).
- Sleeping, waiting, and fast-traveling all correctly notify and sync both players.
New: Give Items to Each Other
Drop something on the ground, your friend can see it and pick it up — for any item type. If you both go for the same item at once, exactly one of you gets it, cleanly, no duplication.
Launcher & Presence Overhaul
- Discord Rich Presence — your status shows you're playing, with the mod's own icon.
- A real app icon, replacing the generic placeholder.
- A cleaner default view — the old debug overlay (build/memory/FPS text) is off by default; only the ping indicator remains.
- The version-mismatch warning between players actually works now — it was silently broken before, fixed at the source.
- Server browser / master server for finding and joining games more easily.
Major Fixes
- The original stuttery movement is gone. Watching another player used to look like a jittery "two steps forward, one step back." Smooth now.
- A real hang while mounting a horse near another player — fixed by requiring a real, nearby horse before adopting it, falling back safely otherwise.
- A real FPS drag during large fights — a flood of tiny, near-zero damage messages during big battles was silently taxing performance. Filtered out.
- Clothing sync breaking one-way between players — root cause found and fixed, plus a related regression from an earlier patch.
- Wrong gender/face on reconnect — fixed at the source, self-corrects within seconds even in edge cases.
- "Invisible after reload" — reported since nearly the start of testing — the actual mechanism (two separate causes) finally found and closed.
- A nametag with no visible body underneath — same root cause, closed together.
- Old saves leaving stray leftover ghosts/horses behind — auto-cleaned on reconnect.
- NPCs flickering at the edge of tracking range — fixed.
- Numerous crash-adjacent stability fixes across the launcher, agent, and native components.
Known Limitations (Honest, On Purpose)
- Ranged weapons (bows, crossbows, guns) aren't synced yet — they're visible when drawn, but firing isn't shared. This is scoped for a future release.
- Chests and NPC pockets stay separate per player, by design — whoever loots first emptying it for everyone felt worse for both players. Dropping items directly to each other (above) is the intended way to share loot.
- Animals (chickens, dogs, deer, etc.) never sync — only human NPCs and named horses do. Never in scope, not a regression.
- Whether two players' hits both fully count toward killing a shared enemy hasn't been exhaustively confirmed — joint combat visibility is fixed; damage attribution is still being verified.
Master Server Fix
A huge thank you to DebbieDowner for developing and sharing the Master Server fix!
Thank You
Thanks to everyone who tested since 0.11.5 and kept reporting the same stubborn bugs until we found the real cause. Please keep it up — use the launcher's "Collect Logs" button whenever something looks wrong, especially around the new NPC authority system or joint combat. That evidence is what turns "still broken" into an actual fix.
A huge special thank you to the following pre-release testers:
Simon
emmanuelc0ol
Jzava4400
Aoler
uZii
JavX
DaShirtBoy
sad212133
一般路过科学家
v0.11.5-beta
KCD2 Multiplayer 0.11.5 — Release notes
This is a Beta release, but is no longer considered Pre-Release due to the significant improvements thus far to the features and infrastructure.
What's New
-
Shared Aggro* - NPCs can now hurt a joining player, not just their local stand-in.
*Fighting the same NPC together works, but each of you is fighting your own copy of it. There's no single shared version deciding who it's mad at. Damage and death carry over between you (enough hits between you both and it dies for everyone), but whether it turns on your friend too is up to their local copy noticing the fight, not something sent over the network.
Because (see below) your friend's "ghost" has a brain now, it is detectable in the host's world, but the aggro is determined based on each player's local AI brain -
Players have real, distinct faces — 48 real NPC faces, deterministically assigned per player, instead of one generic look for everyone.
-
Other players' health shows on their nameplate
-
Death is synced. Everyone sees [dead - reloading]; the player reloads their own save, same as single-player, but it does not interrupt the other player's worlds.
-
Mixed-version sessions degrade gracefully instead of breaking — health just won't show for the outdated side.
-
mp_enable_aggro: fighting back was never gated by this toggle; it only widens who else notices the fight. Could be very useful in Siege battles
Bug Fixes
- Save reload used to break multiplayer for everyone else — you'd stop transmitting and vanish, and everyone else's ghost body would disappear from under their nametag. This affected any reload, not just death. Fixed; both recover on their own in ~14s.
- Reconnecting no longer leaves a duplicate ghost behind.
- The launcher no longer lets two agents run for one player — the cause of ghosts appearing "attached" to a player.
- A knocked-out ghost gets back up now instead of staying unconscious forever.
How To Install:
- Run the KCDMP-Setup-.exe
- Open the Launcher
- Select Host (or join)
- Once a save is loaded, open the Launcher and choose "Connect"
- Have fun!
How to Update:
- Download the KCDMP-DirectInstall.zip
- Copy the App folder's contents into %LocalAppData%\KCDMP
- Copy the Mod folder's contents into \Mods\kdcmp
- Have Fun!
Full detail lives in the README and docs.
v0.10.0-beta
KCD2 Multiplayer — 0.10.0
VERSION went 0.9.2 → 0.10.0 for this release. Both 0.9.5 (NPC aggro)
and the launcher work below were built earlier but never actually published
as a GitHub release — the last one that shipped was 0.9.2-beta. This
release folds both in together, so nobody who only follows the Releases page
misses either.
New things
-
NPC aggro on ghosts — opt-in, off by default. Turn it on with
mp_enable_aggro onin the in-game console (offto turn it back off).
Decided locally, just for you — your friend doesn't need to enable
anything on their end for it to work on your screen. When it's on, a ghost
that lands a hit or takes one gets treated as hostile by nearby NPCs for as
long as the fight is active, then goes back to being invisible to them
~20 seconds after things quiet down — the same way it's always worked when
the toggle is off.What it actually is, honestly: NPCs can now notice and attack a
ghost. It is one-sided — the ghost can be hurt, it can't hit back — and
a long fight can leave the ghost stuck on the ground looking stuck, even
though the game still considers it alive. Both are known, disclosed v1
limits, not secrets. Full detail, evidence, and the complete limitations
list: docs/WO-16-release-candidate.md and
the README's status section — not repeated here.An important distinction for anyone testing this with a real second
player, not a stand-in: "the ghost can't fight back" and "can both of us
actually contribute to beating the same enemy" are two different questions
with two different answers. The ghost itself never fights back — that's
the limit above, confirmed, not going to change by itself. But shared
combat (already shipped, unrelated to this toggle) means that when your
friend lands a real hit on an NPC in their own game, that damage already
applies to the same NPC in your world too. So an NPC both of you are
actually fighting, each in your own game, genuinely can take damage from
both of you — the ghost standing there doing nothing visually is not the
same as "your friend's hits don't count."Genuinely unverified, watch for it: whether the NPC's AI correctly turns to
fight the nearer real player once it's hurt a ghost (attacker attribution
on a relayed hit is a known gap), no animation sync (the ghost won't
visibly swing while its side of the damage lands), and every test so far
used a synthetic peer standing in for a second player, not two real people
at real latency. -
The launcher has a real visual identity now, instead of ad hoc colours
picked per component. The palette — aged parchment, oak, iron, candle-warm
gold, tavern shadow — is pulled directly from the in-game dice overlay's
own art direction, so the launcher and the in-game UI read as one product.
Covers the whole app: home screen, status bar, filters, server list, every
modal. Along the way: keyboard focus is now visible everywhere (it wasn't,
anywhere, before this), and the version shown in the status bar is the
actual shipped version rather than a stale leftover placeholder. -
A "Report Bug" button, next to Host Game in the status bar. Opens
either the GitHub Issues page or this project's Discord, whichever you'd
rather use — no need to go dig up either link yourself. -
A friendly heads-up when you and your host are on different versions.
If you connect to someone running a different release than you — but your
builds are still wire-compatible — you'll get a small notice saying which
of you needs to update, with a direct link to the releases page. This is
new and separate from the existing hard "these builds can't talk to each
other at all" refusal, which still works exactly as before: this only
covers the friendlier case where the connection would work, but you're
not both on the same build.
Everything else carries over unchanged from 0.9.2 — see the main
README for the full feature list and current status.
Already installed? Update in 2 steps — no reinstall needed
Everyone you play with needs this update, not just the host — an old and a
new version won't connect to each other.
Download KCDMP-DirectInstall-0.10.0.zip from this release, then:
- Copy the
Appfolder's contents into your existing install folder
(%LocalAppData%\KCDMP— paste that into Explorer's address bar),
overwriting when asked. - Copy the
Modfolder's contents into your game's mod folder
(<your KCD2 Modding Tools folder>\Mods\kdcmp), overwriting when asked.
Close the launcher first. That's it — no need to run Setup.exe again, and
nothing else on your PC is touched. (Prefer a full reinstall instead? The
KCDMP-Setup-0.10.0.exe in this release does that too, and keeps your
settings.)
v0.9.2-beta
KCD2 Multiplayer — 0.9.2
New:
--Weapons shouldsync now, same as armor — swords, axes, maces, shields, crossbows, whatever you're actually holding shows up on your friend's ghost for you.
Closer to the real vision. Updates automatically within a few seconds, do not report slight lagging.
--If someone's in a menu, you'll see** [in menu]** next to their name instead of them just standing there looking broken.
Fixed:
--Opening your inventory or pause menu used to freeze every other player on your screen solid, then snap them across the map when you closed it. Now keep walking, turning, and animating the whole time you're in a menu.
--Loading a save no longer permanently freezes everyone else for the rest of the session.
A launch could sometimes fail to connect for no visible reason if you hit CONNECT slightly too early — it now waits properly instead of giving up.
A connection issue that could silently break menu detection now retries instead of quietly giving up.
Current limitations:
--You can't move your own character while your own menu is open.
--Still only tested solo + a scripted stand-in — if you and a friend hit anything weird playing for real, tell us.
Update: grab KCDMP-DirectInstall-0.9.2.zip from the release for a 2-step drop-in update (no reinstall needed, both players need it), or KCDMP-Setup-0.9.2.exe for a fresh install.
Full notes in the ReadMe
v0.8.5-beta
KCD2 Multiplayer — 0.8.5-Beta
New things:
Ghosts now mirror your real equipped outfit. Swap your boots, armor, helmet, or your whole loadout mid-game, and your friend sees it change on you — not one fixed costume anymore. Updates automatically within a few seconds of a real change.
New console command: mp_sync_appearance — forces an immediate outfit resync if you don't want to wait for it to catch up on its own.
Everything else carries over unchanged from 0.8.0 — see the main README for the full feature list and current status.
Already installed 0.8.0? Update in 2 steps — no reinstall needed
Everyone you play with needs this update, not just the host — an old and a new version won't connect to each other.
Download KCDMP-Update-0.8.5-Beta.zip from this release, then:
Copy the App folder's contents into your existing install folder (%LocalAppData%\KCDMP — paste that into Explorer's address bar), overwriting when asked.
Copy the Mod folder's contents into your game's mod folder (\Mods\kdcmp), overwriting when asked.
That's it — no need to run Setup.exe again, and nothing else on your PC is touched. (Prefer a full reinstall instead? KCDMP-Setup-0.8.5-Beta.exe in this release does that too.)
v0.8.0-beta
KCD2 Multiplayer — v0.8.0 (first installer release)
This is a testing release. The core (relay, agent, native plugin, ghost
presence, shared combat, voice, dice) is verified working; the installer and
full two-player path are new and need real testers. See "What's still
unverified" below before you report something as broken.
Install
- Download
KCDMP-Setup-0.8.0.exebelow and run it. - Before your first launch, make sure the KCD2 Modding Tools have
actually finished their one-time setup — see the callout immediately
below. This is the single most common thing that will look like a bug
and isn't one.
Full details: README.md.
Read this before you install. The KCD2 Modding Tools (the free,
separate Steam entry this mod requires) do not ship with their own copy of
the game's data — only aDeveloper.pak. The first time you install
them, you must launch them once through Steam itself and let
Workspace Setup run; it copies the missing data from your base Kingdom
Come: Deliverance II install. You need to own and have that base game
installed too.Skip this and the game will start, then crash: "Database system error —
114 tables are not loaded." That crash is Warhorse's own tooling, not
this mod and not this installer — confirmed by reproducing it with the mod
completely removed.
What's still unverified
- The installer's interactive wizard and the Modding-Tools gate — automated
install/upgrade/uninstall is tested (41/41), the wizard itself has had one
human sit through it, not many. - A real two-machine, two-human session — ghosts, voice, combat, and a full
dice match, played host + join for real. This is the most valuable thing a
tester can do right now. - Any machine other than the one this was built on — no clean-Windows,
no-WebView2, or no-Steam install has been observed.
Full status table, known limits, and how to report a bug (which logs to
grab, from where): README.md.
Verify your download
KCDMP-Setup-0.8.0.exe is unsigned (Windows will show a SmartScreen
warning — "More info" → "Run anyway"), so here's a hash to confirm what you
downloaded matches what was built:
SHA256: A2063C06080DBB334BC6C70F720733D956339CF5E040D2154F324CECACF4A9E4
License
GPLv3. Forked from
marczukmichal/kcd2-multiplayer
with permission — full provenance in the README.