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MafiaCoop 0.9.1 (pre-release)

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@AEastwood AEastwood released this 16 Oct 07:07
· 213 commits to main since this release

Pre-release, a bug-fix release for 0.9.0. If a mission failed in a co-op chapter, the game could load your own story save (another world, outside the co-op game). Read the known issues before you play.

Download MafiaCoop-0.9.1.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-0.9.1-symbols.zip holds the PDBs and is only needed to read crash dumps. Everyone in a session needs 0.9.1 (0.9.0 cannot join it).

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 0.9.1; joining by IP needs UDP port 27960 open on the host

Fixed in 0.9.1

  • A failed mission no longer drops you into your own story. In a co-op CHAPTER (and for a friend in any co-op game), the game answers a failed mission (for example leaving the mission area: "You abandoned the objective") by loading "the free roam state from before the quest", which is a save of your own campaign. In the reported case the host suddenly stood in his real Omerta story, and his game even sent that story's checkpoint on to his friends. Now that load stays inside the co-op game, and as soon as it is up you go back to the last co-op checkpoint (the host to his own, a friend to the host's). Your story saves are never loaded or changed.
    • Checked with two games on one PC: 8 failed missions of the host (Taxi 5 times, one of them with the story save already loaded earlier in that game and one with a friend connected; Omerta 3 times) and 4 of a friend (Taxi 3 times, Omerta in a STORY game once). Each time the player was back at the checkpoint, with no crash.
  • Your story slot's data stays untouched. A co-op chapter rewrote the story slot's profile file (aslot.pf: the slot's current chapter and weapons). It now goes to the co-op scratch folder like the saves. Checked: after a two-player chapter with a failed mission on each side, every save and profile file was byte-identical.
  • No crash when FREE RIDE is started from the main menu after playing a co-op chapter in the same game.
  • The host of a STORY game keeps the game's own "You abandoned the objective" screen (Load Last Checkpoint), since that's his own campaign.

Known issues

  • Failed missions take two loads: you first stop briefly in a Free Ride world (press Enter on its loading screen as usual), then the checkpoint loads. Only failing by leaving the mission area was tested. Running out of time and losing a mission car were not.
  • After the host reloads Omerta's second checkpoint he starts away from the park, and that checkpoint's leave-the-area check was not active again (seen once in testing, not investigated further)
  • Shootouts: enemies aiming at friends was tested with enemies placed by script; no chapter's own big shootout has been played through in co-op yet. Some passers-by take no damage on a friend's game
  • Mission cars partial: checked in Taxi only; where each player starts in his own mission car, the host's character waits hidden until the cars have parted; ambient traffic, pedestrians and police are each player's own
  • 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)
  • Name tags show through walls
  • A killed game process (instead of a normal close) makes the others wait for a 10 s timeout; no automatic reconnect
  • 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.