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CommanderMechavala-UpgradableStats-1.1.0 icon

UpgradableStats

Upgrade health, stamina, strength & inventory with Fichas found in dungeons or bought at the terminal. TZP ALSO HEALS YOU. Great for solo runs. Add enemy mods for more fun!

Date uploaded 2 weeks ago
Version 1.1.0
Download link CommanderMechavala-UpgradableStats-1.1.0.zip
Downloads 377
Dependency string CommanderMechavala-UpgradableStats-1.1.0

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

Upgradable Stats

Level up your employee. Find Fichas — golden faceted tokens — and spend them at the retro arcade machine next to the ship's terminal to permanently upgrade your character, Fallout-style.

Perfect for a solo run. · The TZP-Inhalant ALSO HEALS YOUR HEALTH. · Fichas can be found in the dungeons or bought at the terminal.

Recommended: add enemy mods to your run, it makes it way more exciting.

The Upgrade Machine

A teal arcade cabinet sits beside the terminal, its screen showing a rotating hologram of your employee orbited by particles. Walk up, press [E], and spend your Fichas. Each upgrade point costs exactly 1 Ficha.

Changed your mind? Every skill also has a [-] button. Removing an upgrade shows "Upgrade refunded at the terminal" and puts 200 credits back into the group balance, so you can rebuild your character however you like.

The four skills

Skill Max Effect per token
Health 4 +33% max health (100 → 133 → 166 → 199). The 4th token grants Second Wind
Stamina 4 +33% stamina (up to 200%). The 4th token grants Good Legs
Strength 3 −25% carry weight and +50% melee damage
Inventory 3 +1 inventory slot (up to 7)

Second Wind — what it saves you from

The 4th health token turns a lethal hit into 1 HP instead of death — unless you were already at exactly 1 HP.

It works once per charge. After it saves you it's spent: while you're recovering, a lethal hit will kill you. It recharges when you heal back to 20 HP — watch the crown on your HUD to know if you're protected.

It also rescues you from these instant deaths:

  • Landmines (and other blasts)
  • Spike roof traps
  • The Bracken
  • The Masked
  • The ghost girl

If a creature had grabbed you, it lets go and is stunned for 5 seconds so you can escape. Every other instant kill — the Forest Giant, the worm, the Jester — still kills you, so don't get cocky.

A crown appears over your HUD figure while Second Wind is charged. When it triggers, the crown shatters with the sound of breaking glass and comes back once you heal past 20 HP.

Good Legs — the 4th stamina token

Like Second Wind for health, the last stamina token isn't more of the same: it's a passive. Jumping stops costing stamina entirely. No cost while climbing ledges, dodging a Bracken or hopping your way back to the ship with a full load.

Your green stamina bar turns gold while you have it, so you can tell at a glance.

Fichas

  • Found in the dungeons as scrap, with the same rarity as Gifts.
  • Buy one at the terminal: type ficha (450 credits). info ficha for details.
  • Sells for 200 — less than it costs, so there's no infinite money loop.
  • They glow on the floor: a golden beam of light, tapering to a point, at the same light intensity as the ship's reactor. Pick one up and the aura disappears and the light dims right down so it never gets in your way.

TZP-Inhalant now heals

The TZP-Inhalant keeps its usual effect (the speed and the blurry head) and now regenerates your health while you inhale it:

  • A full canister carries 198 HP of healing — exactly two full 1 → 100 runs at natural health.
  • It heals up to your upgraded maximum, so with Health 3 it can top you all the way to 199.
  • Healing is tied to the gas: use short bursts and you keep the rest for later.
  • A soft pink vignette frames the screen while it's healing you, and it pulls you out of the critical state at 20 HP like normal regeneration.

Visual feedback

Every upgrade shows on your HUD:

  • Health — the crown over the employee figure; dark green vignette while you're surviving on Second Wind.
  • Stamina — a green bar extending your normal one, a third longer per upgrade. It drains first: the orange bar doesn't start dropping until the green is gone. With Good Legs the bar turns gold.
  • Strength — bigger arms on the HUD figure, flexing into a bodybuilder double-biceps pose at max. Your weight counter shows the pounds you're saving in green, 24 lb (-72 lb), plus your melee bonus above it: (+150% ⚔).
  • Inventory — extra slots appear in the hotbar.

Extra: pocket flashlight

Press [F] to switch your flashlight on and off even when it's stowed in your inventory, instead of having to hold it. Can be disabled in the config.

Compatibility

Works great alongside Treys_Health_Text and NilsHUD — the extra health numbers and the reworked HUD read your upgraded maximum correctly.

Multiplayer & saving

Upgrades are per-player and stored in the host's save file — they survive death and closing the game. If you fail the quota and get fired, everyone loses their upgrades and stats go back to default, just like the rest of the run. All players need the mod.

Fixed since the first release

Thanks to everyone who reported these:

  • Second Wind made you nearly immortal. Lethal hits kept leaving you at 1 HP even after the charge had been spent. It now only saves you while the crown is showing.
  • A crash broke the end of a failed run. Adding the Ficha to the shop left the terminal's sale-percentages array too short, so the game threw an exception in the middle of the "players fired" sequence and it never finished.
  • Failing the quota didn't reset anything. Now it wipes everyone's upgrades and returns health, stamina, weight and inventory slots to default.
  • The machine appeared outside the ship for everyone except the host. Each client now places it itself, on the floor and against the wall.
  • Clients lost their upgrades between sessions. Two causes: their Steam ID hadn't synced when they asked the host for their data, and the network handlers were only registered once per game launch, so after rejoining a client never heard the host's reply.
  • The first stamina upgrade looked like it did nothing. Its segment was being drawn behind the employee figure; the green bar now fills from the other end of the arc.
  • The green stamina bar showed on top of the performance report and the take-off and landing cutscenes.
  • The flashlight could be turned on with [F] but not off.
  • Upgrades survived quitting without saving, so you could "reset" the run and keep them for free. They now persist only at the ship's autosave points, like the rest of your progress.
  • Fichas didn't travel with the ship while it was landing, and behaved oddly on the mineshaft elevator. They stay anchored now.
  • The green stamina bar sometimes vanished after travelling to another moon, and could show on top of the performance report and the take-off cutscenes.

Configuration

BepInEx/config/com.CommanderMechavala.upgradablestats.cfg lets you tune Ficha prices, scrap value, spawn rarity and refund amount, the machine's position, the floor glow, the stamina bar and the [F] flashlight toggle. FreeUpgrades = true gives free upgrades for testing.

CHANGELOG

Changelog

1.1.0

  • Good Legs: the 4th stamina token makes jumping cost no stamina, and turns your green stamina bar gold.
  • Stamina upgrades now give +33% each (up to 200% total) instead of 25%.

1.0.9

  • The config file is now in English. Sections and keys were in Spanish; they've been renamed (MaquinaMachine, MejorasGratisFreeUpgrades, and so on). Your settings will start from defaults once — sorry about that, it's a one-off.

1.0.8

  • Fixed for real: upgrades survived quitting without saving. The game also saves when you disconnect, so hooking that still kept them. Upgrades now persist only at the ship's own autosave points, like the rest of your progress.

1.0.7

  • Stamina reworked: each upgrade now gives +33% instead of 25%, so three of them double your stamina (200%). The green bar fills a third of the ring per level and is a complete extra ring at level 3.
  • New 4th stamina upgrade — Good Legs: jumping no longer costs any stamina. The green bar turns gold when you have it.
  • Fixed: upgrades survived quitting without saving. They were written to disk the moment you bought them, so you could restart to keep upgrades for free. They're now stored with the rest of your progress and only persist if the game saves.
  • Fixed: Fichas didn't travel with the ship while it was landing (and behaved oddly on the mineshaft elevator). They now stay anchored to whatever they're resting on.
  • Fixed: the green stamina bar sometimes vanished after travelling to another moon, and could still show over the performance report and cutscenes. It now copies the vanilla bar's own visibility exactly, and rebuilds itself if the HUD is recreated.

1.0.6

  • The first stamina upgrade is finally visible. There's still a single green bar with one segment per upgrade, but it now fills from the opposite end of the arc — the end where the normal bar runs out, which is also clear of the employee figure. Before, level 1's segment was drawn behind the figure and its arms and looked like nothing had happened.
  • The green bar no longer stays on screen during the performance report or the take-off and landing cutscenes.
  • Ficha aura: the beam now tapers to a point like the Fortnite one, is less opaque (cheaper to render, same brightness) and switches off past 45 m to save frames.

1.0.4

  • Fixed a crash that broke the end of a failed run. Adding the Ficha to the shop left the terminal's sale-percentages array too short, so SetItemSales() threw an exception in the middle of the "players fired" sequence and it never finished — which is why the run didn't reset properly.
  • Failing the quota now really wipes everyone's upgrades and returns health, stamina, weight and inventory slots to default.
  • Clients keep their upgrades between sessions. The network handlers were only registered once per game launch, so after leaving and rejoining a client never heard the host's answer and lost everything. They're now re-registered every session.
  • Stamina bar reworked: the green bonus bar drains first and the orange one only starts dropping once it's empty. It also keeps its own opacity, so the very first stamina upgrade is finally visible instead of fading out with the vanilla bar.
  • New: remove upgrades. Each skill now has a [-] button in the machine. Removing an upgrade shows "Upgrade refunded at the terminal" and credits 200 back to the group balance (configurable).
  • New: Fichas glow on the floor with a golden legendary-style light beam, at the same light intensity as the ship's reactor. Held in your hand the aura disappears and the light dims right down. Can be disabled in the config.

1.0.3 — multiplayer fixes

  • Fixed: the upgrade machine appeared outside the ship for everyone except the host. Each client now places it itself, so it always sits next to the terminal, on the floor and against the wall.
  • Fixed: only the host kept their upgrades between sessions. Clients asked the host for their saved levels before their Steam ID had synced, so the lookup missed and their upgrades were lost on rejoin. The ID is now resolved first and the request retries until the host answers.
  • Fixed: the first stamina upgrade was invisible. The green bar only showed the overflow above a full vanilla bar, which at level 1 existed only while you were almost fully rested — exactly when the stamina meter is faded out. It now shows the bonus (25% / 50% / 75% of the ring) and drains together with your stamina, so it's visible from the very first token. The vanilla bar is no longer overwritten, which also plays nicer with HUD mods.

1.0.2

  • Fixed: Second Wind made you nearly immortal. Lethal hits kept leaving you at 1 HP even after the charge had been spent (crown gone from the HUD). Now it only saves you while it's charged — once used, lethal damage kills you until you heal back to 20 HP and the crown returns.
  • The config file is now BepInEx/config/com.CommanderMechavala.upgradablestats.cfg. If you had tweaked the old file, copy your values over — the new one starts with defaults. All players must be on the same version.

1.0.1

  • Second Wind now survives some instant deaths: landmines, spike roof traps, the Bracken, the Masked and the ghost girl. If a creature had grabbed you, it lets go and is stunned for 5 seconds so you can escape. Other instant kills (Forest Giant, worm, Jester) still kill you.
  • Pocket flashlight: press [F] to switch your flashlight on and off even while it's stowed in your inventory. Can be disabled in the config.
  • Melee damage bonus is now shown above the weight counter: (+150% ⚔).
  • Weight counter shows the pounds saved by Strength in green: 24 lb (-72 lb).

1.0.0

First release.

  • Upgrade machine: a retro arcade cabinet next to the ship's terminal, with a holographic employee on screen.
  • Four upgradable skills: Health (4 tokens), Stamina, Strength and Inventory (3 each).
  • Second Wind on the 4th health token, with crown indicator, shattering glass and a green screen vignette.
  • Fichas: scrap that spawns on moons with Gift rarity, buyable in the terminal for 450 and worth 200 when sold.
  • TZP-Inhalant now heals while inhaled (198 HP per canister) with a pink vignette.
  • HUD feedback for every skill: crown, extra stamina bar, bigger arms, weight savings and extra slots.
  • Upgrades are saved per player in the host's save file.