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Both players on controllers fo rthis.
We did notice a minor bug in 4-player: when someone gets a crate, the trade buttons all line up horizontally so they go outside the screen and the labels are incorrect (they all show the same player number) -- the buttons sill work, just labels and positioning are off.
Amazing mod otherwise :)
For balance like Delerhon said, maybe an item cost option could be good? Eg trading costs a % of whatever the item would currently cost? I feel like 20% would be relatively balanced, but maybe that value could be a mod option?
Makes the runs feel too easy, just my opinion.
Request:
Can you add a logic for a trading price for an item.
Could be depend on the current shop value or a fix item trade price.
Costs should grow like shop prices grow.
Cant imagine what balances good.
If we have this we have to think about what to trade and cant endless shift items between all players.
please unfix this, it was soo much more fun the other way
My friends and I have been playing with your mod for several hours, and we've encountered a few bugs.
The first issue occurs when Player A gives an item to another player. After that, Player A can no longer upgrade their weapons. To resolve this, we need to reload the run. This can happen to all players if everyone trades an item.
The second issue is more significant because it allows us to duplicate cursed items. If Player A has both a cursed version and a non-cursed version of Item X, and then trades the non-cursed item to Player B, it gives Player B a cursed version instead.
:)