We continue working towards getting co-op finished. Almost done now! This build also contains other miscellaneous fixes. Figures Fixed Burning Skeleton NW facing. Spectating Spectators now see player names in all figure popups Tutorial Gary now tells you about a slew of team management and team campaign events Co-op Added player name to figure popup info for co-op team figures. The loot fairy is especially kind to players who co-operate. The hidden bandit gets more thoroughly ransacked by players who co-operate. Rescinding team invitations on adventure start, warning via verification prompt first. Finished building co-op battle rejoin Fixed assorted team management and team campaign bugs Added co-op empty party warning Tweaked team join fail message to refer to the keep as Keep on the Hinterlands Fixed missing pre-adventure story prompts for non-lead team members Added co-op button Added reactive co-op gameplay tips Limited co-op to players who have unlocked their keep Added prompts explaining unprimed adventures Fixed bug in following team leader to new adventure. There are a few UI and feedback issues left, but I think that's all the co-op heavy lifting done! \o/ \o/ \o/ Boards Minor cosmetic fixes on Return to Astral Shrine boards Minor cosmetic fixes on Manor ranked boards Multiplayer Inactivity time outs should work in the case where the clock is running for the player not taking their turn. Archives Raised party archive limit from 24 to 100 Story Fixed Broze/Bronze typo. Battle Made Passing behaviour less obtuse by adding End Round and Next Player buttons.
Any testing you can do would be helpful. At this stage, it's mostly just playing to see what turns up or what needs to be improved.
Campaign co-op is currently disabled on the main server, and won't go live until we figure out how to launch it (with bells and whistles and press bombs and maybe an EttSC). You can see it on the test server though, and the more people who check it out there, the more stable and refined it'll be at launch. Regarding your specific questions: 1) If you play a loot fairy adventure as a team then you get two more guaranteed rares. 2) The co-op button will appear just under the Multiplayer button on the campaign map screen. All the button does is gives you a spiel about how to start a team and then open the chat window - you don't actually need to use the button at all. It's just a way of making the feature more visible.
Whoops, we left the test server in maintenance mode. Sorry about that @Kalin . I've turned maintenance off, so you should be good to go.
Hey! I have tested coop in Test server with my wife. Me and my wife was very happy about coop. One character per player. And it was nice idea to be able to switch turns between players before enemy gets own turn. And the Scenarios was also very balanced too. Not too hard and not too easy. We both didnt see anything what might be missing. If i may ask, what exactly is missing and what might need more testing? We are very restless and happy to play Coop in Normal version Cant wait Thank you in advance.
A couple friends and I have been playing the Coop. It is great. Ready for it to go live. So far, the only thing I have seen, and it could just be a bad run on the RNG, is the drops. We will play through a couple of adventures without getting a drop that I can use. I have received more sides of bacon in my few levels of coop than I ever received on the live single player campaign. Also, since I don't receive stuff I can use on the character I am working on, it would be nice to be able to trade with friends. Or, when we go to collect loot, have a big chest with 6-7 item drops that we share. So I can pick out the spear that only will benefit me and he can have that divine item that does me no good. Other than the loot thing, I am loving coop and ready for it to go live.
I doubt dividing common loot will happen, but the old D&D guy in me loves the thought. (Roll for order of picks, anyone? Ugh. Last again.)