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Major changes/optimizations to dungeons/enemies:
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Dungeons no longer fully load for remote players. Clients don't load them until they enter. For remote dungeons, the host only loads colliders and some base stuff to sync doors and switches.
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Enemies used to almost fully load for everyone, regardless of where they were. No longer the case, the host turns off most stuff on remote enemies, but still keeps track of them.
Enemies no longer load for remote clients at all (the exceptions are questfoes, which function similarly to host loaded remote enemies).
So remote players turn off almost everything to save performance. -
Enemy functions used to be weirdly "shared": attacking ran on the host, targeting on everyone, while movement and stuff to keep them on the ground were running on whoever currently owned them. Now pretty much everything is offloaded to whoever "owns" them to make the host's life easier.
There should be no visible change in how the enemies behave.
In case of regressions or bugs, please report them either here, or on Reddit, or the Lyandus’s Tomb: DFU Fan Server Discord → mod ideas → Daggerfall Unity Co-op thread
Other changes/fixes:
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Fixed a bug where enemy loot/container/dropped item sync didn't carry all the necessary item data and could turn a +6 helm into a +3.
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Better corpse sync.
Corpses were only visible if the player was there when the enemy died. Now players who arrive later can also see and interact with them. -
"Physical Items" mod direct looting now syncs the enemy inventory.
Previously, direct looting bypassed the enemy inventory loot sync. No longer the case. When changed loot contents sync, you will see the remaining items "re-dropping".
The physical items' world positions are not synced! So moving them is not visible to other players! -
Added an MP option so the host can change the mod requirements from relaxed (default) to exact.
Relaxed = Connecting players don't need matching mod lists.
Exact = Connecting players need matching mod lists and versions.