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LethalRPG
Personal RPG progression for every player: 21 upgrades (stamina, strength, health, item slots, ...) and 21 unique and ultimate skills. Paid with a share of the quota surplus and with XP that stays with you.
By Cucumis
| Last updated | 6 hours ago |
| Total downloads | 27 |
| Total rating | 0 |
| Categories | Mods Misc BepInEx Client-side Server-side Tweaks & Quality Of Life AI Generated |
| Dependency string | Cucumis-LethalRPG-0.5.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
LethalRPG
Personal progression for Lethal Company: every player buys their own upgrades such as more stamina, more health or extra item slots, paid with a share of the money the crew earns above the quota. On top of that come unique and ultimate skills that you unlock with XP and keep forever.
Status: singleplayer is tested and should work. Multiplayer is still being tested and not fully covered yet; you may run into bugs there.
Requirements
- BepInExPack (your mod manager installs it automatically).
- Every player in the lobby needs LethalRPG, in the same version.
- Recommended: LethalConfig, so all settings can be changed in the in-game mod menu.
How it works
- Upgrades have several levels and cost money. When a quota is completed, part of the surplus is paid out as budget to the players, split by the scrap each of them brought to the ship.
- Unique skills cost XP and need a certain level in a related upgrade (skill tree). Ultimate skills are the top of the tree: expensive and with two requirements.
- XP comes from your rank at the end of each day, scrap you bring in, monsters you kill, surviving a day and completed quotas.
- Upgrades last one run: when the crew gets fired they are gone. The mod remembers what you had, though, and
rpg rebuybuys it again. - XP and skills are permanent: they are stored on your own PC and apply in every lobby and save.
- Every player buys and owns their upgrades, or the crew shares them in team mode (see below). The rules (prices, shares, difficulty, balancing, team mode) are set by the host.
Controls
Terminal
rpg page 1: body upgrades, your budget and your XP
rpg tools page 2: tool upgrades
rpg unique page 3: unique skills
rpg ult page 4: ultimate skills
rpg sneak details of an upgrade or skill
rpg buy sneak buy the next level
rpg buy sneak 3 buy three levels ("max" = up to the highest level)
rpg stats your stats: health, slots, load, sprint time and all upgrades
rpg crew what your teammates have
rpg build your saved build; "rpg build save" saves your current upgrades
rpg rebuy buy the missing levels of your build; "rpg rebuy auto" does it after every payout
rpg refund respec: shows what you get back; "rpg refund confirm" resets everything
rpg info the rules on this ship
skills works the same as rpg.
Skill menu
Press K to open a menu in the game's look that can do everything the terminal can: every upgrade and skill with its levels, effect (now and next level), price and the buttons BUY (one level) and MAX (as many levels as your money allows), or LEARN for skills. Point at a row to see its description, requirements and details at the bottom. Further tabs: Stats (your stats and respec), Crew & Build (teammates, saved build, rebuy) and Rules (the rules on this ship, with DebugCommands also the test commands). Like at the terminal, buying, rebuy and respec only work on the ship; looking, saving your build and switching auto rebuy work anywhere. K or Esc closes the menu; while it is open your character stands still.
HUD
Small lines appear below the weight when they are needed:
- Status line: your health when Vitality raises it above 100 (
HP 140/200; the game's display only shows damage below 100), Second Wind charges left,ADRENALINE,ROD ACTIVE(storm, outside, carrying metal),RALLIED(a teammate with Rallying Presence is close) and a short "+6 XP (Thumper)" after a kill. - Danger Sense, Bio Monitor, Compass and Prospector, if you have these skills (see below).
- Day report: after each day a tip shows how much XP you earned and from what, how much budget was paid out and what you can afford now.
Upgrades
Body (rpg)
| Upgrade | Effect per level | Max | First level |
|---|---|---|---|
| Stamina | +15% sprint duration | 5 | $50 |
| Strength | −12% penalty from heavy items (speed and stamina) | 5 | $60 |
| Vitality | +20 maximum health (normally 100) | 5 | $75 |
| Agility | +5% movement speed | 5 | $60 |
| Jump | +6% jump force | 3 | $40 |
| Recovery | +20% faster stamina regeneration | 5 | $50 |
| Climber | +20% faster on ladders | 5 | $30 |
| Lungs | +25% longer breath under water | 4 | $30 |
| Medic | +0.2 health per second after 6 s without damage (from 20 HP) | 5 | $60 |
| Surefooted | −15% slowdown from mud, water, quicksand and webs, sink slower | 5 | $40 |
| Crouch Walk | +10% faster while crouching | 5 | $30 |
Tools (rpg tools)
| Upgrade | Effect per level | Max | First level |
|---|---|---|---|
| Inventory | +1 item slot (up to 20; the HUD shows 8 per row, further rows above) | 4 | $150 |
| Sneak | −12% range at which monsters hear your steps | 5 | $60 |
| Electrician | +25% battery life of flashlights and other items | 4 | $40 |
| Nerves | −15% fear build-up | 5 | $40 |
| Handyman | +25% faster hold actions (valves, levers, prying) | 4 | $40 |
| Analyst | +25% scanner range | 4 | $40 |
| Brawler | +1 damage with shovels and signs against monsters | 3 | $100 |
| Marksman | −15% shotgun reload time | 3 | $60 |
| Long Reach | +15% range for picking up and using things (switches, doors) | 4 | $50 |
| Bargain Hunter | −5% on items, vehicles and ship upgrades you buy at the terminal (not moon routes; at most −50%) | 5 | $80 |
Every further level costs more (usually ×1.5 per level, Inventory and Brawler ×2). Strength, Sneak, Nerves, Surefooted, Marksman and Bargain Hunter have a cap on their total effect.
Unique skills (rpg unique)
Buy once, keep forever. They cost XP (the host can switch to money) and need the listed upgrade level.
| Skill | Effect | Requires | Price |
|---|---|---|---|
| Packmule | Two-handed items go into your inventory like normal items, so you can keep switching slots and carry more | Strength 3 | 40 XP |
| Second Wind | Once per day you survive lethal damage and simple instant kills (nutcracker kick, turrets, explosions, spike traps, vehicles). Monsters that grab you (Bracken, Jester, Giant, Eyeless Dog, ...) still kill you | Vitality 3 | 50 XP |
| Fast Hands | Switch slots almost without delay, picking items up takes half as long | Inventory 1 | 25 XP |
| Night Owl | Much stronger night vision inside the facility | Nerves 2 | 30 XP |
| Lockpicker | Open locked doors by holding E (10 s, faster with Handyman) | Handyman 2 | 40 XP |
| X-Ray Scan | Your scanner shows scrap through walls | Analyst 3 | 40 XP |
| Adrenaline | While critically injured (below 10 HP, until you heal back to 20): no limping, sprinting costs no stamina, 20% faster | Recovery 2 | 35 XP |
| Compass | Inside the facility the HUD shows direction and distance to the nearest exit | Analyst 1 | 20 XP |
| Iron Grip | When a snare flea drops onto your head, you keep all your items | Strength 2 | 30 XP |
| Bio Monitor | On moons with cadaver plants the HUD shows BIO-SCAN: CLEAN or your infection (INFECTED 42% [####------]), HEALING under the shower, and from 100% the countdown until you burst. Then only weed killer helps |
Medic 2 | 20 XP |
| Wristwatch | The clock stays visible inside the facility | Analyst 1 | 15 XP |
| Prospector | On a moon the HUD shows how much scrap is still inside the facility and outside, and what it is worth (SCRAP INSIDE 7 ($312) OUTSIDE 2 ($60)) |
Analyst 2 | 25 XP |
| Danger Sense | The HUD warns you in red when a monster is hunting you, and says which (!! HUNTED BY THUMPER !!) |
Nerves 3 | 35 XP |
| Concussive Blows | Hits with a shovel or sign stun the monster for a moment (the same monster at most every 6 s) | Brawler 2 | 35 XP |
Ultimate skills (rpg ult)
The top of the skill tree: each one needs a unique skill and a high upgrade level.
| Skill | Effect | Requires | Price |
|---|---|---|---|
| Hunter Sense | Your scanner also shows monsters through walls | X-Ray Scan + Analyst 4 | 180 XP |
| Lightning Rod | Lightning never targets the metal items you carry. Random strikes can still hit | Iron Grip + Electrician 4 | 150 XP |
| Blast Shield | Explosions (mines, lightning, meteors, missiles) no longer kill you outright; you take 60 damage | Second Wind + Vitality 5 | 200 XP |
| Rallying Presence | Teammates within 15 m regenerate stamina 30% faster and are 40% less frightened by monsters | Adrenaline + Nerves 4 | 170 XP |
| Appraiser | Scrap you pick up outside the ship is worth 15% more (once per item) | Packmule + Strength 4 | 200 XP |
| Salvage Insurance | If the whole crew dies, the scrap on the ship is kept. Protects everyone as long as one player in the lobby has it | Iron Grip + Inventory 3 | 200 XP |
| Field Hacker | Hold E in front of a turret, landmine or spike trap to switch it off, or in front of a big security door to open or close it, just like its code at the terminal (3 s, faster with Handyman) | Lockpicker + Handyman 4 | 200 XP |
Budget and XP
Budget: when a quota is completed, by default 50% of the surplus (sold minus quota) goes into the players' budgets, split by the scrap value each player brought to the ship during that quota. If nobody brought anything, it is split evenly. The share is taken from the group credits; the host can turn that off (the budget is then a bonus) or let upgrades be paid directly with the group credits.
XP:
| Source | Default |
|---|---|
| Rank XP at the end of a day | as much as in the game |
| Scrap you bring to the ship yourself | 2 XP per $100 |
| Killing a monster (the last hit counts) | 2 × the monster's power (e.g. hoarding bug 2, thumper and bracken 6); harmless daytime creatures give nothing |
| Surviving a day | 2 |
| Completing a quota | 10 for every player |
Team mode: the host can let the crew collect upgrades together. All upgrades (Stamina, Strength, Inventory, ...) then apply to every player, payouts go into a team budget, and anyone can buy upgrades for everyone from it. Unique and ultimate skills and XP stay personal.
- Switching to team mode: each upgrade keeps the highest level any player had. All budgets go into the team budget.
- Switching back: every player takes over the team's levels and continues alone from there. The team budget is split evenly between the players aboard. If the host switches before loading the save, this happens when the ship starts next, so the crew is there.
- In team mode
rpg refundonly resets your own skills; the team's upgrades stay. The saved build andrpg rebuyapply to the team.
Difficulty: the host can choose Easy (prices ×0.7, XP ×1.5, upgrades ×1.2 as strong), Normal or Hard
(prices ×1.4, XP ×0.75, upgrades ×0.9 as strong).
Balancing: separately, the host decides how far upgrades go and how strong the skills are tuned:
Standard: the values from the settings.Generous: three times the levels (e.g. Stamina 15 instead of 5), but only as far as levels still do something: at most 20, reductions up to their limit, Inventory up to 20 slots, Crouch Walk up to walking speed; Agility goes up to 10, Jump to 6, Climber to 7, Long Reach to 8. Prices rise slower, so the last level costs what the old last level did. Lockpicking, hacking and the Medic delay take half as long, Concussive Blows stuns longer and twice as often, Blast Shield deals half the damage, Rallying Presence reaches 50% further and Second Wind has one more charge per day.Strict: 40% fewer levels (5 → 3), lockpicking, hacking and the Medic delay take 50% longer, Concussive Blows stuns shorter and less often, Blast Shield deals a third more damage, Rallying Presence reaches 25% less far.
Skills never ask for a higher level than an upgrade can currently have. Bought levels above a lowered max level are kept and work again once it is raised.
What stays, what resets
| Stored | When the crew gets fired | |
|---|---|---|
| Upgrades and budget | in the host's save | reset (can be turned off) |
| XP, unique and ultimate skills, saved build | on your own PC (in team mode the team build is in the host's save) | kept, in every lobby and save |
Saved build: when the crew gets fired, the mod remembers your upgrades in the order you bought them. In the new run
rpg rebuy buys them again as far as your budget allows. With rpg rebuy auto this happens after every payout.
rpg build save saves your current upgrades as your build at any time.
Respec: rpg refund resets all your upgrades and skills and gives back 50% of the money and XP you spent.
Your permanent profile is the file LethalRPG_Profile in
%userprofile%\AppData\LocalLow\ZeekerssRBLX\Lethal Company. Back it up if you reinstall the game.
Settings
All settings are in BepInEx/config/cucumis.lethalrpg.cfg or, with LethalConfig, in the game's mod menu. Changes apply
immediately. The host's settings always apply.
| Section | Contents |
|---|---|
0. General |
payment mode, surplus share, split, skills paid with XP or money (with money, learned and reset in orbit only), personal or team upgrades, difficulty, balancing, skill tree on/off, respec share, reset on game over |
0. XP sources |
XP per source (see above) |
1. Body, 2. Tools |
per upgrade: on/off, max level, prices, effect per level, cap |
3. Unique, 4. Ultimate |
per skill: on/off, price in XP or money, required levels and own values (e.g. Second Wind charges, Rallying Presence range) |
5. Interface |
only for your PC: skill menu key, status line and day report on/off |
9. Debug |
test commands (rpg buy all, rpg debug ...), normally off |
rpg <skill> shows the current values of a skill on this ship in the terminal.
Multiplayer
- Still being tested: playing with several players (purchases, payouts, skills that affect others) is not fully tested yet. Singleplayer should work.
- Every player needs the mod in the same version. If someone has another version or none at all, the mod warns everyone.
- Everyone buys and owns their own upgrades, or the crew shares them in team mode; the rules come from the host.
- In LAN games, upgrades and budgets in the save belong to the player slot (Player #1, #2, ...): join in the same order to keep yours. XP and skills are stored on your own PC and always stay yours.
Compatibility
- Bonuses from other mods (speed, stamina, health, ...) are kept and add up with LethalRPG.
- With an inventory mod (ReservedItemSlot, HotbarPlus, AdvancedCompany, LethalProgression) on the host, the Inventory upgrade turns itself off for everyone; Fast Hands then does not need Inventory 1.
- LateGameUpgrades, LethalProgression and GeneralImprovements work alongside; similar upgrades add up.
- Known: with GeneralImprovements and
SprintOnLadders = Allow, Climber has no effect. The night vision of LateGameUpgrades and the mod "NightVision" override Night Owl while they are active. - If another mod changes the game in a way that stops a skill from working, only that skill is affected;
rpg infothen shows a note. - Tested with LethalConfig and a larger modpack (including LethalLevelLoader, DawnLib, JLL, MonsterManager, Fair AI).
Author and license
- Author: Cucumis
- License: MIT (see the
LICENSEfile). You may use, modify and share the code as long as the copyright and license notice stay included. No warranty. - LethalRPG is an unofficial fan-made mod and is not affiliated with Zeekerss or Lethal Company. No game files are included. Use it at your own risk and keep backups of your saves.