R.E.P.O.
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Changelog

1.2.1

  • Long help lines in the LJ+ menu wrap again. With MenuLib 2.6.0 they ran off the right edge of the panel and got cut off.
  • Bug reports now include stack traces for game and mod errors, so I can see where an error came from. As before, you see everything in the preview before you choose to send it.

1.2.0

  • BETA for R.E.P.O v0.5.0: expect some errors while everything settles. Please report problems from the LJ+ menu (F6) > Overview > Problems? > Send a bug report, so I get the logs to fix them.
  • Works on R.E.P.O v0.5.0 (The Sunstone Update, Unity 6). Lobby handling, voice, late join and menus are updated for the new game. Needs MenuLib 2.6.0 and REPO Fixes+ 1.3.9, which install with it.
  • Late join on v0.5.0: the new Mega rooms stay connected for late joiners, and they see these as they really are: broken floors, the Sunstone bird cage, the energy crystal, the golf cart and the horse on wheels.
  • New: the Admin panel. A pop-up (F8, or the ADMIN button in the pause menu) with Home, Lobby, Players, Upgrades, Spawn, Run and World pages. It replaces RepoAdminMenu, so LateJoinPlus no longer installs it or Admin Menu Button Position Fix. The pages:
    • players: heal, revive, teleport, bring, send to the truck, knock over, crown, kill, kick, ban and block;
    • upgrades: sliders that show each player's real levels, or set them all at once;
    • spawning: every item, valuable and enemy (other mods' marked MOD), with type-to-find, favourites and spawning at any player;
    • the run: money, the level number, extraction, the shop and any level;
    • powers: God mode, endless stamina, enemies ignore them, no tumbling;
    • world switches: enemies can't see or hear, one-hit enemies, a friendly duck, valuables don't break, no traps, endless batteries, free shopping. Everything runs on the host's game and works on players without mods; God mode and endless stamina need LateJoinPlus 1.2 on that player's game.
  • Moderators with the Admin permission get the same panel. The host's game checks and carries out every action and adds it to History: never on the host or other moderators, at most 10 actions every 10 seconds, at most 5 spawns at once (Admin > Moderator Spawn Max), and level changes only if the host allows it (Admin > Moderators May Change Level).
  • New: 简体中文 and 繁體中文. Chinese text uses the Chinese font Windows already has, since R.E.P.O's fonts have none.
  • New: Truck & extract (Lobby Guard > Only Staff Start): only the host and chosen moderators can start the truck, use the shop checkout and press BigFriendlyButton's extraction button. Opening extraction points stays open to everyone.
  • New: Lock GameTools (Lobby Guard): switch off other players' GameTools in your lobby, if you don't have it yourself.
  • New: Truck heal backup (Late Join): the host heals players whose own game skipped the truck's end-of-level heal (seen with GameTools).
  • Moderators with Run control can press START in the lobby.
  • The Discord link is for bug reports only.
  • Big lobbies fit on the lobby screen. Up to 6 players the lobby list looks just like the game's; from 7 players it goes into columns (as many as gives the biggest rows), each row keeping the game's look and proportions (ping on the left, name and head on the right) on screen and above the CUSTOMIZE and START GAME buttons. Quiet players' names are a little brighter in columns because the text is smaller (talking and dead players keep their usual difference), it works in every language, and it only changes your own screen (players without the mod see their normal list).
  • ShowMoreLobbyPlayers is switched off while LateJoinPlus runs so the two don't fight over the same rows. You can uninstall it.
  • New: send a bug report from the game (LJ+ > Overview > Problems? > Send a bug report). Pick what went wrong, optionally describe it (up to 500 characters; links are removed), preview everything that will be sent, and press Send to get a link to the report:
    • goes to a public GitHub page (RicketyWrecked-reports) where anyone can read it;
    • included: LateJoinPlus and game versions, host or client, level, number of players, language, your mod list, LateJoinPlus's settings (on/off switches and numbers only), and LateJoinPlus's log lines and errors from that session;
    • never included: chat, other players' names or Steam IDs (they become "Player 2", "Player 3"…), your own name unless you tick "Include my name", your block list, history or notes, voice, or any other file;
    • nothing is sent by itself or until you press Send (one report every 5 minutes); if LateJoinPlus hits an error it suggests sending a report once per session (Bug reports > Offer After Error), bug reports can be switched off (Bug reports > Enabled), and Discord stays the place for questions.
  • Menu rows that don't fit (very long names or translations) now end in "…" instead of running off the panel, with the full text on the row's own page. The game's lobby screen and main menu were also checked in every language with LateJoinPlus's parts on them.
  • Fixed: moderators sometimes not recognised, or not able to be made moderator again. Lobbies you host now always publish players' IDs while LateJoinPlus moderation is on (moderators need them, even with Lobby Guard or Reveal Steam IDs switched off), and your game asks again by itself when a moderator's answer is late or their Steam ID isn't known yet. If it's still checking, Make moderator says so instead of claiming they need a newer LateJoinPlus.
  • Fixed: players with SharePermissions installed couldn't be made moderators. Their game never answered the host's moderator check, even with SharePermissions switched off by LateJoinPlus. LateJoinPlus now keeps its moderator messages working next to it and asks those players to uninstall SharePermissions; as host, you're told when that's the likely reason.
  • Fixed: players falling from the sky forever. The game sends a revived player to their death head, which waits far above the level while they're alive, and it doesn't check. When something revived living players, they fell forever. As host, LateJoinPlus now refuses any revive of a player who isn't dead with a dropped head (players without mods are protected too); real revives (truck, extraction, revive items, the Admin page) work as before.

1.1.6

  • New screenshots on this page: the loading-screen players panel with its VOLUME column, the menus as they look now, and LateJoinPlus in other languages. No changes to how the mod works.
  • Needs R.E.P.O Fixes+ 1.3.8 (one more harmless error quieted when joining a lobby).

1.1.5

  • Fixed: calls where the other person couldn't hear you, and nobody hearing you after a call. Joining or leaving a call switched your voice to another channel in the middle of its stream. Other players' games then missed part of your voice, and some stopped playing it altogether: the person on the call couldn't hear you, and after the call the lobby couldn't either, until you picked your microphone again. Now your voice stream restarts at each switch (starting or leaving a call, or holding the talk-to-everyone key), just like picking the microphone again does, so everyone's game starts it fresh. Works for listeners without mods.
  • If your microphone wasn't ready the moment a call ended, it could stay on the call's channel. It now keeps trying until it's back.
  • Fixed: losing your moderator status after switching mod profiles. Your moderator keys, moderator list, notes, protected players and name colours were saved separately for each r2modman/Thunderstore profile. A host gives you one key at a time, so being made moderator again in one profile made the key saved in the other stop working. They're now kept in one place for every profile (%LOCALAPPDATA%\LateJoinPlus\Shared), still outside the profile so sharing a profile never shares them, and untouched by updates. Your existing files from every profile are merged in once on the first start.
  • Outside Call Volume now defaults to 15% (it was 0%), so you still hear the lobby quietly while you're on a call. If yours was still on 0%, it moves to 15% once; change it any time in LJ+ > Calls.
  • Fixed: pressing the menu key (F6) logged two harmless errors each time (NullReferenceException in MenuButton.RegisterHover). The menus now open at the same point in the frame as a click does, so the game's menu loop never sees half-made buttons.

1.1.4

  • LateJoinPlus in your language: every language R.E.P.O has. The LJ+ menu, moderator pop-ups, the call panel, the loading-screen players panel and on-screen messages follow the language you picked in the game's settings: English, Dansk, Suomi, Svenska, Português (Brasil) or Português (Portugal). Or pick one yourself at the top of LJ+ > Settings. Messages sent to the lobby stay in English, and other players' English messages are shown in your language. Fix or add lines yourself in BepInEx/config/LateJoinPlus-lang/ (see the files' notes).
  • New: open the LJ+ menu with a key (F6 by default; change it at the top of LJ+ > Settings, next to Language). In a level it opens the pause menu with LJ+ on top; press it again to close. A small "LJ+ [F6]" bottom-left reminds you of the key (it follows your setting; turn it off with Display > Show Menu Key Hint).
  • New: "Invites only" under Who Can Join (host): only players you invite can get in, friends included, and the lobby is hidden from the server list. Works for players without mods. Steam's friends list has no invite option for such a lobby, so invite from the game: the INVITE button, or the new Invite a friend page (LJ+ > Overview) that lists your online Steam friends, those playing R.E.P.O first; one click sends the invite.
  • Long setting hints shrink to fit instead of scrolling, and long rows (names, history) stay inside the panel.
  • A moderator with every permission but the Admin Menu now shows as "all but the Admin Menu" instead of a long list.

1.1.3

  • Volume on the loading screen. The players panel on loading screens has a VOLUME column, like the slider next to each name in the pause menu (it is the same setting):
    • < and > change a player's volume by 25%, and clicking the bar sets it there (0–200%);
    • while someone talks, a green dot lights up next to their bar, the bar's outline turns green, and a bright fill shows how loud they are.
    • it keeps working for the whole loading screen (it used to stop once the level's characters were removed), and so do the call panel's voice meters.
  • Moderator pop-ups only for what's happening now. Joining a lobby as a moderator showed a pop-up for each of the host's recent History entries at once (old kicks, blocks and promotions). Now only new actions pop up.
  • On loading screens, moderator pop-ups sit to the right of the players panel instead of covering it.
  • Fixed: on a call, nobody could hear each other on the results and loading screens. Between levels the game puts every voice on its lobby channel and fades the level's sound out; LateJoinPlus kept moving call voices back to the level's channel, which made them silent until the next level started. Now call voices follow the game's channel there.
  • Fixed: a doubled inventory slot with slot mods. Joining a level in progress with a mod that adds slots (like ExtraSlots) could show the extra slots twice (1 2 3 4 5 5). LateJoinPlus registered your slots before the game did, so the slot mod added its slots twice. It now waits for the game first and only fills in slots that are still missing.

1.1.2

  • Same as 1.1.1, re-uploaded as a normal build so it shows on Thunderstore again.

1.1.1

  • A new look for LateJoinPlus's on-screen panels: the moderator pop-ups, the call panel, the incoming call card, the start countdown and the loading-screen players panel.
    • They use the game's yellow and its own menu font, with glowing titles and rounded panels.
    • Keys show as key caps, such as [Y] Answer, [CAPS] hold: everyone and [END] leave.
    • They're sized for your screen. Before, they stayed 1080p-sized and looked small at 1440p and 4K.
    • The call panel widens to fit its keys, so nothing is cut off at the right edge any more.
  • Shorter menu pages, with less scrolling.
    • Each setting has one short line; the full descriptions stay in the config file.
    • History and the Block List show a page at a time ("Page 1 of 4").
    • History now goes back further than the last 80 entries.
  • Now installs REPO Fixes+ 1.3.5 and Admin Menu Button Position Fix 1.5.2 (page updates only).

1.1.0: BIG UPDATE

LateJoinPlus becomes a full lobby toolkit: moderators, private calls, history and notes, a players panel on loading screens, and a brand-new menu. Late join works as before, and players without mods still need nothing. Moderators and players on calls need LateJoinPlus 1.1.0 or later.

Moderators

  • Make moderator. As the host, open a player in LJ+ > Players and press Make moderator. You choose what each one may do: Kick, Ban, Block, Notes, Calls, Run control and Admin Menu. You can remove them any time, also while they're offline. The host carries out everything a moderator does, after checking their permission. Moderators can never remove the host, another moderator, or a player you protect.

  • Moderator access is a private key kept on the moderator's own computer (not in the mod profile, so sharing a profile never shares it). When they come back, the host checks it with a one-time code, so a lobby pretending to be you can't steal or reuse it.

  • Protect from moderators: a player you protect can't be kicked or banned by moderators (you still can).

  • Admin Menu for moderators. RepoAdminMenu now installs with LateJoinPlus. Give a moderator the Admin Menu permission and they can open it. Your game carries out everything they do in it, as them, after checking the permission:

    • items, valuables and enemies spawn in front of them;
    • Teleport To moves them, and Summon brings players to them;
    • heal, kill, revive, crown, back to the truck, upgrades, map changes and toggles, extraction points, money and its options all work.

    Its kick and ban follow the moderator rules. Every action goes in History. It's limited to 10 actions every 10 seconds, and dragging the money slider sends one change instead of one per step. New moderators don't get this permission until you switch it on.

  • Run control: moderators can start the run, call off the countdown, or send everyone back to the lobby mid-run. The host carries it out and it goes in History.

  • Pop-ups for moderator actions (ShowModeratorActions, on). A card shows for 8 seconds in the middle of the screen, just above your inventory slots: what happened, to whom, and by whom. It covers kicks, bans, blocks, unblocks, notes, the Admin Menu, run control, and moderator or protection changes. The host sees what moderators do; moderators also see the host's actions and each other's. Admin Menu money shows as a proper amount ($12K), and other mods' money changes (such as casino payouts) no longer show up as moderator actions.

  • Moderators also get the pause menu's Kick button for players they may remove.

History, notes and bans

  • History: every kick, ban, block, unblock, moderator change, note, call and Lobby Guard block. It's searchable and filterable, kept across sessions, shared with your moderators and can be exported to a text file. Someone who already left can be blocked from their History entry.
  • Notes on players, by Steam ID. They're shared with moderators who have Notes, and shown to you and them when that player joins.
  • Ban for as long as you choose: this lobby, 1 day, 7 days, 30 days or for good. Anything longer than this lobby also puts them on your Block List for that long, and a timed block ends by itself.
  • Players with LateJoinPlus are told why they were removed: kicked, banned, or banned for how long, and whether a moderator did it.
  • The block list a moderator sees is the host's own, and it's asked for at most once every 30 seconds (it used to reload over and over).

Private calls

  • Ring players who have LateJoinPlus 1.1.0+ from LJ+ > Calls. The host can do this, and so can moderators with the Calls permission. Players answer with Y or decline with N within 30 seconds, and End leaves a call (all three keys can be changed). The host can also start a team call with every moderator present, bring more people in, take someone off, or end the call.

  • Ask the host for a call: a player with LateJoinPlus presses LJ+ and asks for a 1-on-1 (host setting AllowCallRequests, on).

  • On a call you hear each other anywhere on the map, through walls and even when dead. Nobody outside the call hears you, players without mods included. Your character's mouth doesn't move for them, and talking on a call doesn't draw monsters.

  • Hold Caps Lock to talk to everyone while on a call (TalkToEveryoneHoldKey; rebind it in Calls > Call settings > Keys, mouse side buttons included). The lobby hears you as normal, your call still does, and you keep hearing the call; let go to go back to the call only. While you hold it, your mouth moves for everyone and talking can draw monsters like normal. It works even with the game's Push to Talk on, and the game's mute still wins. A key the game briefly reads as let go while you hold it (Caps Lock does this) no longer chops your voice.

  • Volumes:

    • OutsideCallVolume (0–100%): how loud players outside the call are while you're on one.
    • CallVolumePercent (20–300%): how loud your call is. An old CallVolume value carries over.
    • CallMicBoost (50–200%): how loud you are for your call.

    Both listening volumes can be changed during a call at the top of the Calls page.

  • Call panel in any corner (CallPanelCorner, top right by default, below the game's HUD). It shows who's on the call, a live level meter for each person (your own too), who's muted or still connecting, and any time limit. It shows TALKING TO EVERYONE while you hold the key, and steps aside while the LJ+ menu or the pause menu is open. A card at the top shows who's ringing you, with a short ring sound (RingSound).

  • A tidy Calls page: just your call (who, time left, Leave, the two volumes), the host request button and who you can ring. Everything you set once (volumes, mic boost, the panel, the keys, the host's call limits, how calls work) is under Call settings.

  • Host limits for calls a moderator starts: a longest length and a wait before their next one. Calls go in History; a call you were on isn't shared with your moderators.

  • Works alongside other mods' private voice calls: Lobby Guard's voice blocks only apply to the game's own voice chat now.

Loading screens and level changes

  • Players panel on loading screens (LoadingScreenPlayers, on). No menu opens on a loading screen, yet that's where a level change waits: first for everyone's results screen, then for everyone to load the new level. One slow player holds up the whole lobby. The host and moderators who may remove players now get a panel sized to your screen:

    • everyone in the lobby, the ones holding things up first;
    • where each one is: results screen, loading (and for how long), loaded or ready;
    • a ready / loading / results count;
    • Kick / Ban / Block (click twice).

    Your mouse is freed while it shows.

  • Warn Slow Players Seconds (LJ+ > Settings > Lobby, 45 s). After this long, you're told who you're waiting for:

    • a player still on their results screen can be left behind with Continue without them (in the panel or LJ+ > Overview);
    • a player still loading the level can be kicked from the panel so the level can start. Going on without them isn't offered, because their game would miss the level's setup and have missing rooms.
  • Stuck level changes: after ContinueStuckLevelChangeSeconds (120), the level goes on without a player whose game stopped answering. A player still watching their results screen counts as not done yet, so the wait is generous.

  • Ghosts: the host and moderators who may remove players are told when someone has had no character for a minute, and the Players list marks them.

The menu and your lobby

  • A new LJ+ menu: two panels like the game's own settings (sections on the left, the page on the right), a status line, colour-coded roles and history, a microphone button for Calls (red on a call, green while someone rings you), and one Escape to close it all.
  • LJ+ beside the title on the lobby screen and in the pause menu, under the game's own crown, for the host and moderators. A player whose host takes call requests gets LJ+ too, opening only the Calls page. The main menu keeps LATE JOIN.
  • Start countdown: after you confirm Start, the run begins a few seconds later (StartCountdownSeconds, 5 by default, up to 5 minutes; 0 = none). Players with LateJoinPlus see a RUN STARTS IN card. Shift-click Start to begin at once, or click Start again to call it off. The host also has Back to the lobby, and Start then picks up where the run left off.
  • Name colours for yourself, your moderators and any single player. Players with LateJoinPlus see them above each player, in the lobby list and in the pause menu.
  • LateJoinPlus lobbies first in the public server list, with the [LateJoinPlus] tag in gold.
  • Volume on a player's page: the same setting as the slider next to their name in the pause menu.
  • Big lobbies fit in the pause menu's player list. With 18 or more players, the top names used to run off the screen. Rows now close up when a player leaves, and when there are too many they're spaced closer and shrunk, so every name stays on screen.
  • Names and tags fit on one line in the pause menu and the lobby list. The tags are shorter: HOST, MOD, MUTED, LJ+, LJN (LateJoinNow), LR, LJ, GT (GameTools).
  • The info lines bottom-left (Players / Room / Name) no longer get cut off by a long server name.
  • Settings with a list of choices show readable names ("Bottom Right").
  • Moderators, history and calls keep working while late join itself is switched off.

Other mods

  • Another late-join mod installed too is switched off (OtherLateJoinMods, on). LateJoinNow, LateRepo, LateJoin and the like used to run next to LateJoinPlus, both catching joiners up and opening the lobby. Now only LateJoinPlus does it. You can uninstall the other mod.
  • Another moderation mod installed too doesn't run at all while LateJoinPlus does. Its patches, objects (its own voice connection included), network listeners, event hooks and menu buttons are all switched off, and the player tags it put on you are cleared. LateJoinPlus alone handles moderators, kicks and bans, the block list, notes, history, calls, the start countdown, name colours and the server list order. You can uninstall the other mod.

Fixes

  • Items left behind drop where their player stood. When a player leaves (or is kicked or banned) with items in their inventory slots, the items drop where they last stood instead of in the truck. They no longer jump into the host's hand (the game pulled them there).
  • Inventory slots for joiners without the mod: when a slot isn't ready yet, the item drops at their feet, and the message says why.
  • Fixed: Lobby Guard blocking the host of a lobby you joined. When a player left, their character could be handed to the host, so the host looked like they were faking their identity. Characters are now matched by the player who made them, and in someone else's lobby Lobby Guard never blocks the host; it only warns.
  • Fixed: players who joined mid-level (or rejoined) didn't get their cosmetic box tokens. The results screen now checks again once the level is known. The game's own rule stays: someone who joined right before the level ended gets no tokens for it, and is no longer thrown out of the lobby for it.
  • Now installs RepoAdminMenu 1.0.16 (the Admin Menu, also for your moderators), REPO Fixes+ 1.3.4 and Admin Menu Button Position Fix 1.5.1.

Thank you

  • A huge thank-you to Mama_Panda0729, who tested this whole update with us, lobby after lobby: moderators, calls, pop-ups and loading screens. Every bug she caught and every idea she shared made 1.1.0 better. 💛

1.0.9

  • The map's guide line to the extraction works for late joiners. The game builds each player's walkable area once while their level loads, and for someone joining mid-level that happened before the rooms were connected, so doorways counted as walls and the line led to dead ends. It's now rebuilt once the rooms are connected: the host asks joiners without the mod (or with an older LateJoinPlus) to rebuild it, and LateJoinPlus 1.0.9 joiners do it themselves, also in lobbies whose host doesn't have the mod.
  • The LATE JOIN button in the escape menu is host-only, like the admin menu. Its settings are the host's; everyone still has it in the main menu.
  • Birthday Boy balloons for late joiners. Balloons placed before someone joined mid-level were never sent to them, so they couldn't see them (and could walk into them). The host now sends every balloon to a late joiner, where it is at that moment. Works for joiners without the mod.
  • Joining a level with Birthday Boy no longer throws an error each time the host pops a balloon you never had (7 in one level), and a balloon the host sends again replaces yours instead of leaving a second copy.
  • Joining while the truck screen was mid-conversation no longer throws an error when the next line arrives.

1.0.8

  • New screenshots on the mod page, sized to show in the mod manager: the main LATE JOIN page, Lobby / Players / Block List, and the grouped settings. No changes to how the mod works.

1.0.7

  • Bigger lobbies built in, no MorePlayers needed. Max Players is now on by default at 10 (up to 20, in the LATE JOIN menu). Players who join need no mods.
  • If you already had LateJoinPlus with Max Players off, it's switched on once when you update, using MorePlayers' number if you had MorePlayers set up (otherwise 10), so your lobbies don't drop back to 6 players now that the modpack no longer includes MorePlayers. If Max Players was already on, your number is kept. The lowest setting is now 2.
  • Takes over from MorePlayers and RoboUnion. If MorePlayers is installed, its patches are switched off and LateJoinPlus sets the limit instead (MorePlayers also made every Steam lobby public, even for friends-only games, and added "[Modded]" to the server name). RoboUnion keeps its other features, but LateJoinPlus's limit is used. The two used to overwrite each other on every level, so lobbies could look full or closed when they weren't.
  • A full lobby disappears from the server list and refuses new players: the host now gets a message when Max Players is what keeps it full. Switching Max Players on starts from the limit already in use, and switching it off gives the game's limit back straight away.
  • Number settings in the LATE JOIN menu no longer wrap around: ">" at 20 used to jump to 2, and every click was applied straight away, so a full 13-player lobby was briefly capped at 2, 3, 4… While hosting, a new Max Players value is now applied 1.5 seconds after you stop clicking.
  • Lobby Guard: messages for mods your game doesn't have (like "PlumberWho" or "ReceiveAudioChunk" from another player's mods) are let through once and then ignored quietly. The game can't run them and wrote a full error for every one (over 1,400 in one session).
  • The LATE JOIN menu's heading is short enough to fit ("Hosting: open", "Hosting: friends only" and so on). The old "Hosting - lobby open to everyone" was cut off.
  • At the maximum of 20, the "lobby full" message no longer tells you to raise Max Players.
  • Now installs REPO Fixes+ 1.3.3.

1.0.6

  • Lobby Guard: revive messages from anyone but the host are dropped before anything sees them. The game ignores them anyway, but other mods still reacted: one player's own GameTools sent about 80 a second for 6 minutes, and BetterMap Fixer added a map icon for each one, which lagged the host until the level ended. It's logged once per player, not treated as cheating.
  • Now installs REPO Fixes+ 1.3.1.
  • New look for the LateJoinPlus banner in the BepInEx console: a framed logo with the version and a tagline. It's narrower too, so it no longer breaks onto extra lines next to the timestamps.

1.0.5

  • Players who leave and rejoin the run get their upgrades back straight away. The game's upgrade sync left out anyone whose character hadn't loaded yet, which is always the joiner, so a rejoiner played the rest of the level without their upgrades. Works for players without mods too.
  • The LATE JOIN menu's first page now has Who Can Join (host) and Max Players, so you don't have to open other pages for them. Max Players is no longer a separate Settings page.
  • Your server name always shows [LateJoinPlus] while late join is on. The RoomNamePrefix setting is removed, and an old [LateJoin] tag in your saved server name is replaced.
  • The Who Can Join note is shorter, so it fits on its line.
  • A "LateJoinPlus Loaded" banner in the BepInEx console when the mod loads.
  • Now installs REPO Fixes+ 1.3.0 (which fixes a player's voice going silent for you alone).

1.0.4

  • Joining a game in progress (in anyone's lobby): when a player's voice wasn't ready yet as you joined, the game errored and that player could stay on the wrong audio channel, so you heard them oddly or not at all. Their voice setup now retries until it's ready (usually within half a second).
  • Now installs REPO Fixes+ 1.2.9.

1.0.3

  • LATE JOIN menu: only one page is open at a time, so the pages behind it can't be clicked any more, Back returns to the previous page, and one Escape closes the whole menu.
  • The [LateJoin] server-name prefix now really shows in the server list (it was lost when MorePlayers created the lobby), updates live when you change the setting or switch late join off, and is never added twice.
  • Every mid-level joiner gets their explored map filled in; before, players running another late-join mod (or any joiner while Map Sync was off) got none. The Map Sync switch moved from the main page into Settings, with a clearer description.
  • Now installs REPO Fixes+ 1.2.8.

1.0.2

  • No more false "your game isn't the owner of its Steam lobby" warning right after you start hosting (Steam was still creating the lobby). It now only warns if the lobby is still missing after a few seconds.

1.0.1

  • Now installs REPO Fixes+ and Admin Menu Button Position Fix with it (multiplayer bug fixes, and an Admin Menu button with a tidy pause menu).

1.0.0

  • First release. Late join for every player (with or without mods), with full catch-up, working extraction for late joiners, extraction softlock protection, map reveal and a safe spawn.
  • Includes Lobby Guard (anti-cheat: fake kicks, host hijacks, delete-everything, voice takeovers, floods, block list with auto-ban) and Map Sync (explored rooms for mid-level joiners).
  • LATE JOIN button in the main menu and the pause menu (in a lobby). It opens a menu with the main switches, Lobby (Everyone / Friends only / Nobody, live) and Players (kick, ban, ban + block list) for the host, the block list, and every setting.
  • Lobby Guard ignores cheat-menu messages (known cheat menus, and game messages sent far faster than the game ever does, such as heal-everyone spam) without kicking or banning the player.
  • Keeps every player in the host's Steam lobby so everyone can invite friends, players without mods included.
  • Pause menu player list: CHEAT, late-join mod (LJ+ / LateJoin / LateJoinNow) and GameTools tags, and game version per player; the host's kick button offers Kick, Ban or Ban + Block List.
  • Late joiners no longer get stuck behind the loading screen when someone joined in the truck right as a level started (a stale copy of that player's character was handed to everyone joining that level).
  • A late joiner whose Steam ID arrives a moment after they spawn no longer gets a broken tumble (the body used when knocked over) for the whole level; the host waits for it before setting the tumble up. The same wait fixes their missing name tag and upgrades (map player count, tumble wings, crouch rest, tumble climb, death head battery) on everyone else's screen.
  • The joiner list bottom-left (Connecting / Loading / Joined / Left) has a dark backing so it's easy to see, and Joined stays up 15 s.
  • Players who join mid-level without LateJoinPlus can use their inventory slots once they've loaded in (they used to have to wait for the next level; setting SlotsForJoinersWithoutMod, on). If their game skipped setting up its slots, the host drops the item back at their feet and keeps the rest in hand for that level.
  • Objects a player's game still has after the host destroyed them (leftover walkies, valuables, doors) are removed from that player's game, players without mods included. Messages sent just before the destroy reached them (e.g. exploding grenades) are no longer counted.
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