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Is this intended behavior?
We did encounter a few bugs/problems in multiplayer, though:
* The second player could not shop in the 2nd and 3rd item shop in the temple (bauble shop worked fine), but the 1st one worked.
* Bauble drops are shared between players, and they can "steal" them from each other. As a result neither player has enough baubles to buy anything. I would rather have both players get a copy of the bauble, or alternatively have each player have "private" drops of baubles (similarly to how statue blueprints work)
I am surprised this game got an update.
scripts/Behaviors/ActorsItem.as (line 453, column 4)
#0 void ActorItems::ReloadSetBonusesForMastery() (line 453)
#1 void PlayerRecord::RefreshItemSets() (line 719)
#2 void PlayerRecord::RefreshModifiers() (line 784)
#3 void PlayerBase::RefreshModifiers() (line 343)
#4 void PlayerBase::Initialize(PlayerRecord@) (line 503)
#5 void PlayerHusk::Initialize(PlayerRecord@) (line 23)
#6 void BaseGameMode::SpawnPlayer(int, vec2 = vec2 ( - 1, - 1 ), int = 0, uint = 0) (line 2106)
#7 void Campaign::SpawnPlayer(int, vec2 = vec2 ( - 1, - 1 ), int = 0, uint = 0) (line 406)
#8 void PlayerHandler::SpawnPlayer(int, vec2, int, int) (line 49)
It's my first time using a mod this large. The only ones I really used besides this was More Town, and a bunch of item mods.
I have no clue why it does this but it is very sad