That’s not possible. Multiplayer requires Steam networking, which is not available to games outside Steam.
That’s an acceptable price to pay. I suspect that having separate key balances for each Episode would be worse from a player experience perspective.
There could be various levels of integration between separate Episodes. I have decided to keep them as separate as possible. Ideally, I would make even keys separate, but see above.
I really want to avoid adding new features. There is much more work to be done, and time is running out. Xbox must be out by the end of the year.
They are in Options → Gameplay → Multiplayer
Fixed in v.27
Bug
Fixed in v.27
Bug
Changed in v.27
Idea
Tutorials are separate, yes, but you can just quit them at any point.
That’s intended. UI code would get too complicated for selecting moving targets.
Not yet. I first want to see key yields.
No, just quit it immediately.
Well, why did it “time out trying to connect”? Can you replicate the error reliably?
Anyway, fixed in v.27
Bug
Odd. The game only uses GameInput v.0 . Which version of Proton have you selected for the game? Can you try selecting some other more recent one?
At the menus or in-mission? What are you using the mouse for, and what the keyboard?
(partially) fixed in v.27
Bug
Fixed in v.27
Bug
Allowed.
Already fixed above.
This is due to this change, which has not been propagated into CIU yet:
Translations: PROGAMERHINT and ANONYMIZEHINT: Detached “(requires logout/login”) into their own separate phrase (REQUIRESLOGOUTLOGIN and REQUIRESMISSIONRESTART)
Tried fixing this, but was unsuccessful. UI elements don’t have custom code to control how they connect together – instead, heuristics are used depending on the direction the player pressed, and how close other elements are. Mostly it works, but there are edge cases like this where behaviour is counter-intuitive.
Fixed in v.27
Bug
That text will be English-only.
Fixed in v.27
Bug
That’s correct. I don’t know why you’re getting error 0xd0000034. Tried a quick search, but no clear fix.
But you can otherwise use the keyboard to fly around?
I am uncertain about Microsoft’s Xbox policy, but I’m heavily leaning towards no.
Eh, fullscreen is problematic and will be removed together as an option in the near future.
Something needs to play, and this was the most appropriate thing.
Changed in v.27
Bug
Fixed in v.27
Bug
Allowed
I think this has been fixed together with the default painjobs.
Which one is that?
CI3 starts at 0
allowed
Already fixed above
Changed in v.27
Idea
Later. Right now they interfere with my stats collection.
I have removed that option from DirectX 12
Nooooo, that’s a bug.
Fixed in v.27
Bug
Will revisit in v.27. I’ve instrumented the code to actually crash whenever keyboard input is lost.
What exactly does this mean? Are enemies/projectiles in the mission not where they appear to be? Does the game crash?
Do you still get this error after rebooting your PC?
Not possible.
Fixed in v.27
Bug
Fixed in v.27
Bug
Fixed in v.27
Bug
“Minor”?
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Only if it’s ever released independently on Steam. Which I have no plans for, and would actually cause a lot of confusion and potential disappointment (especially for players who own individual Episodes)
Hmm.. I just fixed a couple of bugs by making prices vary per episode (so starting weapon and background is free for that particular episode). If unlockables are made shared, this solution will no longer work.
Full screen will be eventually removed as an option.
Yes. Like medals.
Fixed in v.27
Bug
There are plans for PlayStation and Nintendo Switch after Xbox is done.
Wait until it crashes again, then send me:
C:\ProgramData\InterAction studios\xbox_steam\steam\26\xbox_steam.cfg
and
C:\ProgramData\InterAction studios\xbox_steam\steam\26\xbox_steam.log
Do you have the same issue after a reboot?
CIU uses DirectInput. The Collection uses GameInput (to be in line with Xbox), which is clearly… (ahem) lacking in several areas.