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MafiaCoop 0.12.0 (pre-release)
Pre-release
Pre-release
Pre-release. Enemies that only the host's game brought into a fight now show on a friend's game, so a friend is no longer shot by enemies he can't see. Read the known issues before you play.
Download MafiaCoop-0.12.0.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-0.12.0-symbols.zip holds the PDBs and is only needed to read crash dumps. Everyone in a session needs 0.12.0. 0.11.x can't join it because the NPC messages changed (each NPC's state now carries its character and its shots).
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 0.12.0; joining by IP needs UDP port 27960 open on the host
New and fixed in 0.12.0
- Enemies only the host's game spawned now appear for friends. Each game brings in a fight's later waves when its own player gets there. Before, an enemy the host's game had brought in (the host went round the back first) shot at a friend without being seen. Now the friend's game spawns a copy of it: the same character as the mission's own, with the host's weapon, moving and firing as the host's enemy does.
- The friend can shoot and kill the copy, and the host's enemy dies with it. When the host kills it, the copy dies too.
- The copy doesn't run a fight of its own. The host's enemy already shoots at the friend's character on the host's game, and those hits reach the friend as before. If a copy's own bullet still hits the friend, the damage is given back.
- If the friend's own game spawns that enemy after all (he walks there himself), his own takes over and the copy goes, so there are no doubles. Copies also go with a reload, during cutscenes, when the enemy gets into a car, beyond 90 m, or 12 s after dying. At most 10 at a time.
- Characters standing at the same spot on both games are only matched when they are of the same kind. Before, the host's kitchen machine gunner could be matched with the friend's kitchen rifleman standing there.
- Checked in Bon Appetit's restaurant fight with two games on one PC, three sessions of 22-24 minutes each:
- The kitchen, yard, balcony and alley gunners that only the host's game had brought in appeared on the friend's game (15 copies, two of them forced in a test). Standing still they stayed within 0.0-0.3 m of the host's enemy; running, they were about a second behind. They fired when the host's enemy fired.
- The friend killed five of them, and the host's enemy died each time. The host's kills removed them.
- The whole fight was cleared to its last enemy: the host circled round behind the four attackers in front of the restaurant, which could then be killed. One of them was killed by the friend.
- No crash, including three failed-mission reloads.
Tested, not finished
- Right after the cleared fight, the chapter failed each time on the way to Salieri. The automated tests move by small teleports, which the mission probably took as leaving the area. So Bon Appetit was not played past that checkpoint, and no other chapter's fight was tried.
Known issues
- Enemies only a friend's game spawned (he got somewhere first) are his alone. The host doesn't see them.
- 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.