Private preview: known issues
Historical ENet release09 guide (2026-10-06, protocol 10). The instructions and behavior in the historical section belong to that sealed preview. Use them only with its complete original package. Later Steam two-PC checks supersede the old separate-PC transport gap, but do not upgrade this package's gameplay. See Steam setup and the current plan for later evidence and route limits.
Current source uses protocol 34 / AvatarBridge 4 / WorldBridge 13. The checked-in package validator and pins still target protocol 18: a current-source ZIP cannot be built with them unchanged. See packaging. Do not combine old package products with current DLL/runtime/relay binaries.
Current source behavior and remaining limits
- Supported game only. Windows Steam Global KH2 Final Mix, compatibility
identifier
1.0.0.10-steam-global. The package checks the exact executable fingerprint; Epic and different Steam patches are refused. - Two-PC evidence is bounded. Steam rev11 covers authenticated relay-only admission, room follow, combat, attachment reconnect and terminal host leave. UX07 covers launch/title/exit; JOIN05 covers technical package GUI host/join. Effective movement with a clearly responding puppet on both package screens, a physical-controller friend session and the full route remain unqualified.
- Current player defaults. The launchers enable enemy mirroring, population handling, all-player enemy targeting, normal co-op difficulty, friendly fire, event-hold production/control, downed handling and revive prompts. Explicit supported environment overrides can disable these. Experimental population spawning, remote-only enemy targeting and ordinary lifecycle experiments stay disabled. Bare DLL/manual runtime launches need deliberate configuration.
- Enemies and bosses. Admitted, bound enemy copies follow the host's AI; this replaces the old preview's independent-enemy behavior. Creeper 317, Fiery Globe 76 and Lance Warrior 2409 remain denied. Binding and brain-shape checks can leave other copies on local AI. General boss/projectile/reaction command and separated-player wave coverage is incomplete. See enemy parity.
- Story and reconnect. Populated reconnect, reconstruction after kills, proximity/wave/cull consistency and whole-party down/retry still have gaps. Event hold is enabled by the launchers, but that does not qualify every story event or populated room. Stop on missing/resurrected enemies, repeated damage, a room mismatch or a stuck hold; preserve both screens and logs. Historical courtyard walks are not a general workaround for current builds.
- Characters and route. The friend launcher offers Roxas and Sora before starting the game. Local two-instance evidence covers Roxas+Roxas and a Roxas host with a Sora friend at first prologue control and reloads, plus separate bounded runs at the checked Day 1-6 prologue sites. A session that starts by loading a save in an unchecked room plays solo until the next checked site. The Twilight Thorn boss, opening-scene friend representation and two-PC profile qualification remain open. Donald/Goofy/Riku and arbitrary host replacements are not admitted playable profiles. The target route is New Game / Roxas Days 1-6 through TT, HB 1 and LoD 1 / Shan-Yu, not a claimed completed playthrough. See party setup and the plan.
- Do not save. SaveGuard redirects write opens into a sandbox and blocks protected-file deletion/moves/copies. Session progress is temporary; never copy sandbox files over original saves. Stop at corrupt-save/deletion prompts; do not copy another Steam account's whole save container.
- Network setup differs. Steam needs Steam signed in, the host's explicit SteamID allowlist and Valve relays, with no direct-IP fallback. ENet development needs approved private Tailscale access and an existing relay. No public port forwarding or firewall changes are part of either package flow. Sessions are limited to 30 minutes.
- UI and startup. Use distinct plain ASCII names (the HUD displays at most 23 characters). A brief unavailable HUD during menus/rewards can clear when gameplay resumes. Hide the HUD if it stutters and report the logs. Startup can fail during mod initialization: resolve the launcher's owned-game closure before retrying. Stop at antivirus warnings; do not disable protection.
Historical release09 package limits
The desktop rehearsal passed on two fresh package folders sharing one Windows game installation through the private Mac relay. A separate friend PC remains untested; the preview uses the limits below.
- Supported game build only. This first package targets the exact tested Steam KH2 Final Mix executable. Epic and other Steam patches are unsupported; the launcher must refuse them before loading the mod.
- Private relay access. The relay currently accepts connections through the host's Tailscale network. Friend access needs approval before the internet playtest. The package does not configure accounts or networking. Leave run the relay here unchecked on both computers; the local Windows relay option is unsupported in this preview.
- Unsigned software warnings. Windows SmartScreen or antivirus may flag the launcher or DLL injection. Report the exact warning to your host. Do not disable antivirus or firewall protection. Any approved exclusion would be limited to the unpacked package folder.
- Startup can fail during mod initialization. One observed startup stopped after Warp initialization; its cause remains unknown. The launcher refuses connection and attempts to close only its owned game. Use Exit & close game to resolve pending ownership. If the game is still open, exit normally and do not save. If Start reports that setup did not finish, press Start again once the previous game has closed. Report repeated failures with the package logs.
- Do not save during co-op. The mod's saveguard redirects game save writes into the package's sandbox and blocks save-file deletion, moves and copies. This session's progress is temporary. Close the co-op game before playing normally or removing the package.
- Enemies move independently. HP and deaths are shared, but enemy movement and attacks run separately on each computer; matching the host's enemy movement and AI remains planned (VUH-1515).
- Reconnect before defeating a pack. Recovery with defeated enemy packs is unsupported. A courtyard timeout/rejoin also returned without client enemies while everyone was alive. One unchanged-product check restored the exact complete living courtyard pack after reconnect with the short host walk below. Other rooms, partial packs and reconnect after kills are not covered. Stop and report missing enemies or enemies returning to life.
- A populated join can miss enemies. Courtyard joins have both passed and left the joining game with an empty pack, including a trace-off diagnostic. An empty pack also occurred after reconnect with that logging off. When the host sees five Shadows and the friend sees none before combat, the host takes one short walk away from the circular patterned paving onto the nearby broad stone steps, then stops. Both games should now have the same five living Shadows. This restored the exact pack in four join checks and one reconnect check, only in the courtyard before any kills. If they still differ, do not save; stop and report the room, both screens and logs. No repeat walk or rejoin fallback is qualified. Original automatic-join/reconnect failures remain recorded; the protocol11 candidate is absent from this package.
- Names use plain ASCII. Use different names made from letters, digits,
spaces,
_,.or-; the HUD shows at most 23 characters. MP, downed/revive and the full multiplayer HUD remain unfinished. - HUD performance. If the game stutters or crashes with the HUD shown, use Hide HUD. The HUD may briefly show Co-op status unavailable during reward or menu screens. Wait for gameplay and the roster to return before treating that brief message as a disconnect.
- Keep the session short and host-led. Broader story events, populated-room cutscene hold, bosses and finishers have incomplete coverage. Automatic event hold is off: when the host starts a story cutscene, the friend's game keeps running. Stand still; do not fight or change rooms until the host is back in control. Report the room, what each player did, a screenshot if possible, and the package's log folder after a crash, freeze, room mismatch or repeated damage.
