- Vanilla RoR2 players are allowed to join, and play by all the same rules listed in this section.
- Item sharing, yay!
- Whenever money is rewarded to a player, all players recieve the same amount of money.
- Similarly, each player is distributed a separate copy of an item when any player picks up most items normally.
- Items that benefit the entire team are excluded: TODO - list items.
- Equipment items are not shared.
- Rusted Key is also not shared between players.
- Lunar coins are distributed in the same manner as items.
- To balance item and money sharing, the game only drops items and money at the same rate as a vanilla game with a single player would.
- Dead players do not receive items :c
- Whenever a player spends an item on an interactible with an associated item cost, the item(s) are only taken from the player who activated it, and the reward item(s) (if any) are only awarded to that player as well.
- Enabled by default, ask to disable: However, whenever a player spends money on an interactible with a money cost, that amount is deducted from all players. In effect, all players share the same money pool.
- Alternatively: Money spent by one player does not deduct funds from other players, however: money costs are now the same price as in vanilla in regards to the number of players.
InteractiblesChests and Barrels disappear after being fully consumed.- Huntress' shooting range increases by 3 metres with each character level. Her range on level 1 is the same as it is in vanilla.
- Dio's Best Friend turns into a Tougher Times instead of ID 67 when consumed.
- Players may join an existing match and can play normally. The details are still being worked out.
- Completing Bulwark's Ambry will make the Artefact persist for the remainder of the run. Completing the hidden stage with an artefact that you already have enabled does nothing.
- Game state is saved each time the team advances stages, and may be loaded up again at any time (for instance, after the game crashes). Save states are deleted upon run completion (whether it be successful or by dying). Games may be loaded and played with some players missing. It's unknown what happens when the game stops and is then reloaded with a player missing, then stopped again and reloaded with that player re-joined.
- Critical chance now instead increases average damage done linearly and does not cap at 100% "crit chance". Having a "critical chance" between 0% and 100% functions the same as it does it vanilla.
- Negative "crit chance" values currently do not correctly extrapolate this calculation. This is a bug, but it's alright since there's no way in this modpack to get a negative "crit chance".
- Huntress' Flurry and other things that trigger on crit behave no differently with a crit chance above 100% than they would at 100%.
- Usually disabled, ask to enable: allow up to 16 players to play together. Please note: 16 engineers with 2 turrents each, with drones, and certain items is very laggy. You have been warned!
- The enemy team is not level capped at 99.
Too numerous to list right now! Please check back later.