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Releases: Namigator/megabonk-multiplayer
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Multibonk v0.2.5 — Protocol 111
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.dllwith the standaloneMultibonk.dllasset. Multibonk-v0.2.5-SHA256SUMS.txtcontains 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.