This one is a big update for co-op. Over the last week a dedicated group on Discord have been testing a new co-op connection in the test branch, which now runs through Steam's relay network, and as of this update it's now in the main game for everyone. I played it for several hours last night on the Discord server live chat with DanekJovax and juh9870 and it held up really well (I'm in Australia and they are on the other side of the world, so it was a proper test, especially in terms of latency). A massive thank you to everyone who tested it and sent reports: DanekJovax, juh9870, tthfry, thesquirrel, bobinhedgeorge, naikhou, gambler_tarkell, pocketnuts, trevelyanheart, _blisse. Virtually every fix in the co-op (see details below) came from you all, so I want to say a big thanks up front here again.
A note for all players: if you are playing co-op, please ensure everyone's game is updated to this version (0.32.5) to ensure the best experience possible (and no weird bugs).
In other news this update there's also a new comfort setting, "Colour strength", for anyone who finds the game's colours need to be toned down. Visually, Roguefort is a vibrant and bright game and there are situations where having that option to tone it down is absolutely a must-have. So I was really happy to implement this. Thank you to Umbral Reaver and astralprogenitor for the suggestion and helping me to design it. I said it would be in this week, so here it is :-).
Thanks again for playing and have a wonderful terroirific weekend.
Tim

Comfort
- There's a new Colour strength setting at the bottom of Settings > Comfort, for anyone who finds the game's colours too strong. Full, Soft (75%), Muted (50%) and Faint (25%) tone down everything in the game window (the world in every view, the HUD and the menus) without making any of it darker. It changes as you click, so you can try each level with Settings still open. (Umbral Reaver, astralprogenitor)
Co-op
- Co-op now connects through Steam's relay network whenever both players can, and uses the old connection when they can't. This is the version a group of you have been testing on the co-op test branch over the last few days. (danekjovaxutc5, bobinhedgeorge, tthfry)
- Everyone in a party needs 0.32.5. If you were on the co-op test branch, switch back to the default branch in Steam, because everything from it is in this update.
- A guest's whole pack could be swapped for a copy of the host's when a pet's turn redrew the screen mid-move, and rejoining could then save over the guest's good copy. Guests keep their own pack now. (gambler_tarkell)
- A map that dropped on the ground because a guest's pack was full could vanish when they went to pick it up. Fixed. (thesquirrel_74982)
- Enemies could take several turns for every one a guest took ("6 moves for my 1"). In the Strict turn modes each player now acts once per round, and in Simultaneous the host can set a Time between turns. (tthfry, danekjovaxutc5)
- Turn-based play only starts for an enemy someone can actually see, so one behind a closed door won't set it off, and every player gets a notice when it does start. (danekjovaxutc5)
- Move-to and auto-travel work in turn-based play now, for guests too. A trip waits for the round to finish, and a guest walks at the same pace as the host. (danekjovaxutc5, thesquirrel_74982)
- Aimed spells, shots and throws follow the creature you aimed at, so they stop hitting the empty tile it just stepped off. (danekjovaxutc5)
- Signs, conversations and shrine choices open on the screen of the player who used them, and a guest can't close the host's windows any more. (danekjovaxutc5)
- Guests can see enemy wind-ups and the ground a blast or a bear's charge is about to hit. (pocketnuts)
- Guests can spend a perk point after taking a keystone. (trevelyanheart)
- Every player can sit and Rest & Recover in a chair, including one a partner built. (thesquirrel_74982, danekjovaxutc5)
- Guests could only see some of the furniture in a house until someone moved it. They see all of it now. (danekjovaxutc5)
- A full drying rack shows its bottom slot on every screen. (thesquirrel_74982)
- Peaceful animals you've provoked into attacking can be targeted like any enemy, and they count as a threat when you rest, sleep or travel. (danekjovaxutc5)
- Every player who fought a boss gets their own loot roll, straight into their own pack. (danekjovaxutc5)
- The host can choose whether a whey font is shared by the party, as before, or drunk from once by each player. (tthfry)
- Guests can take the village tutors' lessons and read their dialogue. (danekjovaxutc5, _blisse)
- In big towns, townsfolk stop rubberbanding on a guest's screen, and a guest isn't left frozen for seconds while a town loads in or after a dropped connection. (bobinhedgeorge)
- "Curd ready" and the other station messages show for the whole party, as well as the player who started the vat or press. (naikhou.)
- Each turn mode in the co-op panel has one plain line saying how it works. (zenoshi, andu7360)
- Also fixed: a downed player's Wait passing no time, a townsperson snapping back onto a guest who had just stepped past, a guest's night in Greenbridge's upstairs room being charged and then taken back, and partners facing different ways on different screens.
The Old Mouth
- Anything you set down on the Old Mouth floor is still there when you come back. (horth.panthur)
- In the Old Mouth trade window, the vault and the community chest you can now set a quantity with the pad. The D-pad changes it by one and the bumpers by ten. (tthfry)
- The community chest's note spells "donating" correctly.
Steam Deck and Linux
- Saving a performance report on Linux could black-screen the game. On the Steam Deck and Linux, reports and save exports now go straight to the reports folder with no file dialog, and the screen tells you where they went. Import offers the newest save in that folder. (naikhou.)
- The Post Office, the Traders' Exchange and the co-op trade window fit on a 1024x640 screen.
Fixes
- With a pet out, a held key, a pad step or auto-travel could lose the item a kill had just dropped, or put something you'd just picked up back on the ground. Fixed.
- Tidying the reports folder could delete colony exports and exported saves along with the old reports. It only removes the game's own reports now.
- During a homestead raid, a standing siege tower made every turn fail with "A processing error occurred". Fixed.
- The Portable Pocket Dimension, the biggest backpack, holds 100 slots now, up from 88, after a suggestion for a roomier pack. (jerf3246)
Known issues
- Smart App Control is still stopping the game from starting on some Windows 11 PCs, with error 0x11C7. The Windows build isn't code signed yet. I'm getting a certificate sorted.