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MafiaCoop 0.11.0 (pre-release)
Pre-release
Pre-release
Pre-release. Fights are shared properly: a friend's kills count on the host's game, so a friend can clear a fight on his own. Enemies match up again after a reload. Read the known issues before you play.
Download MafiaCoop-0.11.0.zip, extract it anywhere (not into the game folder) and run MafiaCoop.exe. The zip's README.txt covers requirements, hosting and joining, settings, the optional start-from-Steam mode and uninstalling. MafiaCoop-0.11.0-symbols.zip holds the PDBs and is only needed to read crash dumps. Everyone in a session needs 0.11.0. 0.10.x can't join it because the NPC messages changed.
Requirements
- Windows 10/11, 64-bit
- Mafia: Definitive Edition that you own on Steam, Steam build 16502642 (the current one); Steam running
- Everyone in a session on mod version 0.11.0; joining by IP needs UDP port 27960 open on the host
New and fixed in 0.11.0
- A friend can win a fight. Before, his game's enemies were kept at 5000 health while the host's lived, so only the host could really kill them. Now their health follows the host's game. A friend's own bullets hurt and kill them on his game, and the host's enemy dies with them: the bullet is replayed on the host's game from the friend's character, and if that misses, the kill is passed on anyway.
- Checked in Bon Appetit's restaurant fight with two games on one PC: 10 kills by the friend counted on the host's game. With the host not shooting, the friend cleared two attack waves on his own. The host's kills and the damage he deals show on the friend's game.
- Enemies match up again after a reload. After a friend reloaded a checkpoint mid-fight, his enemies no longer matched the host's, because the fight had moved on and only characters at the same spot were matched. Now an enemy that has moved is matched with the nearest one of the same kind within 40 m, and enemies the host already killed die on the friend's game too. Checked: after a friend's reload mid-fight, every enemy matched again (7 of 7 and 8 of 8).
- When the host's checkpoint reloads (failed mission or death), a friend at that checkpoint now reloads it too. Before, the friend's game kept its own fight while the host's started over, and the host's returning enemies shot at him unseen. Checked: the host died mid-fight, the friend reloaded on his own, and all 6 enemies matched.
- Passers-by that took no damage on a friend's game turned out to be characters the game keeps switched off. They are no longer matched with the host's.
- Why the restaurant enemies took no damage in the 0.10.0 test: the mission makes the four attackers in front of the restaurant unhurtable until the player has circled round to them. The attack waves that come round the back can be killed. If a friend's game lets him kill one of those four, the host's dies too.
Tested, not finished
- Bon Appetit's restaurant fight was not played to its end. Its last part waits for a route the automated tests can't walk, so the chapter stopped at that checkpoint. Other chapters' fights were not tried, so NPC sync is still not marked done.
Known issues
- Stay together in fights: each game spawns a fight's later waves when its own player gets there. An enemy that only the host's game has spawned shoots at a friend without showing on the friend's screen.
- Mission cars partial: checked in Taxi and Bon Appetit. Where each player starts in his own mission car, the host's character waits hidden until the cars have parted. Handing the car back when the host gets out was not checked. Ambient traffic, pedestrians and police are each player's own.
- Failed missions still take two loads (the stop is confirmed for you if the window has focus). A mission timer running out was not tested.
- Story co-op tested in a few chapters only (Omerta, Taxi, Bon Appetit and a few chapter starts)
- The co-op panels were not tried with a physical gamepad. Steam invites between two different PCs and accounts are not fully tested (joining by IP is the tested route).
- No automatic reconnect after a disconnect
- Punches are disabled by the game near Salieri's bar and at some checkpoints
- Your own new character shows once the pause menu closes
Unofficial fan-made mod, not affiliated with 2K, Hangar 13 or Valve. Changes: CHANGELOG.md.