Releases: Jager2251/Iron-Nest-Co-Op-Mod
Releases · Jager2251/Iron-Nest-Co-Op-Mod
Release list
Iron Nest co-op Mod 2.1.0
✨ New Features
-Map table drawing sync (host-controlled; toggle in the Options panel [default: on])
-Options panel in the co-op UI (permanent-ban management, the new drawing-sync toggle)
-Copy lobby key / paste lobby key
-Update info: when a new mod version is released, the UI will notify you.
🐛 Fixes
-Client not joining the host's mission if client is already in mission
-Possible desync of opponents in skirmish missions
Iron Nest co-op Mod 2.0.0
Update for the full release of Iron Nest.
Iron Nest co-op Mod 1.9.60
First Release of the Iron Nest Co-Op Mod (v1.9.60)
A peer-to-peer co-op mod for IRON NEST: Heavy Turret Simulator (Demo). One player hosts a lobby, the others join with a short Steam lobby code.
What is synchronised
Mission
- When the host starts a mission, every guest loads the same one and spawns in.
Ending a mission returns everyone to the menu. - Join before the host starts a mission. Joining while a mission is already
running is not supported: it is technically possible, but the late joiner
will end up with parts of the game state out of sync.
Turret / guns
- Aiming (rotation + elevation) both ways; levers and handles move along.
- Station actions: change magazine, load shell, powder charges, reload lever.
- Firing is host-authoritative: the host distributes the exact firing values
(angle, elevation, charge, shell) so impacts are identical for everyone. - Doors, firing stand and hatches are synchronised.
- Paint applied to a shell before loading is shown to the other players.
Artillery computer / clipboard
- Calculated fire-mission cards appear for all players with identical data
(distance, bearing, elevation, charge, shell, target-type image). - Any player can calculate cards; checking a card off is synchronised (deleting
is intentionally not).
Supply console
- Ammunition (per gun, left/right), powder charges and requisition points.
- Repositioning the Iron Nest; reconnaissance plane.
- Purchases take effect for everyone, no matter who buys.
Players
- Soldier avatar (steel helmet + gas mask, with a little imagination) with a name tag.
- Up to 5 players per lobby.
What is NOT synchronised (on purpose)
- Music is intentionally not synced, so each player can decide for themselves
whether they want to listen to music. - Map-table drawings and markings are not synced, so everyone can work
undisturbed. Only the 3D map pieces are synced, so all players refer to the
same target numbers. - Artillery computer inputs stay local. Only the generated cards are
synced, so several players can work at the same time, independently of one
another.
Known limitations
- The typewriter texts from "High Command" and "Field Reports" are sent
by the host, so they appear in the host's language for every player.