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LethalRPG
Level up in Lethal Company: spend your share of the quota on 21 upgrades and unlock a skill tree of 31 skills with XP you keep forever. Works alongside LateGameUpgrades. Everyone in the lobby needs it.
| Date uploaded | 10 hours ago |
| Version | 0.10.0 |
| Download link | Cucumis-LethalRPG-0.10.0.zip |
| Downloads | 104 |
| Dependency string | Cucumis-LethalRPG-0.10.0 |
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: buy upgrades with your share of the quota surplus and learn a skill tree of 31 skills with XP you keep.
Status: tested in automated LAN games on one PC, with up to 8 players in orbit and 2 on moons, and with 10 mod combinations (see "Compatibility"). Not tested yet: Steam lobbies with real players; you may run into bugs there. Known limits are on the wiki page "Known issues & limitations".
At a glance
- 21 upgrades such as stamina, health, item slots and speed, bought with budget: your share of the money the crew
earns above the quota. They last one run;
rpg rebuybuys your build again after the crew gets fired. - 31 skills, 23 unique and 8 ultimate, such as X-Ray Scan, Second Wind and Field Hacker, learned with XP from days, scrap, kills and quotas. XP and skills stay in your profile on your own PC and go with you to every lobby and save (unless the host keeps them per save).
- The host's settings are the rules: personal or team upgrades, how payouts are split, difficulty and balancing, and whether XP and skills go with you or belong to the save (see "For hosts").
- Works alongside LateGameUpgrades: by default both mods' effects add up; one setting leaves the upgrades both have to LateGameUpgrades.
- Everyone in the lobby needs LethalRPG 0.10.x. 0.10.x does not work together with 0.9.x or older; please update together.
Quick start
- Everyone in the lobby installs LethalRPG. The mod manager adds BepInExPack.
- Complete a quota: part of the surplus becomes your upgrade budget.
- On the ship, press K or type
rpgat the terminal, and buy. - XP comes in every day. Learn skills on the UNIQUE and ULTIMATE tabs once you have the required upgrade levels.
New to LethalRPG? The GUIDE tab (rpg guide) shows your next step and the rules of the ship you are on.

Skill menu and terminal
K opens a menu in the game's look that can do everything the terminal can:
- BODY, TOOLS, UNIQUE, ULTIMATE: every upgrade and skill with its level, effect and price. BUY buys one level,
MAX as many as you can afford, LEARN a skill. Point at a row for its details; pointing at none shows
CAN BUY NOW. A row you cannot afford says how much is missing (
NEED $40,NEED 12 XP). - LIST / TREE on UNIQUE and ULTIMATE: TREE shows the skills as a skill tree under the upgrades they need. Click a skill for LEARN, an upgrade for BUY and MAX.
- STATS (your stats, respec, profile backups), CREW & BUILD (your teammates, your saved build, rebuy), RULES (the rules on this ship, WRITE BUG REPORT, SELF-TEST) and GUIDE (your next step).
Buying, rebuy and respec work on the ship; everything else works anywhere. K or Esc closes the menu.

Keys, menu size and the tree view
The key can be changed in 5. Interface, and so can the menu's size (MenuScale, 0.75 to 1.5; larger for bigger
text), its scanlines (Scanlines) and whether UNIQUE and ULTIMATE open as list or tree (SkillView).
1 to 8 (also on the numpad) open a tab, Q and E the previous and next one,
wrapping around (the tab bar names them as your keyboard labels them). If the menu key is one of these keys, it closes
the menu instead. With
InputUtils installed,
set the menu key in the game's keybinds instead (LethalRPG > Skill menu, MenuKey is its default); a controller
button can be set there too.
In the TREE view, the upgrades are on top and each skill below with the level it needs. Owned skills are filled,
learnable ones framed, ones you lack XP or money for framed in red with NEED, the others dimmed. Click a skill and it
gets a white frame, the skills it unlocks a green one and the skills it needs a blue one (an ultimate needs a unique
skill, which can stand under another upgrade; an upgrade unlocks the skills under it); the legend above the tree shows the
colours. Click it again to let go. The choice holds for both tabs and stays on this PC (SkillView). When the host
has RequirePrerequisites off, there is no tree and the tabs show the list. Until your first purchase, the menu opens
on the GUIDE the first time in a lobby.

| Terminal | |
|---|---|
rpg, rpg tools, rpg unique, rpg ult |
the four pages: body, tools, unique, ultimate |
rpg tree |
the skill tree: every skill under the upgrade it needs |
rpg sneak |
details of an upgrade or skill |
rpg buy sneak, rpg buy sneak 3, rpg buy sneak max |
buy one, three or all affordable levels |
rpg buy |
what you can buy right now, from every page, cheapest first |
rpg rebuy |
buy your saved build again |
rpg guide |
how LethalRPG works on this ship, and your next step |
rpg info |
the rules on this ship |
rpg report |
write a bug report |
rpg selftest |
compare every player's LethalRPG with the host's (host) |
All terminal commands
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 tree the skill tree: each skill under the upgrade level it needs
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 buy what you can buy right now, cheapest first
rpg stats your stats: health, slots, load, sprint time and all upgrades
rpg crew what your teammates have; from 5 players one line each
rpg crew 3 the player in slot 3 (P3) in full
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 profile your permanent profile and its backups; "rpg profile restore 1" puts backup 1 back
rpg guide how LethalRPG works on this ship and your next step
rpg info the rules on this ship
rpg report writes a bug report without names
rpg selftest compares every player's LethalRPG with the host's; on a client it checks only this PC
skills works the same as rpg; rpg start, rpg tutorial and rpg help show the guide. The terminal's other
page lists RPG as well. After a typo the terminal suggests what you may have meant: rpg buy stamnia 3 answers
Did you mean: rpg buy stamina 3?. Nothing is bought until you type the command.
On the HUD

- Skill box, top right from the landing on: the skills that have something to say right now, such as
DANGER(the monster that hunts you),EXIT(the walking way to the nearest exit),SCRAP(what is left on the moon) and Second Wind's charges left today. WithSkillBoxPosition = BelowWeight(5. Interface) it shows below the weight instead. - Status line, below the weight: your health above 100 (
HP 140/200), the XP of a kill,SKILL READYwhen you can learn a new skill, and what Second Wind or Blast Shield saved you from (SECOND WIND - SAVED FROM GUNSHOTS). - Day report after each day: XP earned, budget paid out, what saved you, and what you can afford now, in at most three rows of the game's tip box (shortened on a busy day).
- Tips for players new to LethalRPG, at most one per lobby.
ShowTips = false(5. Interface) turns them andSKILL READYoff for you.
Every row of the skill box is on the wiki page "Skill box and HUD".
Upgrades
Bought with budget, several levels each: when a quota is completed, 50% of the surplus (sold minus quota) becomes
upgrade budget, by default split by the scrap each player brought to the ship. Every further level costs more (usually
×1.5 per level). Values are the defaults; rpg <name> and the menu show the values on your ship.
Body (rpg) |
Per level | Max | First level |
|---|---|---|---|
| Stamina | +15% sprint duration | 5 | $50 |
| Strength | −12% penalty from heavy items | 5 | $60 |
| Vitality | +20 maximum health | 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 | 5 | $60 |
| Surefooted | −15% slowdown from mud, water, quicksand and webs | 5 | $40 |
| Crouch Walk | +10% faster while crouching | 5 | $30 |
Tools (rpg tools) |
Per level | Max | First level |
|---|---|---|---|
| Inventory | +1 item slot | 4 | $150 |
| Sneak | −12% range at which monsters hear your steps | 5 | $60 |
| Electrician | +25% battery life | 4 | $40 |
| Nerves | −15% fear build-up | 5 | $40 |
| Handyman | +25% faster valves, levers and prying | 4 | $40 |
| Analyst | +25% scanner range | 4 | $40 |
| Brawler | +1 damage with shovels and signs, +0.5 with a kitchen knife | 3 | $100 |
| Marksman | −15% shotgun reload time | 3 | $60 |
| Long Reach | +15% reach for picking up and using things | 4 | $50 |
| Bargain Hunter | −5% on what you buy at the terminal (not moon routes) | 5 | $80 |
Skills
Learned once and kept in your profile (on a ship whose host keeps them per save, they belong to that save). They cost
XP (the host can switch to money) and need a level in a related upgrade; an ultimate also needs a unique skill. XP
comes from your rank at the end of a day, scrap you bring to the ship yourself (2 XP per $100), monsters you kill,
surviving a day and completing a quota. rpg tree and the TREE view of the skill menu show how the skills hang
together, one block per upgrade with your level:
ANALYST 2/4: 1 Compass* | 2 Prospector!
3 X-Ray Scan | 4 Hunter Sense (+X-Ray Scan)
* marks a skill you have, ! one you can learn now, (+X-Ray Scan) the skill an ultimate needs as well.
Unique (rpg unique) |
Effect | Requires | Price |
|---|---|---|---|
| Packmule | Two-handed items go into your inventory like normal items | Strength 3 | 40 XP |
| Second Wind | Once per day you survive lethal damage (not monsters that grab you) | Vitality 3 | 50 XP |
| Fast Hands | Switch slots almost instantly, pick items up twice as fast | Inventory 1 | 25 XP |
| Night Owl | Much stronger night vision inside the facility | Nerves 2 | 30 XP |
| Lockpicker | Open locked doors by holding E | Handyman 2 | 40 XP |
| X-Ray Scan | The scanner shows scrap through walls | Analyst 3 | 40 XP |
| Adrenaline | Below 10 HP: no limping, free sprinting, 20% faster | Recovery 2 | 35 XP |
| Compass | The skill box shows the nearest exit by walking distance, main entrance (MAIN) or fire exit (FIRE), which way to go, and UP or DOWN when the way leads to another floor; when a closed security door or a locked door blocks the way, it names the door (DOOR R4 with its terminal code, LOCKED DOOR) |
Analyst 1 | 20 XP |
| Iron Grip | Keep your items when a snare flea or kidnapper fox grabs you, and tulip snakes can no longer lift you into the air | Strength 2 | 30 XP |
| Bio Monitor | The skill box shows your cadaver infection, from clean to bursting | Medic 2 | 20 XP |
| Wristwatch | The clock stays visible inside the facility | Electrician 1 | 15 XP |
| Prospector | The skill box shows the scrap left on the moon and its value | Analyst 2 | 25 XP |
| Danger Sense | The skill box warns you when a monster hunts you, and names it | Nerves 3 | 35 XP |
| Concussive Blows | Shovel and sign hits stun the monster for a moment, kitchen knife hits stun half as often | Brawler 2 | 35 XP |
| Quartermaster | In the ship and in orbit, the skill box shows the scrap on board and whether it covers the rest of the quota | Bargain Hunter 2 | 25 XP |
| Trained Eyes | Fog is thinner for you: you see 2.5 times as far in foggy weather, in a moon's own fog (such as Rend's thick fog), in the facility's fog and where the steam of burst pipes hangs as fog | Marksman 2 | 30 XP |
| Gunk Proof | Backwater Gunkfish spit clears off your visor twice as fast, and its slime makes you slip half as much | Surefooted 2 | 25 XP |
| Pest Control | While you spray the weed killer, cadaver plants and Vain Shrouds die twice as fast, its tank lasts twice as long, and an infected teammate you spray heals twice as much per spray | Medic 2 | 30 XP |
| Gentle Collector | Noisy scrap, such as toys that play a sound when picked up, goes off half as often when you take it in hand, and no longer every time you take it out of your pocket | Sneak 2 | 25 XP |
| Soft Landing | Falls hurt you less: you take three quarters of the fall damage, so the highest fall takes 75 instead of 100 health and no longer kills you from full health. A pit that swallows you still kills | Jump 2 | 25 XP |
| Ghost Step | While you crouch, monsters no longer hear your footsteps. Players still hear them, and the noise of items, landings and your voice stays | Crouch Walk 2 | 30 XP |
| Overcharge | While you hold a monster with the Zap Gun, the gun heats up half as fast and the beam's pull grows harder half as fast, so you keep the monster stunned longer. Range, battery use and cooldown stay | Electrician 2 | 30 XP |
| Mechanic | While you drive the Cruiser, it takes half the damage from crashes, bumps and monsters, and the weed killer you spray at its oil pipe repairs twice as much per spray. A crash that destroys it at once still does | Handyman 2 | 30 XP |
Ultimate (rpg ult) |
Effect | Requires | Price |
|---|---|---|---|
| Hunter Sense | The scanner also shows monsters through walls | X-Ray Scan, Analyst 4 | 180 XP |
| Lightning Rod | Lightning never targets the metal you carry | Iron Grip, Electrician 4 | 150 XP |
| Blast Shield | Explosions deal 60 damage instead of killing you | Second Wind, Vitality 5 | 200 XP |
| Rallying Presence | Teammates within 15 m regain stamina faster and fear less | Adrenaline, Nerves 4 | 170 XP |
| Appraiser | Scrap you pick up outside the ship is worth 15% more | Packmule, Strength 4 | 200 XP |
| Salvage Insurance | If the whole crew dies, the scrap on the ship is kept | Iron Grip, Inventory 3 | 200 XP |
| Field Hacker | Hold E to switch off turrets, mines and spike traps, or to open and close security doors | Lockpicker, Handyman 4 | 200 XP |
| Coil Breaker | Hold E to shut a coil head down for 30 s | Concussive Blows, Brawler 3 | 180 XP |
For hosts

Your settings are the rules for everyone in the lobby. They are in BepInEx/config/cucumis.lethalrpg.cfg or, with
LethalConfig, in the mod menu, and changes apply at
once. rpg info and the RULES tab show the rules on every PC.
RulesPresetin0. Generalsets how upgrades are paid and who owns them in one line (also for a modpack):Classic,CrewOwnUpgrades,CrewCredits,Team,SoloorLguCompanion;Custom(the default) keeps the single settings.DifficultyandBalancingset how hard progress is:Balancing = Generousgives up to three times the levels,Difficulty = HardwithBalancing = Strictmakes progress slow and expensive.ProgressScope = Save(from 0.10.0) makes XP and skills belong to your save, so every run starts from the same place; the players' own profiles stay untouched.RecordRunJournal = true(off by default) writes a journal of your runs on your PC, with players only as P1, P2, …, and sends nothing anywhere; players without a compatible LethalRPG are not told, so let them know yourself.
The wiki pages "Host guide", "Settings" and "Budget, prices and team mode" explain every preset and setting, switching during a run, team mode and continuing a run with another host.
The rules presets
RulesPreset |
For a crew that wants … | What it sets |
|---|---|---|
Custom (default) |
its own mix | nothing: the single settings as they are |
Classic |
everyone for themselves, paid for the scrap they bring | personal upgrades from 50% of each quota's surplus, split by the scrap each player brought (the defaults) |
CrewOwnUpgrades |
personal builds, but nobody falls behind | personal upgrades, every player gets the whole 50% share |
CrewCredits |
upgrades that compete with the shop | personal upgrades paid from the group credits, every player pays their part of the price |
Team |
to get strong together, without bookkeeping | upgrades shared by the crew, paid from one team budget |
Solo |
to play alone | personal upgrades paid straight from the group credits |
LguCompanion |
to play with LateGameUpgrades | Classic, and the upgrades both mods have are left to LateGameUpgrades |
Any preset but Custom decides Currency, SurplusSharePercent, TakeShareFromGroupCredits, ShareSplit,
SplitUpgradePrices and UpgradeOwnership (LguCompanion also OverlapPolicy); their own values stay saved and apply
again with Custom. Only a switch between personal and team upgrades waits: to team upgrades until the ship is in
orbit, back to personal upgrades until the crew next lands.
Compatibility
| Mod | Status |
|---|---|
| LethalConfig | Recommended: all settings in the mod menu, without restart; what you cannot change there is greyed out with the reason |
| InputUtils | Optional: the skill menu's key in the game's keybinds (LethalRPG > Skill menu), also for a controller |
| LateGameUpgrades | Works. 14 of its upgrades do the same as one of LethalRPG's; by default both add up, with OverlapPolicy = PreferOtherMod only the LateGameUpgrades one works |
| GeneralImprovements | Works. With SprintOnLadders = Allow, Climber has no effect |
| NightVision | Works. Overrides Night Owl while it is on |
| LethalThings | Works, also with the Inventory upgrade: the Utility Belt's 3 slots come on top |
| ReservedItemSlotCore, HotbarPlus, AdvancedCompany, LethalProgression | Work. They manage item slots, so the Inventory upgrade is off |
| LethalLevelLoader, DawnLib, JLL, MonsterManager, Fair AI | Played in a larger modpack with an early version (0.2.0); not tested with newer versions yet |
| MoreCompany | Tested in LAN with up to 8 players (automated, on one PC, in orbit; below); Steam lobbies are not tested yet |
LethalThings' Utility Belt adds its 3 slots on top of the Inventory upgrade's, and taking it off removes the last 3 slots and drops whatever is in them, even items in slots from the Inventory upgrade, as LethalThings does on its own. LethalConfig and InputUtils are optional and do not come with LethalRPG; without them everything works as described.
Not listed means not tested. If another mod or a game update keeps a skill from working, only that skill is affected:
LethalRPG names it when you join a lobby, and rpg info and the RULES tab list it. LethalRPG needs Lethal Company v80 or
newer.
The tests of 0.10.0
LethalRPG together with these mods in automated LAN games on one PC. What needs real players on Steam or a player at the keyboard has a row of its own.
| Mod | Tests of 0.10.0 |
|---|---|
| MoreCompany 1.14.0 | Tested in LAN with 8 players on 0.10.0 (26 Oct 2026; automated, on one PC, in orbit): crew, split upgrade prices, payouts by contribution, rejoin into the same slot, self-test |
| More Ship Upgrades 3.14.1 | Tested in LAN on 0.10.0 (26 Oct 2026; automated, on one PC, on a moon): Stack and PreferOtherMod, Iron Grip against a snare flea, self-test |
| ReservedItemSlotCore 2.0.55 | Tested in LAN on 0.10.0 (26 Oct 2026; automated, on one PC, in orbit): Inventory upgrade off for everyone, Fast Hands without Inventory, the same item slots on every PC, a player without the mod, self-test |
| HotbarPlus 1.8.5, ReservedItemSlotCore 2.0.55, ReservedFlashlightSlot 2.0.10, ReservedWalkieSlot 2.0.7 | Tested in LAN on 0.10.0 (26 Oct 2026; automated, on one PC, in orbit): Inventory upgrade off, a flashlight, a walkie-talkie and a shovel with the same item slots on every PC, self-test |
| GeneralImprovements 1.5.5 | Tested in LAN on 0.10.0 (26 Oct 2026; automated, on one PC, on a moon): terminal and skill menu, health with Vitality, item slots, self-test |
| WeatherRegistry 0.8.8, WeatherTweaks 1.1.11 | Tested in LAN on 0.10.0 (26 Oct 2026; automated, on one PC, on a moon): a calm moon for the landing, no weather effect on it, self-test |
| UltimateRevive 1.1.1 | Tested in LAN on 0.10.0 (26 Oct 2026; automated, on one PC, on a moon): Second Wind catches a first death, a second death and the mod's revive, levels and Vitality's max HP kept after the revive (health is the mod's 35), Second Wind's used charge stays used, self-test |
| ReviveCompanyRemake 1.0.0 | Tested in LAN on 0.10.0 (26 Oct 2026; automated, on one PC, on a moon): Second Wind catches a first death, a second death and the mod's revive, levels and Vitality's max HP kept after the revive (health is the mod's 35), Second Wind's used charge stays used, self-test; needs InputUtils, which its package does not name |
| LethalThings 0.10.13, SlendermanMod 1.2.3 | Tested in LAN on 0.10.0 (26 Oct 2026; automated, on one PC, on a moon): the monsters the game knows with their kill XP, a Boomba hit by a player explodes without a kill and without harm, self-test; the monsters of DawnLib (SCP-999, SCP-4666) are not tested |
| LateCompany | Not tested on 0.10.0 yet: LateCompany 1.0.18 lets nobody into a landed round, and an automated run ends no day (planned: joining between two days, crew and record of the new player, self-test) |
| A mod pack: LethalConfig 1.4.6, Starlancer AI Fix 3.13.2, Lethal Company Input Utils 0.7.13, CSync 5.0.1, LethalLib 1.2.0, MoreCompany 1.14.0, NavMeshInCompanyRedux 1.3.0, NavMeshLib 3.0.0 | Tested in LAN on 0.10.0 (26 Oct 2026; automated, on one PC, on a moon): terminal and skill menu, Gunk Proof next to Starlancer AI Fix, landing, self-test |
| MoreCompany in a Steam lobby with more than 4 players | Not tested yet (needs real players on Steam) |
| LateCompany on Steam: a new player takes the slot of one who left | Not tested yet (needs real players on Steam) |
| LateGameUpgrades with Stimpack and Explosion Resistance bought, Blast Shield in a real explosion | Not tested yet (needs a player at the keyboard) |
| Lightning Rod in a real storm (WeatherRegistry, WeatherTweaks) | Not tested yet (needs a player on a stormy moon) |
FAQ
- Do I lose my skills when the crew gets fired? No: upgrades and budget are reset (the host can turn that off), XP
and skills stay in your profile, and
rpg rebuybuys your build again. Only withProgressScope = Savedo they belong to that save, and then they are reset with the upgrades (unless the host turns that off). - Can I take my upgrades back?
rpg refund(or STATS) resets your upgrades and skills and gives back 50% of what you spent. Profile backups protect your XP and skills; if the game reports a corrupted settings file, LethalRPG copies your files to a backup first and resets only that file, so your saves stay. - Do 0.9.x and 0.10.x play together? No: a player with another minor version plays without LethalRPG in that lobby. Different 0.10.x versions work together.
- More than 4 players? With MoreCompany, tested in LAN with 8 players in orbit; Steam lobbies are not tested yet.
- Does it work in singleplayer? Yes: alone you get the whole budget share;
RulesPreset = Solopays the upgrades straight from the group credits instead.
More questions and answers on the wiki page "FAQ", and every page in the wiki.
Reporting a bug
rpg report in the terminal, or WRITE BUG REPORT on the RULES tab, saves a report as
BepInEx/LethalRPG-report-<date>_<time>.txt and copies it to the clipboard. Players appear only as P1, P2, …, never by
name or Steam ID. Report bugs on GitHub and attach the
file, best from every player who saw the problem.
In multiplayer the host types rpg selftest first (or clicks SELF-TEST on the RULES tab), then rpg report. The
self-test asks every player's LethalRPG what it holds and applies and shows per player OK or what differs, such as
Max HP: host 120, P2 100. The host's report then has the result. On a client the self-test checks only that PC.
What's next
Planned, not promised:
- Bug fixes (0.10.x) that work together with every 0.10.x, so nobody has to update at the same time.
Author and license
- Author: Cucumis
- License: MIT (see the
LICENSEfile). 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.
CHANGELOG
Changelog
0.10.0
Every player must update: yes (network protocol 4; 0.10.x does not work together with 0.9.x or older) · Config: compatible, new entries with defaults (host: ProgressScope, Profile; SaveScopedSkills, Both; this PC: SkillView, List) · Saves/profile: compatible; a save hosted with ProgressScope = Profile (the default) keeps its format and 0.9.x loads it, a save played with ProgressScope = Save is written in a new format that 0.9.x leaves untouched (with a notice that a newer LethalRPG saved it), and profiles keep their format
- Network protocol 4: everyone in a lobby needs LethalRPG 0.10.x, because the two new host settings below change what
host and clients exchange. 0.10.x does not work together with 0.9.x or older; as before, a player with another minor
version gets the warning that the versions do not work together and plays without LethalRPG in that lobby. Profiles
keep their format. A save hosted with
ProgressScope = Profile(the default) keeps its format too, and 0.9.x loads it and keeps the new fields it does not know; any reset on 0.9.x (game over, wipe orrpg debug reset) loses only what such a save keeps aside from an earlierProgressScope = Saveperiod. A save played withProgressScope = Saveis written in a new format that 0.9.x leaves untouched (with a notice that a newer LethalRPG saved it), because it would take that save's XP for a copy of the profiles. Two new messages carry the self-test below. - XP and skills per save, the wish from issue #2 that every run starts from the same place: new host setting
ProgressScopein '0. General (host decides)', defaultProfile, which keeps everything as before (XP and unique and ultimate skills in each player's own profile, taken to every lobby and save). WithSave, XP and skills belong to the save, for everyone in it: every player starts there with 0 XP and no skills (a player who joins later too), earns and learns as usual, and what they earn stays on that save; withResetOnGameOver(the default) XP and the save's skills are lost when the crew gets fired, like the money upgrades, and the saved build stays for 'rpg rebuy'. The players' own profiles are never changed on such a ship (with the defaultSaveScopedSkills = Bothnot even read): nothing earned, learned, reset or lost there reaches them, and no profile backups are made. 'rpg profile restore' still works and is used from the next lobby that keeps XP and skills in profiles. On the challenge moon nothing of it is kept. The game saves in orbit, so a host who quits on a moon loses that day's XP on such a save, like the credits. - New host setting
SaveScopedSkills(defaultBoth), only withProgressScope = Save: which skills belong to the save.Both: unique and ultimate skills;Unique: unique skills, ultimate skills come from each player's profile;Ultimate: ultimate skills, unique skills come from the profile. XP always belongs to the save. A skill from the profile works on the ship, but cannot be learned or reset there: the menu shows it as FROM PROFILE and the terminal as PROFILE (when your profile does not have it: PROFILE ONLY in the menu, 'profile only' and no price in the terminal), 'rpg <name>' and the info box say 'Comes from your profile on this ship: it works here, but cannot be learned or reset here.', buying it is refused ('On this ship unique skills come from each player's profile, so X-Ray Scan cannot be learned here.'), it stays out of CAN BUY NOW, the GUIDE's NEED, the day report's 'Can buy' and SKILL READY, and 'rpg refund' leaves it. Requirements stay as they are: withUltimate, an ultimate skill that needs a unique skill can only be learned with that skill in the profile. In LethalConfig's menuSaveScopedSkillsis greyed out whileProgressScopeisProfile('Only with ProgressScope = Save: which skills belong to the save. Set ProgressScope to Save to choose.'); no rules preset decides either setting. - A change of
ProgressScopeorSaveScopedSkillsapplies the next time the host's PC hosts a save; the open lobby keeps its own. Both are in the host's config, so they apply to every save that PC hosts. Until then 'rpg info' and the RULES tab say what will change ('From the next time this save is hosted: XP and skills belong to the save (ProgressScope = Save).'), and the GUIDE's THIS SHIP shows 'Progress: per save from the next lobby'. Switching back toProfilekeeps the save's XP and skills aside in the save, and they are back withSave; a game over withResetOnGameOverwhile the save uses profiles clears the XP and skills it keeps aside (their saved build stays). Before XP and skills move, the save's LethalRPG data is backed up as before other conversions. - On a ship that keeps XP and skills per save, every player with LethalRPG gets the notice 'Progress on this ship' once
per join (whatever
ShowTipssays), the host once per lobby, e.g. 'XP and skills here belong to this save: you start with 0 XP and no skills, and getting fired resets them. Your own profile is neither used nor changed on this ship.' 'rpg info' and the RULES tab say what belongs to the save and what getting fired and 'rpg refund' take; the GUIDE has a THIS SHIP line 'Progress' and says it in its steps; the menu header shows 'SAVE XP 40', the terminal 'Save XP: 40', 'rpg stats' 'XP 40 on this save (spent 25)'; the PROFILE box and 'rpg profile' say what of the profile counts there; and after a game over 'New run' says 'Money upgrades, budgets, XP and skills on this save were reset: every run starts from the same place.' WithProgressScope = Profileall these texts stay as they were. ResetOnGameOver's description says what a game over takes with eachProgressScope. The bug report's SESSION names where XP and skills are kept ('Progress: in profiles', or 'Progress: per save (SaveScopedSkills Both); profiles are not used or changed in this lobby', with a change that waits for the next lobby), and its rules line has ', progress per save' (with '(Unique)' or '(Ultimate)') when the host setSave. The run journal'ssessionline has the lobby'sscopeandsaveSkills, itsrulesline the configuredprogressScopeandsaveSkills, andfiredhas"progress":truewhen XP and skills of the save were reset; the journal's format stays v1.- Skill tree: the new terminal command 'rpg tree' shows every unique and ultimate skill under the upgrade it needs a
level of, one block per upgrade with your level and the skills by the level they ask for, e.g. 'ANALYST 2/4: 1
Compass* | 2 Prospector!' and '3 X-Ray Scan | 4 Hunter Sense (+X-Ray Scan)': '*' marks a skill you have, '!' one you
can learn now, '(+X-Ray Scan)' a second skill an ultimate needs. 'rpg unique' and 'rpg ult' point to it ('Skill tree:
rpg tree'). In the skill menu the UNIQUE and ULTIMATE tabs have a toggle LIST / TREE in the tab bar: TREE draws the
same tree, the upgrades on top, each skill below with the level it needs, owned skills filled, learnable ones framed,
the ones you lack money or XP for ('NEED 12 XP') or that can only be bought in orbit ('IN ORBIT ONLY') framed in red,
the others dimmed. Click a skill or upgrade to see its details in the info box below (click it again to let go), with
its buttons at the right of the box's title: LEARN for a skill, BUY and MAX for an upgrade, greyed out while you cannot
buy it; with none selected the box shows what you can buy now and 'Click a skill for details.' The click also lights
up how the skills hang together, with a frame outside the node (so its own state stays readable): the node you clicked
gets a white frame, the skills it unlocks a green one (a unique skill: the ultimates that need it, even under another
upgrade; an upgrade: the skills under it that ask for a level of it) and the skills it needs a blue one (an ultimate:
its unique skill); a legend above the tree names the colours. The choice holds for both tabs and stays on this PC: the new setting
SkillViewin '5. Interface (this PC)' (ListorTree, defaultList) keeps it, and the toggle sets it. When the host hasRequirePrerequisitesoff there is no tree: the toggle is not shown, the tabs show the list and 'rpg tree' says why. - New 'rpg selftest' and SELF-TEST on the RULES tab of the skill menu: the host asks every player's LethalRPG what it holds and applies (version, state, settings, data, levels, the levels of the others as that PC sees them, the lobby's player slots, the inventory slots, max HP, speeds and failed patches) and shows per player OK, MISMATCH with the values that differ ('Max HP: host 120, P2 100'), WARNING (the values agree, but that PC has a problem of its own, such as a failed patch group) or 'no answer (older version or no mod)', with the round trip; players with a LethalRPG that does not work with the host's are not asked ('off: LethalRPG 0.9.2'). A player whose state, settings or data differ gets the host's state once more and is asked again: RESYNCED when that fixed it (a lost or rejected state), 'Resynced: still different' when not. Values that may lag for a moment (slots, the max HP and speeds applied, the crew) are asked for again after a second, and only a difference that stays counts. The page appears at once and is replaced by the result when every answer is in (at most 5 s per question); away from the terminal the result comes as a tip, from the menu in its status line, with the page below the button. On a client the command and the button check only that PC (its slots, HP and speeds as its data says, the host's version, the state taken and the host's last check) and say that only the host can compare every player. The host also checks each player quietly once, 15 s after they joined (log and bug report only, nothing on screen). The bug report has a new SELF-TEST section with the last run and the checks after each join, players by slot and a short hash only; on a client its own part and the host's last ping it answered.
- Fixed (host, Steam): a player who takes a slot someone left (also on a moon, with LateCompany) still carries that player's Steam id until the game sends the new player's values, and until then their kill and scrap XP went to the record of the one who left (kept for their next visit) or, when that player was back in another slot, to them. The host now takes such a slot for nobody until the values arrive. Scrap a player brought to the ship before leaving on a moon is now booked to them when they leave; until now it went to whoever had the slot at the next collection (or to nobody). Protocol and save format are unchanged.
- Compatibility: the READMEs and the wiki page Compatibility have a new table 'Tests of 0.10.0': per mod the version it was tested with, the day and what was checked (automated LAN games on one PC), and as 'not tested yet' every test that has not passed so far, also those that need real players on Steam or a player at the keyboard. MoreCompany 1.14.0 is now tested with 8 players in LAN (in orbit).
- Fixed: the day report no longer runs out of the game's tip box. It was as many lines as the day brought, and a long one wrapped, so 'Spend at [K] or terminal: RPG' could sit below the yellow box. The report now takes at most three rows of the box. When there is more, it gets shorter in steps: XP and budget on one line without the XP's sources ('+2 XP, +$100 upgrade budget'), 'Can buy' with two names without prices or with only the cheapest, the saves without their causes, and what auto rebuy bought as 'Saved build rebuilt'. Only then does it drop 'Can buy', then the hint. A new player keeps the command for a first purchase instead of 'Can buy'.
0.9.0
Every player must update: yes (network protocol 3; 0.9.x does not work together with 0.8.x or older) · Config: compatible, new entries with defaults (host: RulesPreset, Custom; this PC when hosting: RecordRunJournal, false; each PC: ShowTips, true; MenuScale, 1; Scanlines, true; plus the sections of the nine new skills); Wristwatch's RequiredLevel keeps its value but now means the Electrician level · Saves/profile: compatible, same format; 0.8.x loads 0.9.0's files and keeps the new skills it does not know
- Network protocol 3: everyone in a lobby needs LethalRPG 0.9.x, because the new skills change what host and clients exchange. 0.9.x does not work together with 0.8.x or older; as before, a player with another minor version gets the warning that the versions do not work together and plays without LethalRPG in that lobby. Saves and profiles keep their format: 0.8.x loads what 0.9.0 wrote and keeps the new skills it does not know (they do nothing there), and back on 0.9.x they work again. A respec or wipe on 0.8.x refunds their XP and removes them.
- New unique skill Quartermaster (needs Bargain Hunter 2; 25 XP, or $200 where skills cost money): in the ship's room and in orbit, the skill box shows the scrap on the ship, e.g. 'SHIP $1240, 14 ITEMS', and what is left of the quota: 'QUOTA $360 LEFT, COVERED' in green when the ship's scrap is worth that much (at full value, as on the last day), '$360 LEFT, $120 SHORT' in orange when not, 'MET' once it is met. It counts scrap as the game does (in the ship's room or carried there, with Appraiser's values; not what lies on the Company's counter), only on your PC. In orbit these are the box's only rows.
- New unique skill Trained Eyes (needs Marksman 2; 30 XP, or $250 where skills cost money): fog is thinner for you, so
you see 2.5 times as far in foggy weather, in a moon's own fog (the haze over the whole moon and its fog banks, such
as Rend's thick fog), in the facility's fog and where the steam of burst pipes hangs as fog. The host sets how far in
3. Unique: Trained Eyes(VisibilityMultiplier, 1 to 10; 3.5 on Generous, 2 on Strict). Only your own view changes, on your PC: other players see the fog as before, and monsters see you as before. The jet of steam from a pipe, the drops on your visor and the 'VISIBILITY LOW!' warning stay. While you are dead or spectating, the fog is as thick as without the skill. WithOverlapPolicy = PreferOtherModit can be learned without Marksman, which is then left to LateGameUpgrades. - New unique skill Gunk Proof (needs Surefooted 2; 25 XP, or $200 where skills cost money): the spit of the Backwater
Gunkfish clears off your visor twice as fast (about 9 s instead of 18), and its slime makes you slip half as much. The
host sets both in
3. Unique: Gunk Proof:VisorClearSpeed(1 to 10; 3 on Generous, 1.5 on Strict) andSlipReduction(0 to 1, 1 = no slipping at all; 0.7 on Generous, 0.3 on Strict). It works on your PC: other players still see the slime on you, and the slime stays where it is. While you are dead or spectating, the spit and the slime are as without the skill. - New unique skill Pest Control (needs Medic 2; 30 XP, or $250 where skills cost money), against the cadaver growth:
while you spray the weed killer, the cadaver plants inside and the Vain Shrouds outside shrink twice as fast, so they
die after half the spraying; its tank lasts twice as long (30 s of spraying instead of 15); and an infected teammate
you spray (before the infection bursts) heals twice as much per spray for the same damage, so a cure takes about
half the sprays and half the damage. The host sets all three in
3. Unique: Pest Control:KillSpeed(1 to 10; 3 on Generous, 1.5 on Strict),TankSaving(0 to 0.9, the share of the tank saved; 0.7 on Generous, 0.3 on Strict) andHealSpeed(1 to 10; 3 on Generous, 1.5 on Strict). It goes with the weed killer in your hands, so every player sees the plants die at the same pace. Spray paint stays as it is, and so does the weed killer while you are dead or in the hands of someone without the skill. - New unique skill Gentle Collector (needs Sneak 2; 25 XP, or $200 where skills cost money), for noisy scrap such as
toys that play a sound and an animation when picked up: when you take it in hand it goes off half as often as in the
game, and when you take it out of your pocket it no longer goes off every time but just as rarely. The host sets
QuietChancein3. Unique: Gentle Collector(0 to 1, how much less often; 1 = never; at 0 pickups are as in the game, but taking it out of your pocket still rolls; 0.7 on Generous, 0.3 on Strict). It goes with the scrap in your hands, so every player hears the same. Dropping it and the noise it makes while it plays stay as they are, and so does the scrap while you are dead or in the hands of someone without the skill. - New unique skill Soft Landing (needs Jump 2; 25 XP, or $200 where skills cost money): falls hurt you less. You take
three quarters of the game's fall damage, rounded down: 22, 37, 60 and 75 instead of 30, 50, 80 and 100, so even the
highest fall no longer kills you from full health (the two highest still can when you are already hurt; the lower ones,
as in the game, leave you at 5 health unless you are critically injured). A pit that swallows you still kills; a
jetpack crash and everything else that is not a landing hurt as in the game. The host sets
FallDamagein3. Unique: Soft Landing(0 to 1, the share of fall damage you still take; 0 = none; 0.6 on Generous, 0.85 on Strict). With LateGameUpgrades' Reinforced Boots both count: the skill takes its share of what the boots leave. WithOverlapPolicy = PreferOtherModit can be learned without Jump, which is then left to LateGameUpgrades. - New unique skill Ghost Step (needs Crouch Walk 2; 30 XP, or $250 where skills cost money): while you crouch, monsters
no longer hear your footsteps, so you can creep past an Eyeless Dog without your steps drawing it. Players still hear
your steps as before. Only the footsteps go quiet: the noise of items (noisy scrap is Gentle Collector's), of your
landing after a jump or fall and of your voice stays, and standing up makes your steps heard again. The host sets
NoiseLeftin3. Unique: Ghost Step(0 to 1, how far monsters still hear your crouching steps compared to without the skill; 0 = not at all; also 0 on Generous, 0.3 on Strict). Sneak still shortens the range of your other steps as before, and of what is left of your crouching ones. WithOverlapPolicy = PreferOtherModit can be learned without Crouch Walk, which is then left to LateGameUpgrades. - New unique skill Overcharge (needs Electrician 2; 30 XP, or $250 where skills cost money), for the Zap Gun: while you
hold a monster with it, the gun heats up half as fast and the beam's pull grows harder half as fast, so you can keep
the monster stunned longer before the gun overheats. Cooling down, the range, the battery use and the cooldown after
the shock stay as in the game. The host sets
HeatSpeedandPullGrowthin3. Unique: Overcharge(0 to 1, each as a share of the game's speed; 0 = never; both 0.3 on Generous, 0.7 on Strict). It goes with the Zap Gun in your hands, so every player sees the same beam. Zapping a teammate or a breaker box stays as in the game. With LateGameUpgrades' Aluminium Coils both count. WithOverlapPolicy = PreferOtherModit can be learned without Electrician, which is then left to LateGameUpgrades. - New unique skill Mechanic (needs Handyman 2; 30 XP, or $250 where skills cost money), for the Company Cruiser: while
you drive it, it takes half the damage from crashes, bumps and monsters, and the weed killer you spray at its
oil pipe repairs twice as much per spray (8 instead of 4 health). What a hit leaves below a whole point adds up over the
next hits, so many small bumps count too. A crash that destroys the Cruiser at once still does. The host sets
DamageTaken(0 to 1, a share of the game's damage; 0.3 on Generous, 0.7 on Strict) andRepairSpeed(1 to 10; 3 on Generous, 1.5 on Strict) in3. Unique: Mechanic. Only the driver's skill counts for the damage, the sprayer's for the repair, and every player sees the same health. WithOverlapPolicy = PreferOtherModit can be learned without Handyman, which is then left to LateGameUpgrades. - Iron Grip now also works against tulip snakes: they can still cling to you, but no matter how many of them flap, they can no longer lift you into the air and carry you off. Only your own Iron Grip counts, and every player sees you stay on the ground. 'rpg tulip' finds the skill. Against the snare flea and the kidnapper fox it works as before.
- Brawler and Concussive Blows now work with the kitchen knife. The knife strikes about twice as often as a shovel swings, so it gets half of Brawler's bonus: on Standard, with Brawler 1 it deals 1 and 2 damage in turn on the same monster, with Brawler 2 it deals 2, with Brawler 3 it deals 2 and 3 in turn (a shovel deals 2, 3 and 4 at Brawler 1, 2 and 3). Half points add up over the hits on the same monster, also between knife and shovel. A knife hit stuns like a shovel hit with Concussive Blows, but the same monster can be stunned again only after twice the cooldown: 12 s instead of 6 s (3 and 6 s on Generous, 9 and 18 s on Strict). As with the shovel, a knife hits other players with its normal force. 'rpg brawler' and 'rpg concussive' say so.
- Wristwatch now needs Electrician 1 instead of Analyst 1, so Analyst 1 no longer opens two skills at once (it now
opens only Compass). A Wristwatch you already have stays: prerequisites only count when you learn a skill. The setting
RequiredLevelof '3. Unique: Wristwatch' keeps its value and now means the Electrician level. - Compass shows the nearest exit by walking distance instead of as the crow flies, and which exit it is: e.g. 'EXIT
MAIN 42m AHEAD' for the main entrance or 'EXIT FIRE 15m LEFT, UP' for a fire exit. The direction follows the way
through the facility to its next turn, so it no longer points through walls or back the way you came, and UP or DOWN
says when the way leads to another floor. In the Mineshaft the way to the main entrance can lead through the elevator
('MAIN 60m LEFT, ELEVATOR'), and the arrow points at the elevator until you ride it. Where two exits are about as far,
the compass stays with the one it shows until another is clearly nearer. A door the game says is blocked (some modded
interiors have more fire exits than their moon) is never shown. Where no walkable way leads out because a closed
security door or a locked door is in the way, the compass names that door: e.g. 'MAIN 51m BEHIND, DOOR R4' with the
door's terminal code, or 'FIRE 30m LEFT, LOCKED DOOR'; the arrow points at the door and the distance is the way
through it. Where it finds no walkable way otherwise, it says so with ROUGHLY and the distance as the crow flies.
With
SkillBoxPosition = BelowWeightthe line below the weight shows the same, e.g. '< EXIT FIRE 15m UP' or 'v EXIT MAIN 51m DOOR R4 v' ('?' after the distance for a rough way). The way comes from the facility's own navigation data, as the ship's radar line to the exit does, and is worked out on your PC only. - New host setting
RulesPresetin '0. General (host decides)' sets how upgrades are paid and who owns them in one line:Classic(the defaults: personal upgrades from 50% of each quota's surplus, split by the scrap each player brought),Solo(personal upgrades paid straight from the group credits),CrewOwnUpgrades(every player gets the whole 50% share),CrewCredits(personal upgrades paid from the group credits, every player pays their part of the price),Team(upgrades shared by the crew) andLguCompanion(Classic, and LethalRPG leaves the upgrades LateGameUpgrades has as well to it). Any preset butCustomdecidesCurrency,SurplusSharePercent,TakeShareFromGroupCredits,ShareSplit,SplitUpgradePricesandUpgradeOwnership(LguCompanionalsoOverlapPolicy); their own values stay in the config and apply again withCustom.PriceShareCapand everything else stay yours.Customis the default, so a config without the line keeps its rules. A modpack needs only this one line, and players need nothing new: the host sends the rules the preset sets, as before.rpg infoand the RULES tab name the preset as their first rule ('Rules preset: Classic.', or 'Rules preset: Custom.' for rules of no preset), the same on every PC because it comes from the rules themselves. The bug report names it too and marks the entries the preset decides with '(RulesPreset decides)'; the host's log names it at the start of a lobby, with the entries whose own values it covers. - A switch to team upgrades (
UpgradeOwnership = TeamorRulesPreset = Team) made on a moon now waits until the ship is back in orbit, so the rules do not change while the crew is out on a moon: the host is told 'Upgrades become shared by the crew when the ship is back in orbit.', and the switch happens when the ship is ready to land again (or when the lever is pulled). In orbit it happens at once, as before; a switch back to personal upgrades still waits until the crew next lands. While a switch waits,rpg infoand the RULES tab say so ('Upgrades become shared by the crew when the ship is back in orbit.' or 'Upgrades become personal when the ship next lands.'), and THIS SHIP in the GUIDE shows 'your own until back in orbit', as it shows 'team until the ship starts' while a switch to personal upgrades waits. - With LethalConfig (1.4.1 or newer) installed, LethalRPG's settings in its menu no longer say they may require a
restart: they apply at once (a switch between personal and team upgrades still waits, see above). The menu shows
LethalRPG's own description and greys out what you cannot change there, with the reason when you point at it: as a
player in someone else's lobby every setting but those in '5. Interface (this PC)' and '6. Run journal (when you
host)' ('The host's value applies in this lobby'), and the settings
RulesPresetdecides while it is notCustom('RulesPreset decides this. Set RulesPreset to Custom to change it here.'). LethalConfig stays optional and does not come with LethalRPG; without it nothing changes, and with an older one its menu shows the settings as before (the log says so). - With InputUtils installed, the skill menu's key is in the game's keybinds: section LethalRPG, row 'Skill menu'. Its
default is
MenuKey(K unless you changed it), so nothing changes until you set another key there; that binding then opens the menu, and every text that names the key ('[K]') names yours. The controller field stays empty for you to set a button (the menu itself is used with the mouse).MenuKeyis then only that default, read when the game starts; LethalConfig greys it out ('With InputUtils, set this key in the game's keybinds (LethalRPG > Skill menu).'). The log says 'Skill menu key: InputUtils (LethalRPG > Skill menu, default <Keyboard>/k)'. InputUtils stays optional and does not come with LethalRPG; without itMenuKeyworks as before. - Run journal for hosts (off by default): new setting
RecordRunJournalin '6. Run journal (when you host)' (only for this PC, never synced). While you host a save with it on, your game writes one JSON line per day (moon, weather, deaths and their causes, XP by source, scrap, kills, the players' levels) and one per purchase, respec, quota, payout, firing and rule change toBepInEx/LethalRPG/journal-<save>.jsonl, to help balance LethalRPG. Players appear only as P1, P2, ... (their slot), never by name or Steam ID; nothing is sent anywhere. At 1 MB the file moves to .1 (up to .3 are kept). 'rpg info' and the RULES tab on the host say so ('Run journal: on. Each day goes to BepInEx/LethalRPG/journal-LCSaveFile1.jsonl on this PC (players as P1, P2, ...; nothing is sent).'), and every player with a compatible LethalRPG who joins gets the notice 'Run journal' once per join. Nothing changes for players without the setting; the journal adds no network message and does not change the save format. - New GUIDE tab in the skill menu (the last tab, after RULES) and the terminal command 'rpg guide': how LethalRPG works on the ship you are on, from the host's settings as they are now. It shows the next step for you (the cheapest upgrade you can buy now, after getting fired your saved build with 'rpg rebuy', or what you still need for it), the ship's rules at a glance (your own or team upgrades, where the money comes from, what skills cost, what getting fired takes, who has LethalRPG) and five short steps from money to getting fired. 'rpg start', 'rpg tutorial' and 'rpg help' show it too. 'rpg help' showed the full rules before; they are in 'rpg info'. 'rpg help (name)' still shows an upgrade's details.
- Until you buy your first upgrade or skill, the skill menu opens on the GUIDE tab the first time you open it in a lobby, and the terminal's upgrade pages say 'New here? rpg guide explains this ship.' Nothing is saved for this: it ends by itself with your first purchase (on a ship with team upgrades, which belong to the crew: with your first skill).
- The day report's 'Can buy' keeps its second place for a skill you can learn when the two cheapest purchases are upgrade levels, so cheap levels no longer hide it. Until your first purchase (on a ship with team upgrades: your first skill), a day report that brings budget ends with the command for the cheapest upgrade that money buys, e.g. 'Spend it on the ship: [K] or rpg buy climber' ('The crew can spend it: ...' for team budget), instead of 'Spend at [K] or terminal: RPG'.
- Tips for players new to LethalRPG (at most one per lobby): until your first purchase, a lobby welcomes you with
'Upgrades and skills: press [K] on the ship. The GUIDE tab explains how they work on this ship. Terminal: type RPG.',
unless you have already opened the skill menu or an 'rpg' page there. If you have bought before and join someone
else's ship, you get its rules once per lobby instead, e.g. 'This ship: your own upgrades from 50% of each quota's
surplus, split by scrap. Skills cost XP. More: [K] > GUIDE'; the host gets no such tip. A tip waits for a calm moment:
in orbit, at least 20 s after you joined and after the day report, when no other tip has shown for 8 s, and not while
you are dead, at the terminal, in a menu or typing in the chat. Nothing is saved for these tips. The new setting
ShowTipsin '5. Interface (this PC)' (on by default; each player decides for themselves, never synced) turns off the welcome, the ship's rules and SKILL READY. Notices about errors, versions and your profile always show; the skill menu opening on GUIDE, 'New here?' and 'Spend it on the ship' do not depend on it. - SKILL READY on the status line below the weight (off with
ShowTipsorShowStatusHud): when you can learn a skill you could not learn before (the upgrade it needs and enough XP, or money for skills paid with money, also on a moon), the line shows e.g. 'SKILL READY - COMPASS, WRISTWATCH [K]' for 6 s ('(RPG)' without a menu key), once per skill and lobby. Skills you can already learn when you join are not named. It waits while you are dead or spectating, at the terminal, in the skill menu or while the new quota or the firing is on screen, and leaves out a skill you learned in the meantime. XP for a kill shows next to it. - When Second Wind or Blast Shield saves you, the status line below the weight names what it saved you from for 6 s
(off with
ShowStatusHud), e.g. 'SECOND WIND - SAVED FROM GUNSHOTS' or 'BLAST SHIELD - SAVED FROM AN EXPLOSION' ('BLAST SHIELD, 2ND WIND - ...' when Second Wind caught the damage Blast Shield left). XP for a kill shows next to it. The day report lists the day's saves, e.g. 'Saved today: Second Wind 2x (gunshots, a fall), Blast Shield (an explosion)'. The line names how you would have died, not what did it (a turret's shots are gunshots). Only you see your saves. - 'rpg info' and the RULES tab say what everything on the ship costs from nothing to the last level, from the host's settings as they are now, e.g. 'Everything on this ship: all upgrades $13422 per player, all unique skills 690 XP, all ultimates 1480 XP.' Only what can be bought counts (not upgrades that are off or left to another mod), at the prices of the difficulty and balancing. With split prices it shows your part for the players in the lobby and the full sum, in team mode the crew's sum ('for the crew'), and dollars for skills paid with money.
- When money or XP is short, the skill menu says how much is missing instead of showing the price only in red: the row shows e.g. 'NEED $40' or 'NEED 12 XP' in place of BUY and MAX or LEARN (the price stays next to it), also on a moon, and the info box says 'NOT ENOUGH MONEY: NEED $40 MORE'. 'rpg (name)' adds 'You need $40 more.' under the price. It counts the price you would pay now (with split prices your part) against the money that pays it: your budget, the team budget or the crew's credits.
- 'rpg buy' without a name shows CAN BUY NOW: what you can buy right now from every page, cheapest first, with the prices you would pay (e.g. '* Climber 1 ($30)'), up to six and then 'and 12 more'. With nothing to buy it says so and shows the GUIDE's next step. Before, it showed how to use the command. In the skill menu the box below the list shows the same while the mouse is on no row, above 'Point at an upgrade for details.' (away from the ship: 'Buying works on the ship.'). A typo like 'rpg byu' never shows the list.
- When the terminal does not know a name, it suggests what you may have meant below 'Unknown upgrade or command': 'rpg buy stamnia 3' answers 'Did you mean: rpg buy stamina 3?', and 'rpg stast' answers 'Did you mean: rpg stats?'. It names up to three upgrades or commands close to what you typed (none for words of up to 3 letters), in the form you used ('rpg info', 'rpg help', 'rpg buy', 'rpg debug as'), with the amount you typed, and after a command with the words you typed after it ('rpg rebyu auto' suggests 'rpg rebuy auto'). It only suggests: nothing is bought or changed until you type the command.
- The skill menu's tabs work with the keyboard: 1 to 8 (also on the numpad) open a tab, Q and E go to the previous and next tab, wrapping around at the ends. The tab bar shows '[Q] [E]' as your keyboard labels these keys (e.g. '[A] [E]' on AZERTY). If the menu key is one of these keys, it still closes the menu, and the tab bar leaves it out ('[E]' with the menu key on Q). No key switches tabs while you type in the chat.
- New settings in '5. Interface (this PC)' for the skill menu (each player decides for themselves, never synced; a change
shows at once):
MenuScale(1 by default, 0.75 to 1.5) sets its size. Larger makes the text bigger and the panel lower, so the lists scroll sooner; the menu never gets wider than the screen. On the Steam Deck, 1.5 shows the smallest text at about 18 px instead of 13. Smaller gives a smaller panel on large screens.Scanlines(on by default) can switch off the faint scanlines for a plain dark panel. With 1 the menu looks as before; only on a nearly square or portrait screen and in a window smaller than 620 x 360 it now gets smaller, so the right end of its rows (price, BUY and MAX) is no longer cut off. - The GUIDE tab scrolls as a whole page when it does not fit, both columns together (before, only the left one did). In CREW & BUILD everything below the CREW title scrolls together, from 5 players also the player shown in full beside the crew lines (before, only the crew list did); the saved build and its buttons stay in place.
- LethalThings' Utility Belt no longer turns the Inventory upgrade off: with the belt in the shop (
PouchyBelt = true, LethalThings' default) both work together. Inventory adds and removes only its own slots: slots another mod added stay as they are, and Inventory levels bought while you wear the belt add their slots on top of the belt's. Taking the belt off removes the last 3 slots and drops what is in them, also items in the Inventory upgrade's slots, as LethalThings does on its own. In such lobbies Fast Hands needs Inventory 1 again. - Item slots stay the same on every PC, so switching and picking up land in the same slot everywhere: someone who joins while another player wears a Utility Belt gets that player's 3 belt slots at once (LethalThings adds them only when the wearer selects the belt again), and someone who joins learns which slot each player has selected, also with empty hands (the game only tells them for a player holding an item). A player slot someone left goes back to the game's 4 inventory slots and the first slot selected on every PC, so whoever takes it next has the same slots everywhere.
- The bug report ('rpg report', WRITE BUG REPORT) and 'rpg debug crew' show each player's inventory slots as that PC holds them and where they come from, e.g. 'Slots of P2: 15 = 4 + 8 Inventory + 3 Utility Belt' ('+ 2 other mods' for slots of other mods).
- Fixed a bug in the game itself with the weed killer (with or without Pest Control): sometimes a cadaver plant you sprayed stayed at its smallest size and could not be destroyed. The game then tried again every frame, sprayed destroy particles each time and lagged, until the plant finally went away much later. Now it goes away at once. This could happen after an earlier kill near the middle of the same room or corridor had also removed that room's spore clouds and scan markers.
- Fixed: on a small screen (e.g. a 960 x 540 window) the skill menu's RULES tab could cut off its last line, 'Found a
bug? rpg report writes a bug report.' (seen for the host with
DebugCommandson), and the WRITE BUG REPORT button sat where that line should be. Every text in the menu that wraps (RULES, GUIDE, STATS, CREW & BUILD, the status line and the info box below the upgrade list) now gets the height it needs at the menu's size; the page below moves down and scrolls when it runs out of room. The info box could also lose the last line of a long text, e.g. 'Nothing you can buy right now. NEXT STEP: ...' withMenuScale = 0.75; when a text needs more room there, the box grows and the upgrade list above it gets shorter or scrolls. On a 1080p screen at the normal size nothing changes. - Fixed: with the Minimap mod (LethalCompanyMinimap) the skill menu closed right after it opened. It now stays open; Escape still closes it, and the pause menu opens and closes as usual afterwards.
0.8.1
Every player must update: no (fixes only; network protocol 2, same as 0.8.0, so 0.8.0 and 0.8.1 play together; each player gets the fixes by updating) · Config: compatible, nothing new · Saves/profile: compatible, nothing changed
- The emotes on 1 and 2 no longer play while the skill menu is open.
- Holding E while the skill menu is open no longer finishes an interaction (a door, a valve) you were aiming at, and pressing E with the menu open while spectating no longer switches the player you watch.
- 'rpg rebuy' followed by anything other than 'auto' (for example a typo) no longer buys your build; it explains the two forms instead.
- Field Hacker no longer runs a hack that does nothing at an open big security door while the facility's power is off (a breaker switch is off, the apparatus was taken, or the day started without power): the game keeps the big doors open then and closes none, also not from the terminal. The prompt there now says 'Override door : no power' instead of '[Hold E]'. When the power comes back, the doors the outage opened close by themselves and Field Hacker closes the others as before; after the apparatus is taken, the power stays off for the rest of the day.
0.8.0
Every player must update: yes (network protocol 2) · Config: compatible, new entries with defaults (host: OverlapPolicy, Stack; PriceShareCap, 4; each PC: SkillBoxPosition, TopRight); Brawler's EffectPerLevel now goes down to 0.5 · Saves/profile: compatible, saves also keep XP earned while joining (0.7.x loads them and ignores that XP); on Generous, levels above the new caps stay saved but only work up to the cap, and Brawler's damage per level changes (see Balancing Generous below)
- The 0.7 line ends with this version: 0.7.x gets no more fixes; please update. Everyone in a lobby needs 0.8.x (network protocol 2, see below).
- XP a player earned while joining, before their profile had arrived at the host, was lost when the host quit and hosted the save again in that moment. The save now keeps it until the profile arrives, and then it is added on top of the player's XP, once; 'rpg debug restore' keeps it as well.
- If another mod conflicts with one of LethalRPG's changes to the game's player code, only the skills behind that change stop working (often a single one, e.g. Strength or Sneak). Before, one such conflict switched off about ten skills at once.
- LethalRPG now changes the game's code after other mods that change the same places (e.g. LateGameUpgrades), whatever order the mods load in, so both mods' bonuses apply. Surefooted also works when another mod scales the sinking speed in quicksand at the same place.
- The bug report ('rpg report', WRITE BUG REPORT) lists skills that may not work fully because another mod or a game update changed the code they need, with the reason, also for each skill of a patch group that failed to load.
- Network protocol 2: LethalRPG 0.8.x does not work together with 0.7.x or older; everyone in a lobby needs 0.8.x. A player with 0.7.x in a 0.8 lobby only learns the host's version: they get the warning that the versions do not work together, cannot buy, and play without LethalRPG there; their profile stays as it was. The other way round, a 0.8 player takes nothing from a host with 0.7.x or another minor version (before, its data was used where it fit) and sends it no purchases. 'rpg report' on a client also names the host's build.
- Right after joining, purchases wait until the host's LethalRPG data has arrived: until then the terminal and the skill menu say 'The host has not sent its LethalRPG data yet. Try again in a moment.' If the first message to the host gets lost, LethalRPG sends it again for 30 seconds.
- The host's updates are much smaller: they carry only the players in the lobby instead of everyone who ever played in the save, and the host's rules only when they change. Clients no longer receive the Steam IDs and names of earlier players. A bug report written on a client ('rpg report', WRITE BUG REPORT) leaves out the names of the players it saw in the lobby and counts 'Records sent by the host'.
- The host's updates now also travel packed (GZip): about 2 KB for 4 players with full builds. A PC that cannot unpack them gets them unpacked; LethalRPG tests this when the game starts and says so in the log and in 'rpg report'. An update above 256 KB on the network (half of what Steam carries in one message) is not sent: the host logs an error once per lobby, and 'rpg report' (WRITE BUG REPORT) lists it under problems. A player's game unpacks at most 8 MB of one update (50 players with full builds take about 0.3 MB), so a broken or modified host cannot freeze it with one.
- Each player's game now confirms every update from the host. Without a confirmation the host sends the update again, twice, 5 seconds apart, then logs a warning. While a player's game does not have the host's data (it could not use an update, an update was too large to send, or it did not confirm one even after it was sent again), the host refuses that player's purchases and other requests such as refunds and rebuys with 'The host could not send you its LethalRPG data. Rejoin if this stays.', in the terminal and the skill menu alike, so nothing is bought that would never reach their profile (a skill paid with money could lose its money that way). An update that is only on its way blocks nothing. 'rpg report' (WRITE BUG REPORT) and 'rpg debug crew' show for each player which update their game confirmed last.
- If a save is played with LethalRPG 0.7.x in between and then with 0.8 again, the XP earned while joining that the save kept is not added a second time: 0.7.x may have put it into the player's profile already, so the host drops it for every player who was in the 0.7.x lobby when that version last saved. For a player who had left before, the host cannot tell, and the XP is added when they join.
- Handyman and Analyst no longer fail together: if another mod conflicts with Analyst's change to the scanner, only Analyst stops working and Handyman's faster hold interactions stay, and the other way round (before, such a conflict switched off both).
- If another mod or a game update keeps a skill from working fully, LethalRPG now says so where you look: the message when you join a lobby names the skills (before, it only appeared when a patch group failed to load and named none), 'rpg info' and the Rules tab list them with the mods LethalRPG detected on this PC, and the skill's details say 'May not work with your mods (rpg info)' in the terminal ('rpg strength') and 'May not work with your mods (RULES)' in the skill menu. The bug report ('rpg report', WRITE BUG REPORT) also names, for each game method such a skill needs, the other mods that change it.
- New host setting OverlapPolicy in '0. General' for the upgrades LateGameUpgrades has as well. Stack (the default) keeps both, and their bonuses add up as before. PreferOtherMod switches LethalRPG's upgrade off for everyone while the same upgrade is on in the host's LateGameUpgrades config; unique and ultimate skills always stay. Levels already bought are kept but do nothing until the host sets Stack again, and 'rpg refund' gives them back as usual. The terminal pages and the skill menu show such an upgrade as 'in LateGameUpgrades', its details ('rpg stamina', the info box) say why and name the LateGameUpgrades upgrade that does the same (for Stamina: Bigger Lungs), and 'rpg info' and the Rules tab list them. As with an upgrade the host disables, skills need no level in an upgrade that is off: with PreferOtherMod and the matching LateGameUpgrades upgrade on, Packmule, Second Wind, Lockpicker, X-Ray Scan, Compass, Iron Grip, Wristwatch, Prospector and Concussive Blows can be learned without their upgrade, and Hunter Sense, Lightning Rod, Blast Shield, Appraiser, Field Hacker and Coil Breaker without the upgrade level they need (they still need their first skill).
- OverlapPolicy PreferOtherMod knows the 14 upgrades LateGameUpgrades 3.14.1 has as well: Stamina (Bigger Lungs), Agility (Running Shoes), Jump (Strong Legs), Strength (Back Muscles), Vitality (Stimpack), Crouch Walk (Carbon Kneejoints), Lungs (Oxygen Canisters), Handyman (Quick Hands), Brawler (Protein Powder), Long Reach (Mechanical Arms), Analyst (Better Scanner), Climber (Climbing Gloves), Electrician (Lithium Batteries) and Marksman (Sleight of Hand). The host reads 'Enable <name> Upgrade' from its LateGameUpgrades config once per lobby, when it starts with PreferOtherMod or else when the host first switches to it (a change there after that counts from the next lobby): an upgrade switched off there stays in LethalRPG, and an entry that is missing counts as on (LateGameUpgrades' default) with a warning in the log. Medic stays beside Medical Nanobots, and unique and ultimate skills are never left to LateGameUpgrades.
- New host setting PriceShareCap in '0. General' (1 to 64, default 4): with SplitUpgradePrices a price is divided by at most this many players, so prices no longer drop without end in large lobbies (with 16 players a $75 upgrade cost $5 each, now $19); 1 means everyone pays the full price. Lobbies of up to 4 players see and pay the same as before. The prices in the terminal and the skill menu, the note next to the credits, the cost of the missing levels of a saved build and the purchase itself all use the cap; 'rpg info', the Rules tab and the rules line of the log and of 'rpg report' name it. Tested in LAN with 5 players (MoreCompany, automated, on one PC); larger lobbies and Steam lobbies are not tested yet.
- From 5 players with LethalRPG in a lobby (MoreCompany), 'rpg crew' and the Crew & Build tab of the skill menu list one line per player, by slot: slot, name (long names are shortened to fit the terminal), budget, XP, levels and skills, instead of a block for each player that filled several terminal screens. 'rpg crew 3' (or 'rpg crew p3') shows the player in slot 3 in full, and so does a click on that player's line in the skill menu; for an empty slot or a player without LethalRPG it says so. Up to 4 players both look as before. Tested in LAN with 5 players (automated, on one PC); more players are not tested yet.
- With MoreCompany, or in a lobby with other than 4 player slots, LethalRPG's first log line of a lobby and the bug report ('rpg report', WRITE BUG REPORT) name the slots, e.g. '5 players, slots 32 (MoreCompany)'.
- Balancing Generous is now a longer progression rather than a power fantasy: six more upgrades stop at a cap. With the
default settings on Normal: Vitality at 8 levels (260 HP instead of 400), Medic at 8 (1.6 HP/s instead of 3), Recovery
at 8 (+160% instead of +300%), Strength at 7 (84% less weight penalty instead of 100%), Brawler at 8 levels of half a
point of damage each (5 damage per hit with a shovel instead of 10) and Inventory at 8 (12 slots instead of 16).
Brawler's half points add up over the hits on the same monster: at level 5 (+2.5) a shovel deals 3 and 4 damage in
turn, and the pages and 'rpg brawler' show '3.5 dmg/hit'. On Generous, Concussive Blows asks for Brawler 4 and Coil
Breaker for Brawler 6, on Normal the damage Brawler 2 and 3 have on Standard. The caps limit the effect, also on Easy
(effects x1.2), and so do the caps Agility, Jump, Climber and Long Reach already had (10, 6, 7 and 8 levels): on Easy
Vitality, Medic and Recovery stop at 6 levels (244 HP, 1.44 HP/s, +144%), Agility at 8 (+48% instead of +60%), Jump at
5 (+36% instead of +43%) and Long Reach at 6 (+108% instead of +144%), and Strength, Brawler and Climber keep the
levels of Standard, because Generous would not end above them: Strength 5 (72%), Brawler 3 whole levels (5 damage per
hit, Concussive Blows and Coil Breaker ask for Brawler 2 and 3), Climber 5 (+120% instead of +168%; above +140%
climbing outruns the game's ladder check). Generous never ends below Standard. Inventory stays at 8, and Hard keeps
the levels. As before, the last level of these upgrades costs what the last level costs on Standard, so with fewer
levels in between each level costs a bit more than before (Vitality level 2 $95 instead of $84; all 8 levels $1548,
the 15 levels before cost $2860). The other upgrades keep their Generous levels as before; Standard and Strict are
unchanged. Brawler's
EffectPerLevelsetting now goes down to 0.5; a fraction per level adds up the same way on every preset, a whole number deals whole damage as before. Saves with higher levels: levels bought on Generous above the new caps stay in the save, but they only work up to the cap (Vitality 15 gives 260 HP; on Easy Agility 10 works as 8, Jump 6 as 5, Long Reach 8 as 6 and Climber 7 as 5). 'rpg vitality' and the skill menu's info box say so, e.g. 'Level 15, effect capped at 8 by Generous', and the saved build ('rpg build', 'rpg build save', the Crew & Build tab) names the cap, e.g. 'Vitality 15 (capped at 8)'; the pages, 'rpg stats' and the crew view show the level and the effect that work. Brawler levels bought on Generous count half a point each now: Brawler 9 works as 8 (5 damage per hit), Brawler 7 deals 4.5 per hit instead of 8. There is no free refund: 'rpg refund' resets your upgrades and gives back RefundPercent (50% by default) of what you paid, as always, also for the levels above the cap. In team mode 'rpg refund' only resets your own skills, as always: the crew's upgrades stay, capped ones included. - The skill box: Danger Sense, Bio Monitor, Compass, Prospector, Second Wind, Adrenaline, Lightning Rod and Rallying Presence now show in a box in the top right of the HUD, below the space of the game's control tips (all four lines, so it does not jump when their number changes) and flush with their text, in Lethal Company's look (orange labels and frame on a dark background, header 'SKILLS'). It has a row only for skills with something to say right now, disappears without them, stays hidden in orbit (it shows from the landing on), hides with the HUD and is gone while you use the terminal. A value getting shorter (e.g. after picking up scrap) never makes it narrower, so the labels do not move sideways; it only gets narrower when a row goes away or after it was hidden. The values' colours mean something, and their words say the same without colour: DANGER shows a grey 'WATCHING' on a moon while nothing hunts you and 'HUNTED BY THUMPER' in blinking red while a monster does (no green 'safe': Danger Sense does not notice every threat). BIO-SCAN is a traffic light: CLEAN green, INFECTED yellow up to 39%, orange from 40% and red from 80% (where the game's fever starts), HEALING in green under the shower, BURSTING in blinking red with 'USE WEED KILLER'. EXIT shows the way out in words ('23m AHEAD', '12m LEFT', '40m BACK RIGHT', '8m BEHIND'), SCRAP what is left ('IN 5 $320 OUT 2 $90', 'NONE LEFT'), 2ND WIND the charges left (green, grey at 0), then ADRENALINE (yellow), LIGHTNING ROD (light blue) and RALLY: 'RALLIED' in green while a teammate's Rallying Presence reaches you. With the skill yourself, RALLY shows as soon as another player is in the lobby: how many living teammates are in its range ('2 IN RANGE' in green, a grey '0 IN RANGE' while none), and 'RALLIED, 2 IN RANGE' when both apply; playing alone, there is no row for it. Your health above 100 HP and short messages such as the XP for a kill stay in the status line below the weight; ShowStatusHud switches off only that line, not the box. New setting SkillBoxPosition in '5. Interface (this PC)': TopRight (the default) or BelowWeight, the lines below the weight as before, e.g. if another HUD mod uses the top right. It applies at once, also from LethalConfig, and is never synced. If the box keeps failing, it switches itself off until the next lobby and the skills show as lines below the weight.
- The game's 'file corrupted' screen no longer deletes your saves. When the game cannot load or save its settings file
(LCGeneralSaveData, e.g. after a crash while it was saving, or while another program holds it), its only button
deleted that file and all three saves. With LethalRPG the button first copies the game's files (the saves included)
and your LethalRPG profile into a new folder
LethalRPG Backups\<date>_<time> damaged settingsin the game's save folder, then resets only the settings file (your settings, key binds, the selected save file and the game's rank are in it) and closes the game as before (after 8 s); the saves stay, even if the copy fails. The screen says so before you press the button, and afterwards what happened. If another mod also changes this button, the screen keeps the game's own text. This happens on each player's own PC. - Skill prices in the terminal now read '40 XP', as in the skill menu and everywhere else (before: '40xp' on the pages 'rpg unique' and 'rpg ult' and in a skill's details such as 'rpg packmule').
0.7.2
Every player must update: no · Config: unchanged · Saves/profile: compatible
- The package page links to the issue repo github.com/feedback4cucu/LethalRPG (no code), where bugs, problems with other mods and balance feedback have their own forms; 'Reporting a bug' in the README links to them.
- A patch group that fails to load (usually a conflict with another mod) no longer leaves half of its patches behind: they are removed again, so the other skills and other mods' patches on the same game methods keep working.
- A bug report written on a client ('rpg report', WRITE BUG REPORT) no longer lists the players who joined before that client as the host.
- Players with an incompatible LethalRPG (0.6.x or older, or another minor version) no longer count for the crew: a 0.6.0 player in a 0.7.x lobby got a quota share in a budget nobody could spend and lowered the split upgrade prices of the others. The host now ignores their profile and XP and refuses all their purchases, and the notices say that LethalRPG is off for them in this lobby. 'rpg crew' and CREW & BUILD now list them under 'Without LethalRPG, another version or still joining'.
- 20 inventory slots plus a Utility Belt bought before the host switched it off no longer break the HUD: the belt's slots had no frames, and switching to one threw an error on every player's PC.
- The Lightning Rod line on the HUD (ROD ACTIVE) now also shows in combined weathers with a storm from WeatherRegistry or WeatherTweaks. The skill itself already worked there.
- Very large saves: the warning about a large sync names Steam's limit of 512 KB per message (it said 1024 KB). Above it, Steam drops the sync and clients get no updates; the host now logs an error once per lobby, and 'rpg report' (WRITE BUG REPORT) lists it under problems.
- XP a player earned while joining, before their profile had arrived at the host, was lost when the crew got fired (or with 'rpg debug reset') in that moment: XP survives a game over, this XP now too.
- Hosting again in the same game run no longer keeps the inventory mods of the last lobby's players: the Inventory upgrade could stay off in the new lobby until someone joined or left.
- A bug report written on a client no longer calls a player 'profile ignored' because of a lobby that PC hosted before.
- The host ignores purchase results and notices sent by a client. Only a modified client sends those, and it could show any text on the host's screen.
- Danger Sense also warns about a monster of another mod that has no name ('HUNTED BY MONSTER'). Before, such a monster hunting you caused an error several times a second until Danger Sense switched itself off, and when the host controlled it you got no warning at all. The XP for killing it now says 'monster' too.
- A Utility Belt bought before the host switched it off now also keeps its 3 slots when the game puts it into its own utility slot (TAB), as it does while that slot is free. Before, LethalRPG removed them again there: with 20 slots the belt added none, its 3 extra slot frames lay on top of the others, and dropping it threw out what your last 3 slots held.
- Field Hacker no longer shows 'Override door : [Hold E]' while you walk through an open big security door or look through its opening: before, the prompt stayed until you had passed the door. To close an open door, look at the door beside its opening (what still shows of its panels, or its striped frame), from up to 4 m away. Closed doors work as before. While the facility's power is off, big doors stand open and count as open; they cannot be closed until the power is back, also not at the terminal (the game refuses it).
0.7.1
Every player must update: yes · Config: compatible, new entries with defaults (SplitUpgradePrices, off; the section of the new skill Coil Breaker) · Saves/profile: compatible
- New ultimate skill Coil Breaker (Concussive Blows + Brawler 3; 180 XP or $1000): hold E while looking at a coil head
up to 4 m away (2 s, faster with Handyman) to shut it down for 30 s. It slumps over, cannot hurt anyone and can be
walked through, and everyone sees it, also players without LethalRPG. Then the skill recharges for 5 minutes, counted
by the host for each player and shown in the prompt, also right after leaving and rejoining. Its config section has
Seconds,DurationandCooldownSeconds; Balancing Generous and Strict scale them. - Field Hacker and Coil Breaker share the crosshair: of a turret, mine, spike trap, big door or coil head in reach, the one you look at gets the hold-E prompt; a coil head in a doorway wins over the door, and of two coil heads standing together the one under the crosshair wins over a closer one just beside it.
- New setting
SplitUpgradePrices(off by default): withCurrency = GroupCreditsand personal upgrades every player pays only their part of a body or tool upgrade, the price divided by the players in the lobby who have LethalRPG, rounded up (e.g. $25 each instead of $75 with three players). When everyone buys a level, the crew pays one price, as in team mode where one upgrade counts for everyone, but everyone picks their own upgrades. It is the group-credits counterpart ofFullShareEach. Skills paid with money keep the full price, as in team mode. Prices follow the lobby: they drop when someone joins and rise when someone leaves; players without LethalRPG do not count. - The terminal, skill menu, stats, day report and saved build show the part you pay ("Credits $600 (upgrades 1/3
price)");
rpg <name>, the menu's info box and purchase messages also show the full price ("$25 (1/3 of $75)"). A respec gives back RefundPercent of what was actually paid. 'rpg info' and the Rules tab explain the split, or say that everyone pays the full price, and the refund line now says "of what you paid". - Stamina no longer makes the pause after an empty bar longer: you can sprint again as soon as you have recovered as much sprint time as without upgrades (the bar then shows less than 30%, e.g. about 16% with +225%), and jumping comes back correspondingly earlier. A bar emptied below 10% (jumping at the end of a sprint) refills that part at the normal pace. A full bar lasts as long as before, and stamina does not regenerate faster overall. 'rpg stats' shows the real sprint length (sprinting stops at 10% of the bar).
- Field Hacker now targets the whole big security door: look anywhere at its panels (at an open door, at the opening where they close) or a little past their edges, from up to 4 m away, measured to the panels. Before, only a spot on the floor in the middle of the doorway counted, so you had to look down at the threshold. Standing in the doorway or walking past the door shows no prompt unless you look at it; looking along the panels (within 5 degrees) never counts, so the prompt no longer comes and goes with a fraction of a degree next to them. A turret, mine or spike trap you look at still wins over a door behind or around it.
- Lightning Rod: picking up an item that already crackles with static now also stops the sparks and the crackle for
everyone (the strike was already called off), and a strike can no longer hit such an item in the very frame it is
picked up.
ROD ACTIVEalso counts metal tools in the utility slot. - Extra inventory slot frames no longer flash on top of the last hotbar slot for a moment before moving into place (seen right after joining, when a player with a bigger inventory switched slots).
- Terminal pages ('rpg', 'rpg tools', 'rpg unique', 'rpg ult') and 'rpg stats' line up their columns for long names and two-digit levels (Balancing Generous) and never get wider than the terminal's 51 characters. Field Hacker's short text is now "hack traps & doors"; the team mode note no longer wraps.
- Decimal numbers (Medic HP/s, sprint time, rules) always use a decimal point, also on systems with a comma locale.
- Errors in LethalRPG no longer break the game around them: each skill, HUD line, the skill menu and the per-frame player, item and storm code catch their own errors, log each one once and, after 10 errors, switch themselves off until the next lobby with a message. 'rpg info' and the Rules tab list what was switched off. Before, an error in the movement code could stop the player every frame, and one broken HUD line took the lines below it along.
- A terminal or skill menu command that fails shows "LethalRPG error, see log" and the terminal keeps working; a client's request that fails on the host now gets an answer instead of none.
- Second Wind and Blast Shield use no charge when another mod already prevented the death or cancelled the hit, and they judge damage after other mods reduced it. If a save fails with an error, the player dies as without the mod and keeps the charge; an error in the message shown after a save no longer turns it into a death.
- The version check no longer needs the exact same version: players need a compatible LethalRPG, meaning the same network protocol and the same minor version (0.7.1, 0.7.2 and 0.7.5 work together, 0.7.x and 0.8.x do not), because patch versions only fix bugs. Another patch version no longer triggers the warning; 'rpg info' and the Rules tab name it instead. Another minor version, LethalRPG 0.6.0 and older (no protocol), any other protocol and a version that cannot be read still get the warning, which now names the rule (e.g. "Everyone needs LethalRPG 0.7.x.", with the newer of the two minor versions; for a test build of the unpublished 0.7.0 "Everyone needs LethalRPG 0.7.1 or a later 0.7.x."). A version name with other characters than letters, digits, dots and dashes is shown as "an older LethalRPG version".
- Players with LethalRPG 0.6.0 or older cannot buy, respec or rebuild from a 0.7.1 host: their version cannot receive the host's upgrades (it knows one fewer), so nothing they bought would work on their PC. They are told to update instead of the crew's credits paying for it; the host keeps the levels they already have. The other way round, a player in the lobby of a host with 0.6.0 or older (or another incompatible version) no longer sends purchases, refunds or rebuilds the host would book without the player ever seeing them: the terminal and the skill menu answer right away and name the rule (e.g. "Everyone needs LethalRPG 0.7.x.").
- The host sends one sync per frame with everything that changed instead of one per change: the end of a day with four players now sends one update instead of about a dozen (around 170 KB instead of 2 MB on Generous). Purchases still arrive together with the new levels. Changing only your own interface settings (menu key, status line, day report) no longer resends the rules to everyone.
- If a client cannot use the host's data (for example an incompatible version), it now shows a message instead of only writing to the log. From a host with the same version it asks whether everyone uses the same build (test builds).
- Players without LethalRPG (and players whose LethalRPG profile has not arrived yet) no longer count for payouts: they
get no quota share, no quota or survival XP and no part of the team budget when upgrades become personal. With
Eventhe crew no longer loses a part of the share to a budget nobody can spend; withByContributiononly the crew's scrap counts. 'rpg crew' and the Crew & Build tab name them on one line ("Without LethalRPG (or still joining)") instead of showing an empty block, the host's log says why they got nothing (by slot, e.g. "P3 (4f20c1) has no LethalRPG: no share"), and 'rpg info' says that only employees with LethalRPG get a share. - With
Currency = GroupCredits, while someone else is at the terminal, upgrades, rebuys and respecs that change the credits only go through when typed in the terminal itself; the skill menu answers "Someone is using the terminal. Buy there or wait a moment." Before, a store order made at the same moment could make the upgrade free or lose the order. Skills paid with XP and personal budgets are not affected, nor is the host at its own terminal. 'rpg info' and the Rules tab mention it. A player who leaves the game while at the terminal (crash, kick) does not keep these purchases waiting, and only a player sitting at the terminal does (not one on a ladder or swinging a shovel). - Profile backups: before a change makes your permanent profile smaller (less XP in total or fewer skills, e.g. a
respec, a wipe or a host with another version), the old profile is kept next to it (
LethalRPG_Profile.bak1to.bak3, newest first). New commandrpg profileand a Profile box in the Stats tab list them with date and reason;rpg profile restore <n>and its Restore button put one back. It is used from the next lobby you join, and the profile it replaces becomes backup 1; the other backups keep their order, so none is lost or kept twice. If a backup cannot be written, the backups already moved are put back as they were. A profile that cannot be read now shows a message instead of only a log line. - The host keeps a copy of the save's upgrades (
LethalRPG_Data.bakin the save) before upgrades switch between personal and team, before a reset (game over,rpg debug resetorwipe) and before a save from an older version is first written in the new format. With DebugCommands,rpg debug restoreand the Restore save button in the Rules tab swap it with the current upgrades in orbit (a second restore undoes it); XP and skills of the players in the lobby stay as they are. - Profiles and saves now carry a format number. A file written by a newer LethalRPG with a newer format is never overwritten: you get a message, and the session runs without it. Fields and skills from a newer LethalRPG are kept when this version saves; they are not sent to other players, so the network format is unchanged. This protection starts with 0.7.1: going back to 0.6.0 or older can still lose skills that version does not know and the XP spent on them.
- Test commands for hosts (DebugCommands):
rpg debug budgetandrpg debug xptake a player,allor a slot (rpg debug xp 100 2; P1 is the host).rpg debug as <slot> <command>buys, refunds or rebuys for another player as if they had used their skill menu.rpg debug enddaybooks LethalRPG's part of the end of a day (scrap, kill and survival XP) without ending the game's day.rpg debug crewshows every player's slot, version, profile state, budget and XP without names. The Rules tab has the same: a player choice (with one other player chosen, every tab shows and acts for them; with All, the buttons in every tab act for the whole crew, likerpg debug as all, whatever the host owns or can afford), End day and Crew state. - New command
rpg reportand a Write bug report button in the Rules tab: they save a bug report asBepInEx/LethalRPG-report-<date>_<time>.txtand copy it to the clipboard. It holds the versions of LethalRPG (with its build), the game and BepInEx, host or client, Steam or LAN, the rules in effect and the config entries that differ from their defaults (on a client also its own rules where they differ from the host's), failed patches, parts switched off after errors, profile and save problems, the players by slot with their version and profile state, the loaded plugins and LethalRPG's last 200 log lines. Players appear only as P1, P2, ... with a short code of their identity; names, Steam IDs and the Windows user folder are left out. 'rpg info' and the Rules tab point to it. - LethalRPG's log lines no longer name players by their Steam name: they use the slot and a short code of the identity instead, e.g. "P2 (3fa1c9) bought stamina level 1 for 50", which also shows a player who comes back in another slot. Messages in the game keep the names.
- The first LethalRPG line of every lobby in the log sums up the session: version and build, host or client, Steam or LAN, players, protocol, the host's rules, game version, detected mods (LateGameUpgrades, inventory mods, ...) and failed patches. A client logs the host's rules when its first sync arrives.
- Every build carries the git commit it was made from: "0.7.1+a1b2c3d" in the log, the bug report and the DLL's product version; the version itself (BepInEx, manifest, version check) stays "0.7.1". Clients tell the host their build, so two test builds of the same version show up as another, compatible build (a log line and a note in 'rpg info') instead of going unnoticed.
- LethalRPG checks the game version: on a game older than v80 it says that it needs v80 or newer, on a game newer than v81 (the version it was tested with) that it was tested on v81, each once per game run (a message still waiting when you leave the lobby comes in the next one). Both are logged as warnings, and 'rpg info' and the Rules tab show them too.
- The terminal's
otherpage now lists>RPG, so players who got LethalRPG with a modpack find it; commands that other mods add to that page stay. The day report (when you got budget or can buy something) and the payout's answer end with "Spend at [K] or terminal: RPG". - The skill menu key is shown as your keyboard labels it (in the menu's footer, on the terminal pages and in the new hint), so a key on another keyboard layout is no longer named by its US position. Without a menu key the footer and the terminal no longer show "[None]".
- Inventory mods on a client's PC now count too: clients tell the host about theirs, and the Inventory upgrade is off for
everyone while such a player is in the lobby, with a message to everyone (before, only the host's mods counted). Slots
are only resized when both the host and your own PC allow it, so empty slots that another mod added are no longer cut.
The maintained LethalProgression fork is now recognized as an inventory mod. LethalThings now turns Inventory off for
everyone when the host has it with its Utility Belt on (
PouchyBeltin the host's LethalThings config, on by default; off, the belt is not sold and Inventory works, and a belt bought before keeps its three extra slots while it is carried). On a client's PC it does not count: only the host's setting decides whether the lobby has the belt. 'rpg debug crew' and the bug report name each player's inventory mod.
0.6.0
- New choice
FullShareEachfor the settingShareSplit: with personal upgrades every player gets the whole quota share for their own body and tool upgrades (e.g. $187 each instead of $187 split between three), and the group credits pay it only once (when it is taken from them). That is what the share is worth in team mode, where one upgrade counts for everyone, so everyone progresses as fast as in team mode but follows their own priorities. - Switching between personal and team upgrades with full shares: going personal, every player aboard gets the whole team budget; going back to team mode, the copies are not added up: every upgrade keeps its highest level as before, and the team budget is one share minus everything anyone bought with the shares (upgrades and skills, at least $0), so toggling cannot refill a budget.
- 'rpg info' and the Rules tab explain the payout with an example and say that only players in the lobby when the quota is met get a share. The descriptions of ShareSplit, SurplusSharePercent, TakeShareFromGroupCredits and UpgradeOwnership explain the options.
0.5.1
- Iron Grip now also works against the kidnapper fox: when its tongue drags you off, you keep all your items (and their weight), so you can hit the tongue to break free. A zap gun used against the fox while it drags you keeps working. Terminal aliases 'fox' and 'kidnapper' find the skill.
0.5.0
- New upgrades: Long Reach (grab and interaction range) and Bargain Hunter (cheaper store items, vehicles and ship upgrades for the buyer).
- New unique skills: Wristwatch (clock inside the facility), Prospector (scrap left on the moon on the HUD), Danger Sense (HUD warning while a monster hunts you) and Concussive Blows (shovel and sign hits stun).
- New ultimate skill: Field Hacker (switch off turrets, mines and spike traps or open big doors by holding E, like their terminal code).
- Skill menu can now do everything the terminal can: MAX button (buy as many levels as you can afford), respec in the Stats tab, a Rules tab with 'rpg info' and, with DebugCommands, the test commands. Clicks are applied in the next frame.
- New setting
Balancing(Standard / Generous / Strict), separate from the difficulty: Generous gives up to three times the levels (only as far as they still do something, at most 20) with slower rising prices, faster lockpicking and hacking and stronger skills; Strict gives 40% fewer levels and weaker skills. Shown in 'rpg info', the Rules tab and the stats. - Skills never ask for a higher prerequisite level than the upgrade's max level (e.g. after lowering MaxLevel).
- The status line shows your health when Vitality raises it above 100 (the game's display only shows damage below 100).
- Fixes from a full review:
- Vitality above 100 HP is no longer reset on clients after a hit (the game's damage echo).
- Buying Vitality or a Second Wind save that brings you to 20 HP or more ends a critical injury, so you no longer limp and bleed at full health for the rest of the day.
- Surefooted no longer slows the sinking in quicksand twice (the game sends the sinking speed back to its owner).
- Kill XP also counts kills of monsters a client controls, and hitting a corpse no longer takes the kill; Danger Sense works for every monster on every client.
- Switching from team to personal upgrades happens when the ship is started next, so the team budget is split between the players aboard, not with players who only played this save once or are still joining.
- Carrying scrap in and out of the ship no longer farms XP or payout share; rank XP counts once per day, also after the crew was fired.
- Skill menu: pages with many entries fit again, long messages wrap, respec and MAX ALL only on the ship. Dropping, scanning, inspecting, Q/E item actions, lockpicking and hacking are blocked while it is open, and confirm buttons wait a moment so a double click cannot respec or wipe.
- Terminal: names with several words, ambiguous beginnings list the candidates instead of buying the first match; 'rpg buy' without a name explains itself.
- Lockpicker and Field Hacker show the hold bar, no longer react while you look at an item, and Field Hacker needs a line of sight; Wristwatch only shows the clock inside the facility.
- With UniqueSkillCurrency = Money, skills are learned and respecs done in orbit only, and the game is saved right away, so quitting later that day cannot keep a skill without its price; skills wait until your profile has loaded.
- An inventory mod on the host turns the Inventory upgrade off for everyone.
- A save whose upgrades cannot be read is no longer overwritten with empty data.
- Several smaller fixes (profile saving after a read error, version check timing and false warnings for reused player slots, refund overflow, saved build only counts levels this ship offers, Adrenaline description).
0.4.0
- Team mode (setting
UpgradeOwnership): money upgrades are shared by the whole crew and paid from a team budget that quota payouts go into. Unique and ultimate skills and XP stay personal. - Switching to team mode keeps the highest level any player had of each upgrade and pools all budgets. Switching back gives every player the team's levels and splits the team budget evenly; from there everyone continues alone.
- In team mode
rpg refundresets only your own skills; saved build,rpg rebuyand auto rebuy apply to the team. Terminal, skill menu, crew overview and day report show the team budget and the shared upgrades.
0.3.1
- Player README in English and German (gameplay only): requirements, controls, all upgrades and skills, budget and XP, settings, multiplayer, compatibility, credits, license (MIT) and disclaimer; LICENSE file in the package.
- Note: singleplayer is tested; multiplayer is still being tested.
- Plugin id is now
cucumis.lethalrpg, so the config file iscucumis.lethalrpg.cfg. Earlier test versions used another id: remove them before installing this one, and copy over the old config file if you want to keep its settings.
0.3.0
- New unique skill Bio Monitor (needs Medic 2): on moons with cadaver growth the HUD shows "BIO-SCAN: CLEAN" or how far an infection has spread, whether you are healing, and the countdown once it is about to burst.
- Skill menu fits on one screen: one line per upgrade with a details box for the hovered one, stats and crew in two columns.
- HUD lines below the weight (infection, compass, status) sit directly below it and stack without gaps.
0.2.0
- More ways to earn XP, each with its own slider: scrap you bring to the ship, monster kills (by power level), surviving a day and completed quotas, plus a multiplier for the rank XP.
- Difficulty preset (Easy / Normal / Hard) that scales prices, XP gains and upgrade effects.
- Skill menu on a key (default K) in the game's look (3270 font, HUD color) with buy buttons, stats, crew overview and saved build.
- Terminal:
rpg stats,rpg crew,rpg buy <name> <n|max>,rpg build,rpg rebuy(optionally automatic after each payout). - Saved builds: the money upgrades of a run are remembered when the crew gets fired and can be bought again.
- Day report after each day: XP by source, budget and what you can afford now.
- HUD status line: Second Wind charges, Adrenaline, Lightning Rod, Rallying Presence, XP from kills.
- Version check between host and clients; warning for players without the mod.
- Patches are applied one class at a time: a conflict with another mod only disables the affected skills.
- Thunderstore package built by
dotnet build -c Release.
0.1.0
- First version: 19 leveled upgrades, 9 unique and 6 ultimate skills, skill tree, surplus share and XP, permanent profile, respec, LethalConfig support.