Version 0.8
Pre-releaseMiSide Multiplayer - Mita Sync, World Sync & Object Synchronization
This update significantly expands the multiplayer framework by introducing full Mita synchronization — her gaze, movement, and body state now follow the closest player across all clients. World and object synchronization have also been upgraded, with more reliable state tracking, fewer de-syncs, and the elimination of several classes of visual glitches present in earlier builds.
Please be sure to use the newly generated file "MS_Multiplayer.cfg" when updating. Legacy config files from earlier versions are not compatible and will be ignored.
Fixed & Implemented
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Multiplayer Menu: A dedicated Multiplayer button has been added to the main menu, allowing quick access to multiplayer options without navigating through the game's or the mod's files. From here you can join a server via IP and Port, adjust multiplayer-specific settings, or return to single-player at any time. The button can be found in the Game's settings menu from the Main Menu.
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Mita Gaze Synchronization: Mita now looks at whichever player is closest to her, correctly across all connected clients. Her head no longer falls back to the local player when she is aimed at a remote player, and gaze is suppressed during minigames so her head does not crane at the player mid-cutscene.
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Mita Movement Synchronization: Mita walks toward the closest player across the network, not just the local one. Cappie, Mila, and any other Mita variants in the same scene are handled correctly, including scenes where multiple Mitastatues are present at once.
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Mita Multi-Instance Support: Scenes that contain more than one Mita now sync each instance independently. Kind Mita's behavior is scoped to her scene, and Cappie's presence correctly disables Kind Mita's gaze system to avoid conflicting aim.
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Upgraded World Synchronization: World state tracking has been reworked with cached object indexing, more reliable path resolution, and a lower per-frame cost. Scene transitions no longer unload a room that another player is still standing in. Doors, quest triggers, and story objects now stay in sync across clients through the full transition, not just at the moment of interaction.
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Upgraded Object Synchronization: Interactive world objects — doors, quest-triggered objects, and mechanical interactables — now sync with better tolerance for scene changes and fewer spurious activations. Fixed a bug where dialogue objects were being re-synced on the receiver, causing text to display twice (raw pre-localized string on top of the localized string).
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Scene Stability: The mod now keeps a scene loaded while any player (local or remote) is present, unless the entire scene is changing.
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Void Rescue: If a player somehow ends up below the loaded world (falling through a floor, stranded in an unloaded room), they should be automatically teleported back to the nearest safe world spawn point instead of falling endlessly, This feature may not always work as intended because of how the game works.
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Inventory & Door Cleanup: When transitioning between worlds, stale inventory references and door state are cleared so they cannot carry over and cause visual bugs or broken interactions on later transitions.
Known Issues & Ongoing Limitations
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Mita Latency: Because Mita's position and animation are now broadcast from the host client, the remote copy of Mita will always appear slightly behind the host's copy due to normal network latency. On a LAN connection this delay is imperceptible (a small fraction of a second). On a slower connection it may be noticeable — Mita on your screen will reach each destination a fraction of a second after she does on the host's screen. This is an inherent property of network synchronization and is not a bug. Although if they don't always match positions, THAT can be a bug.
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Mita's Skirt Physics (MagicaCloth): During Mita's normal walking animation, her skirt uses MagicaCloth for physical simulation. When the mod syncs her body across the network, the cloth simulation and the position updates occasionally fight each other, causing the skirt to twitch or briefly flare in unexpected directions. This is a known cosmetic artifact of the synchronization process and is being investigated for 1.0. It should not reveal anything inappropriate, but we are noting it in advance so it does not surprise anyone.
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Text Rendering Glitches: Under certain conditions, in-game dialogue text may render incorrectly — showing the raw pre-localized string underneath the localized version, or displaying fragments of previous lines. This is caused by network sync re-triggering text render objects that were already initialized, and is being investigated. It is cosmetic and does not affect quest progression.
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Environment Synchronization: Some full-world state changes, environmental object interactions, and physics-driven props may still be out of sync in this build. Any bugs can be reported via the Discord server.
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General Alpha Instability: As this remains an experimental pre-release, users should continue to expect uncatalogued bugs, potential memory leaks, or spontaneous network disconnections.
Installation Notes
Ensure your environment is properly configured for BepInEx 6 (IL2CPP). Due to the experimental nature of the synchronization modules, backing up your local save data before hosting or joining a session is strongly advised.