We had a multi with 3 human player yesterday and had 2 main desync.
First as mentionned , the combat turn was always desync, 2 were in sync and the third not .
we loaded and saved a lot ;) . Finally something comes in our mind .
As , in the process of making it works we changed the server pc .
First, it was a custom campaign . Interdimensional Escalations .
we were 3 players and then have one who played 2 characters .
Say player 1 is P1, Player 2, P2, and P3 is player 3
When creating the campagin we were on the PC of P1
Then had some issue regarding the "photon" thing and was unable to start the game correctly .
Then P2 created the game . P2 controls 2 characters,p1 and p3 ,one each .
then after some few minutes, P1 continue to have deconnection . then P1 tried to find a solution and found one that worked. It was a new wifi network and used finally another one (he has 2 wifis network at home) .
Then we decided to save the game and P1 became the server again .
P2 sent the savegame to P1 (yeeah it's a long story but hey...that's always ;) )
P1 loaded the multi saved game and had the ability ,in the loby, to attribute the 2 characters that was played by P2 to P2...then he does.
then P2 controls again his 2 characters, P1 and 3 their only one. The only difference it that P1 is server again .
Then first combat and the turn was desync for player 2 . Player 1 and 3 turn was correct . Then save/load . the combat passed . second combat ...same ...save/load ...third ....same ...Then we said " it's not playable" ... in fact the Game was inverting turns ...then we came to conclusion that when we create a party as server , the server have the ability to control 2 characters ... not the clients ...
but when we load one, the server have the ability to attribute 2 characters to a client....that could be the problem of those desync. For a reason that is not clear , the game make the turn as if the 2 controlled characters was controlled by the server player...not the client ...
Then we decided to reload the game again by the P2 who had created the game ...and no more desync in combat...
we played 2 hours without desync in turn . But at the end of the session we wanted to exchange some stuff from one character to another and founded that the stuf was not receive by the good characters.
Character 1 = C1 , character 2 = C2 , etc .
then P2 that is the server have C1 and C2 , P1 have C3 and P3 have C4
when C1 sent a potion to C3 , C3 had nothing and C4 received the potion .
But for P2, when he looked at P1 inventory he saw his potion .
But for P1 and P3 the potion was in P3 stuff ...
then P1 looked a P2 stuff and here it the magic ...
While P2 was moving objects in the inventory of C1, P1 and P3 watched the same inventory of C1 but objects that was moved "mutate" in other object ...say it was a potion and became a book ...or a scroll ...LOOOOL ... P2 was creating object just by moving them ...and we said ...ok, it's time to go to bed guyz !!! ;)
....HAAAAVE FUN Tactical Team!!! ;) ...
But really it was really fun , even if it was buggy ! :)