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Releases: Namigator/megabonk-multiplayer

Multibonk v0.2.5 — Protocol 111

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@AvinadavCoh AvinadavCoh released this 30 Oct 14:14

Multibonk v0.2.5 — protocol 111

First public GitHub release of this community MegaBonk multiplayer mod.

Downloads

  • New installation: download Multibonk-v0.2.5-protocol111.zip, then follow the README. Install MelonLoader separately.
  • Existing installation: close the game and replace Mods/Multibonk.dll with the standalone Multibonk.dll asset.
  • Multibonk-v0.2.5-SHA256SUMS.txt contains the DLL and ZIP checksums.

All players must use the exact same release DLL and game version. Target: MegaBonk 1.0.69, MelonLoader 0.7.3 x64 / IL2CPP.

Included in this version

  • Host/client co-op, shared XP/level/gold and party level-up coordination.
  • Shared chest/shrine reward choices, with each living, loaded participant choosing their own reward.
  • One shared boss chest; party pause/waiting status for reward choices.
  • Remote player facing and owner skin-selection synchronization, plus remote renderer/material/mesh improvements.
  • Address-input duplication correction.
  • The native live-particle array capture path that crashed in development is disabled; this DLL uses the prefab seed/time fallback.

Status and remaining issues

[RAN] This DLL compiled and loaded in two actual local game instances. [SAW] Host/client gameplay was inspected, and the project owner reports the portal transition working. The checks do not establish complete visual or gameplay coverage.

  • Remote character textures/materials can render incorrectly or bright magenta.
  • Remote attack VFX can still differ from the owner's native effects; hats are not synchronized.
  • Merchant/microwave transactions stay personal. A manual revive mechanic is not implemented; downed players cannot activate the normal portal themselves.
  • Cross-version, Linux/Steam Deck and comprehensive WAN compatibility remain unverified.

Please report problems through the issue forms, including versions, host/client role, reproduction steps and logs/screenshots when available.

Install and connection instructions

See the README. The guide uses TCP 35565. Same-LAN play uses the host's local IPv4 address and needs no router forwarding; internet play requires inbound connectivity to the host.

Game/loader files, decompiled game source, saves, credentials and bot fixtures are not included. MIT license and credits are in the ZIP and repository; development assistance by OpenAI Codex.