Yui - [Update] Dark Souls 2: Seamless Co-op - v0.0.2

Yui - [Update] Dark Souls 2: Seamless Co-op - v0.0.2


infoAbout This Title

Hi everyone

This post covers a detailed bugfix report for 0.0.2.

v0.0.2

If the 'death_debuffs' option is set to 0, the company of champions will no longer afflict your world

Not so much a bug as a feature. Many players join the Company of Champions covenant without realising that in doing so they make the game significantly harder than it does in vanilla - i.e. pursuer spawns, tougher enemies.

Players can now turn off this feature entirely if the death debuffs toggle is turned off

Added an ini toggle that allows you to hear audio from the position of the player (instead of the camera)

In the game, directional audio is heard from the POV of the camera (usually behind and slightly above your character). When enabled, this will allow directional audio from your character's POV instead of the camera.

Your world is now locked to invaders whilst in a cutscene

Pretty obvious, just forgot about this one. Players who get invaded mid-cutscene should now be safe from getting attacked by invaders whilst they're defenseless watching a cutscene.

Fixed a bug that would cause some bosses to be scaled by both enemy scaling AND boss scaling parameters

In my previous changelog in 0.0.1, I mentioned fixing boss scaling. As it happens, I just made the scaling worse by guaranteeing that some bosses get scaled by enemy scaling AND boss scaling.

The last 2 bits of EnemyGeneratorCtrl::EnemyChrInfo::ChrFlags are related to scaling. The 3 bits are:

00 - Not scaled

01 - Scaling for 1 player (1 host + 1 phantom)

10 - Scaling for 2 players (1 host + 2 phantoms)

11 - Scaling for 3 players (1 host + 3 phantoms)

As seamless co-op can have up to 5 player scaling (1 host + 5 phantoms), there aren't enough bits in this list. Therefore I've defaulted to treating the enemy as scaled to 1 player but then in reality scaling it to the normal of friendly players there are. Therefore I can now keep track of scaling and makes sure I do not apply the scaling twice!

Fixed a bug that would cause hosts to get 75% of the souls from boss-type enemies

Inside ChrPhantomParam entry 0, there's a 'host_get_soul_rate_boss' parameter that is set to 0.75 (float). I have changed this to 1.00 (float) to ensure everyone gets the same amount of souls when killing a boss.

Fixed a bug that could cause invaders to unlock bonfires if they were lit whilst in the world

When parsing the seamless networking packet for bonufires being unlocked, I did not check if the local player was an invader. This is now fixed.

Fixed a bug that caused the Agape Ring not to function correctly

Off-by-8 error. The agape ring bitflag is in PlayerChrFlags is actually bit 59, not bit 51 as I had it mapped to before.

Fixed a bug that set the HUD to hidden when creating a new save file

Totally my fault. When I took a snapshot of GameDataManager::GameDataOption, I had the HUD off to take a screenshot. Therefore the default constructor I had set was to set the HUD to "Always hidden" (type 2). I changed this to 0 "Never hide" as it should be

Fixed a bug that could cause issues with synchronisation when players joined with different world progression states

Old, unfinished EventFlagBuffer re-implementation code was left in seamless co-op which was non-functional and caused issues. It has been removed.

Fixed a bug with Cyrillic encoding that would cause the game to crash under certain circumstances

Again totally my fault - I had incorrectly converted a std::wstring to an std::string without taking character encoding into account. I'd then pass a bad character to the DLTextProcessor where it would panic and crash. This happened when looking up bonfire names for the light / warp messages in seamless co-op in the Cyrillic language. It is now fixed.

Overall

I very much appreciate the feedback on the mod. If there's any suggestions or debugging help people need - then as a subscriber - you're free to message me directly and I'll try to get back to you in good time.

I hope people are enjoying the mod despite teething issues, and managing to experience the game in a different light.

As always - thank you for your patience and a huge thank you to all of my supporters <3

Take care,

Yui

groupArtist

Yui Yuiverified movie1 videos visibility3K views View Profile arrow_forward

Comments (0)

1000 characters remaining

No comments yet. Be the first to start the conversation.