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Releases: Renevark/arnf-netcoop

ARNF NetCoop v1.0.9

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@Renevark Renevark released this 01 Jul 03:12

ARNF NetCoop v1.0.9

Death handling now favors the revival drone, plus a few ghost and enemy fixes.

Note: this version changes the network protocol, so both players must update to v1.0.9. A v1.0.9 client will not connect to an older build (it shows a version mismatch rather than misbehaving).

Changes

  • The Revenant Station revive rooms are now used only on a full team wipe. A single death always becomes a revival drone tethered to your partner instead of respawning you at your last station, so a downed player rejoins the fight rather than getting warped away. The station is used only when both players are down at once (the same way boss-room deaths already worked). If neither player has a station when both go down, the run ends. (Shoutouts to RetroNutcase on the Morningstar Games discord!)
  • The partner ghost now plays the Machine Gun fire sound instead of the default blaster sound.
  • Fixed the partner ghost not showing the Buzzsaw Shell spindash animation while in spider form (it stayed a spider with no spindash).
  • Reduced a rare enemy-duplicate case in spawner-heavy rooms (an old enemy could be left behind when a freed enemy id was reused).

Install and play are unchanged: drop ARNFNetCoop.dll into BepInEx\plugins. Both players must run this same build.

ARNF NetCoop v1.0.8

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@Renevark Renevark released this 29 Jun 01:23

ARNF NetCoop v1.0.8

Player names over Direct/IP, steadier Steam connections, a tidier boss prompt, and a built-in update notice.

Note: this version changes the network protocol, so both players must update to v1.0.8. A v1.0.8 client will not connect to an older build (it shows a version mismatch rather than misbehaving).

Changes

  • Player names now show over Direct/IP, not just Steam. If you have Steam running, your name appears on the partner panel and in pickup messages on any connection method. A player without Steam loaded simply shows as P1/P2, while the other still shows their name.
  • Steadier Steam connections. A brief Steam relay hiccup no longer instantly kicks a player; the connection now rides out a short window and recovers. A genuine disconnect takes a few seconds longer to register, which is a fair trade for far fewer false drops.
  • The "make sure all players are ready" boss prompt no longer overlaps the partner panel. It now sits just below the panel.
  • New: the F9 connection panel shows a notice when a newer version of the mod is available, with the download location.

Install and play are unchanged: drop ARNFNetCoop.dll into BepInEx\plugins. Both players must run this same build.

ARNF NetCoop v1.0.7

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@Renevark Renevark released this 27 Jun 00:34

ARNF NetCoop v1.0.7

A nicer partner panel, and a movement fix.

Note: this version changes the network protocol, so both players must update to v1.0.7. A v1.0.7 client will not connect to an older build (it shows a version mismatch rather than misbehaving).

Changes

  • Redesigned the partner status UI. It is larger and easier to read, with a colored player tab, a health bar that shifts green to amber to red as the partner takes damage with the exact HP number shown, and a new gold energy bar with its number.
  • Fixed a rare case where an enemy could twitch in place or run into a wall after a room changed hands (for example when the room owner died or left and your machine took over simulating that room). The enemy's movement now resumes cleanly from its current position.

Install and play are unchanged: drop ARNFNetCoop.dll into BepInEx\plugins. Both players must run this same build.

ARNF NetCoop v1.0.6

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@Renevark Renevark released this 25 Jun 19:45

ARNF NetCoop v1.0.6

Per-player scrap, and a big pass on enemy sound effects in co-op.

Note: this version changes the network protocol, so both players must update to v1.0.6. A v1.0.6 client will not connect to an older build (it shows a version mismatch rather than misbehaving).

Changes

  • Gray scrap is now per-player instead of shared. Each player collects their own gray scrap from their own drops, so you no longer both fill up at once. The colored currencies (red, green, blue) are still shared.
  • Enemies now play their personal sound effects for the non-host player. Previously only the room owner heard an enemy's warm-up tells, attack growls, and similar sounds, because the partner's copy of the enemy has its AI suppressed. The owner now relays those sounds and the partner plays its own local copy, so warm-ups, snarls, and attack cues are audible for both players. Hurt and death sounds, which already played for both, are untouched.

Install and play are unchanged from earlier versions: drop ARNFNetCoop.dll into BepInEx\plugins. Both players must run this same build.

ARNF NetCoop v1.0.5

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@Renevark Renevark released this 25 Jun 01:32

ARNF NetCoop v1.0.5

Boss fixes.

Changes

  • Scaled the Megabeast's components for 2 players instead of just scaling its main body health.
  • Fixed a client softlock when continuing a run that resumes directly inside a boss room.
  • Fixed a rare crash when a boss rally arrived while between rooms. The rally is now safely ignored if no room is loaded yet.

Install and play are unchanged from earlier versions: drop ARNFNetCoop.dll into BepInEx\plugins. Both players should run this same build.

ARNF NetCoop v1.0.4

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@Renevark Renevark released this 24 Jun 18:56

ARNF NetCoop v1.0.4

Bug fixes for runtime-spawned enemies (the adds that hatch or spawn mid-fight, like a ChompFrog's MiniChompers).

Changes

  • Fixed a spawn-id reuse case where a freshly spawned enemy could be dropped and a stale one left behind. When the owner recycled an enemy id for a new spawn, the partner could keep an old enemy in that slot (invisible but still able to deal damage) and never build the new one. The partner now rebuilds correctly when the id is reused for a different enemy.
  • Fixed runtime-spawned enemies occasionally lingering into the next room or after Restart. A replica spawned during a room transition could attach to the scene instead of the room and survive the change. Replicas are now cleaned up on room exit and are not spawned during a transition (the owner re-sends them once the new room loads).

Install and play are unchanged from earlier versions: drop ARNFNetCoop.dll into BepInEx\plugins. Both players should run this same build.

ARNF NetCoop v1.0.3

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@Renevark Renevark released this 24 Jun 05:04

ARNF NetCoop v1.0.3

Bug fixes and a visual fix.

Changes

  • Fixed monster eggs desyncing between players.
  • Suppressed the focus-loss pause during a co-op session. Alt-tabbing between windows no longer pops the pause menu (a local pause does not pause the run for your partner anyway, so it just blanked your view).
  • Fixed the Buzzsaw Shell saw drawing behind a partner's boost aura (Speed, Attack, Damage). The saw now renders over the aura but under the robot, matching how it looks on your own screen.

Install and play are unchanged from v1.0.2: drop ARNFNetCoop.dll into BepInEx\plugins. Both players should run this same build.

ARNF NetCoop v1.0.2

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@Renevark Renevark released this 23 Jun 23:11

ARNF NetCoop v1.0.2

Bug fix.

Changes

  • Fixed a downed (droned) player being able to trigger room transitions.

Install and play are unchanged from v1.0.1: drop ARNFNetCoop.dll into BepInEx\plugins\. Both players should run this same build.

ARNF NetCoop v1.0.1

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@Renevark Renevark released this 23 Jun 20:59

ARNF NetCoop v1.0.1

Maintenance release.

Changes

  • Disabled the developer/test hotkeys (god mode, boss warps, item give) that were unintentionally left active in v1.0.0.

Install and play are unchanged from v1.0.0: drop ARNFNetCoop.dll into BepInEx\plugins\, then press F9 in-game to host or join. Both players should run this same build.

ARNF NetCoop v1.0.0

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@Renevark Renevark released this 23 Jun 18:51

ARNF NetCoop v1.0.0

Two-player online co-op for A Robot Named Fight. Host a run, your partner joins, and you fight through the same procedurally-generated run together.

Features

  • Shared runs - same seed, same rooms, same bosses, fought together.
  • Host-authoritative sync - whoever owns a room simulates its enemies/bosses/hazards and streams them to the partner. Combat, projectiles, drops, and scrap all stay in sync.
  • Downed-player revives - die and you become a drone tethered to your partner; grab health pickups or a max hp upgrade to come back, or clear the boss to revive.
  • Resume later - quit and reconnect to the same run; you keep your own loadout, upgrades, and position as long as the world stays in sync with the host.
  • Two ways to connect - Steam friend-invite or Direct/IP (LAN or port-forwarded, UDP 24816).
  • Full boss roster, follower/weapon FX mirroring, and ghost-aware enemy targeting.

Install (both players)

  1. Extract BepInEx 5.4.23.2 (x64) into your game folder (the one with ARobotNamedFight.exe), launch once, then quit. Direct Link to Windows x64 bit
  2. Drop ARNFNetCoop.dll into …\A Robot Named Fight\BepInEx\plugins\.
  3. Launch the game and press F9 in-game to host or join.

Both players must run this exact same DLL. Mismatched builds won't connect.