MP Steam

Changelog

Release history for COTL MP Steam, newest first.

v0.1.0 — first test build

The bullets below are grouped by system; the mod's own changelog lists them flat.

Session and connection

  • Steam peer-to-peer two-player co-op: host from the pause menu, join from the Steam overlay.
  • The host's save is streamed to the guest in memory; the guest's own saves are never written.
  • Separate camera and HUD per player, with the vanilla goat as the guest avatar.
  • The handshake compares protocol, mod build and every installed plugin by file hash, with a clear mismatch message, and refuses to start on an older game version.
  • Time scale is synced from any source: the pause menu, meditation and mod panels slow or freeze both players together.

Dungeons and combat

  • Dungeon seed, rooms, enemies, damage, knock-out and revive are replicated.
  • Rooms are decorated identically on both screens.
  • Projectiles, curses and swipes are mirrored on the other player.
  • Enemy poison puddles reach the guest; enemies removed by the host without dying disappear on the guest too.
  • Rewards are instanced: weapons, curses, relics and tarot cards can be taken by both players, and first-room podiums reserved for the other player close when they pick. Tarot lists are shared with the host so defensive cards protect the guest.
  • Base doors and the dungeon door are host-led and are never tripped by the other player's puppet.
  • Tarot cards that grant hearts keep them on the guest, including the extra heart containers.
  • When both players go down the run ends for both of you, and the respawn room after a double knock-out brings the guest along.

Bosses

  • The temple door cutscene, boss-spawned enemies, the boss health bar and the cutscene camera moves all reach the guest.
  • Boss dialogue opens on both screens and the host's Continue turns the page for both of you.
  • Boss projectiles fired through a helper component appear on the other screen.
  • The adventure map freezes both players while it is open, and opens for both together.

The cult

  • The cult's inventory is streamed from the host, and buildings placed by the guest are paid from it; a placement the host cannot afford is taken back.
  • Structures are per player: placement, hammering progress and removal replicate as results, with the other player's placement ghost shown. Both players can hammer the same build site.
  • Rituals at the altar play on both screens, including the follower chosen for a sacrifice, a wedding and similar picks.
  • Follower commands from the interaction wheel — imprison, bless, work orders, gifts, daycare, sacrifice and the rest — replay on the other screen with the right puppet acting.
  • Followers walk the same paths on both screens, either player can indoctrinate, and the next recruit steps up on both screens afterwards.
  • Summoned allies, demons and familiars appear on the other player's screen.
  • Opening a new dungeon door with the required followers plays the whole ritual on both screens, and a door opened by the guest stays open.
  • Divine inspiration is spent by the host only, so unlocks stick.

Conversations

  • NPC conversations open for both players and follow the host page by page, including dialogue answers; a conversation you start is driven by you.
  • Talking to a follower no longer takes the other player's controls away.

Mod support

  • COTL_API custom content ids are remapped between machines, and modded per-slot save data ships with the save.
  • CultTweaker skins sync by name and keep following all session long, including switching back to a vanilla skin.
  • Opt-in download of the host's CultTweaker content, behind a consent dialog.
  • CultTweaker's F4 room editor works over the link: the world freezes for both players, edits appear live, both can edit at once with the peer's selection in amber, and the host saves and copies the file across. Needs a CultTweaker build with the editor contract on both sides.
  • Enemies placed with CultTweaker's editor are matched by their editor id (CultTweaker contract 2).
  • Content downloads and editor files travel on their own low-priority lane at a configurable send rate (Network.SendRateKB, default 2048), so a download no longer raises ping.

Social

  • Text chat on Enter with Steam avatars and lobby events, hidden when quiet.
  • Middle-mouse world ping shown on both screens and announced in chat.
  • Steam rich presence with a player group, and Discord Rich Presence with Invite to Play and Ask to Join.
  • Presence shows the current area: the base with a follower count, a dungeon, or a hub name, including CultTweaker hubs and maps.

Mods and site by InfernoDragon0

Cult of the Lamb is a trademark of Massive Monster and Devolver Digital. This is an unofficial fan project.