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LethalRPG
Personal RPG progression: 21 upgrades (stamina, health, item slots, ...) bought with a share of the quota surplus, and a skill tree of 22 skills paid with XP you keep forever. Works alongside LateGameUpgrades. Everyone in the lobby needs it.
By Cucumis
| Date uploaded | 2 days ago |
| Version | 0.7.1 |
| Download link | Cucumis-LethalRPG-0.7.1.zip |
| Downloads | 383 |
| Dependency string | Cucumis-LethalRPG-0.7.1 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
LethalRPG
Personal progression for Lethal Company: every player buys their own upgrades such as more stamina, more health or extra item slots, paid with a share of the money the crew earns above the quota. On top of that come unique and ultimate skills that you unlock with XP and keep forever.
Status: singleplayer is tested and should work. Multiplayer is still being tested and not fully covered yet; you may run into bugs there.
Requirements
- BepInExPack (your mod manager installs it automatically).
- Every player in the lobby needs LethalRPG, in a compatible version (same minor version, e.g. 0.7.x).
- Recommended: LethalConfig, so all settings can be changed in the in-game mod menu.
How it works
- Upgrades have several levels and cost money. When a quota is completed, part of the surplus is paid out as budget to the players: by default split by the scrap each of them brought to the ship; the host can also split it evenly or give every player the full share.
- Unique skills cost XP and need a certain level in a related upgrade (skill tree). Ultimate skills are the top of the tree: expensive and with two requirements.
- XP comes from your rank at the end of each day, scrap you bring in, monsters you kill, surviving a day and completed quotas.
- Upgrades last one run: when the crew gets fired they are gone. The mod remembers what you had, though, and
rpg rebuybuys it again. - XP and skills are permanent: they are stored on your own PC and apply in every lobby and save.
- Every player buys and owns their upgrades, or the crew shares them in team mode (see below). The rules (prices, shares, difficulty, balancing, team mode) are set by the host.
Controls
Terminal
rpg page 1: body upgrades, your budget and your XP
rpg tools page 2: tool upgrades
rpg unique page 3: unique skills
rpg ult page 4: ultimate skills
rpg sneak details of an upgrade or skill
rpg buy sneak buy the next level
rpg buy sneak 3 buy three levels ("max" = up to the highest level)
rpg stats your stats: health, slots, load, sprint time and all upgrades
rpg crew what your teammates have
rpg build your saved build; "rpg build save" saves your current upgrades
rpg rebuy buy the missing levels of your build; "rpg rebuy auto" does it after every payout
rpg refund respec: shows what you get back; "rpg refund confirm" resets everything
rpg profile your permanent profile and its backups; "rpg profile restore 1" puts backup 1 back
rpg info the rules on this ship
rpg report writes a bug report without names (see "Reporting a bug")
skills works the same as rpg. The terminal's other page lists RPG as well.
Skill menu
Press K (changeable under 5. Interface; terminal and menu show the key as your keyboard labels it) to open a menu
in the game's look that can do everything the terminal can: every upgrade and skill with its levels, effect (now and next level), price and the buttons BUY (one level) and MAX (as many levels as your money
allows), or LEARN for skills. Point at a row to see its description, requirements and details at the bottom. Further
tabs: Stats (your stats, respec, and your profile with its backups and RESTORE), Crew & Build (teammates,
saved build, rebuy) and Rules (the rules on this ship, WRITE BUG REPORT, with DebugCommands also the test
commands). Like at the terminal, buying, rebuy and respec only work on the ship; looking, saving your build, switching
auto rebuy, restoring a profile backup and writing a bug report work anywhere. K or Esc closes the menu; while it
is open your character stands still.
HUD
Small lines appear below the weight when they are needed:
- Status line: your health when Vitality raises it above 100 (
HP 140/200; the game's display only shows damage below 100), Second Wind charges left,ADRENALINE,ROD ACTIVE(storm, outside, carrying metal),RALLIED(a teammate with Rallying Presence is close) and a short "+6 XP (Thumper)" after a kill. - Danger Sense, Bio Monitor, Compass and Prospector, if you have these skills (see below).
- Day report: after each day a tip shows how much XP you earned and from what, how much budget was paid out, what
you can afford now and where to spend it (
[K]or terminal:RPG).
Upgrades
Body (rpg)
| Upgrade | Effect per level | Max | First level |
|---|---|---|---|
| Stamina | +15% sprint duration; the pause after running out does not get longer | 5 | $50 |
| Strength | −12% penalty from heavy items (speed and stamina) | 5 | $60 |
| Vitality | +20 maximum health (normally 100) | 5 | $75 |
| Agility | +5% movement speed | 5 | $60 |
| Jump | +6% jump force | 3 | $40 |
| Recovery | +20% faster stamina regeneration | 5 | $50 |
| Climber | +20% faster on ladders | 5 | $30 |
| Lungs | +25% longer breath under water | 4 | $30 |
| Medic | +0.2 health per second after 6 s without damage (from 20 HP) | 5 | $60 |
| Surefooted | −15% slowdown from mud, water, quicksand and webs, sink slower | 5 | $40 |
| Crouch Walk | +10% faster while crouching | 5 | $30 |
Tools (rpg tools)
| Upgrade | Effect per level | Max | First level |
|---|---|---|---|
| Inventory | +1 item slot (up to 20; the HUD shows 8 per row, further rows above) | 4 | $150 |
| Sneak | −12% range at which monsters hear your steps | 5 | $60 |
| Electrician | +25% battery life of flashlights and other items | 4 | $40 |
| Nerves | −15% fear build-up | 5 | $40 |
| Handyman | +25% faster hold actions (valves, levers, prying) | 4 | $40 |
| Analyst | +25% scanner range | 4 | $40 |
| Brawler | +1 damage with shovels and signs against monsters | 3 | $100 |
| Marksman | −15% shotgun reload time | 3 | $60 |
| Long Reach | +15% range for picking up and using things (switches, doors) | 4 | $50 |
| Bargain Hunter | −5% on items, vehicles and ship upgrades you buy at the terminal (not moon routes; at most −50%) | 5 | $80 |
Every further level costs more (usually ×1.5 per level, Inventory and Brawler ×2). Strength, Sneak, Nerves, Surefooted, Marksman and Bargain Hunter have a cap on their total effect.
Unique skills (rpg unique)
Buy once, keep forever. They cost XP (the host can switch to money) and need the listed upgrade level.
| Skill | Effect | Requires | Price |
|---|---|---|---|
| Packmule | Two-handed items go into your inventory like normal items, so you can keep switching slots and carry more | Strength 3 | 40 XP |
| Second Wind | Once per day you survive lethal damage and simple instant kills (nutcracker kick, turrets, explosions, spike traps, vehicles). Monsters that grab you (Bracken, Jester, Giant, Eyeless Dog, ...) still kill you | Vitality 3 | 50 XP |
| Fast Hands | Switch slots almost without delay, picking items up takes half as long | Inventory 1 | 25 XP |
| Night Owl | Much stronger night vision inside the facility | Nerves 2 | 30 XP |
| Lockpicker | Open locked doors by holding E (10 s, faster with Handyman) | Handyman 2 | 40 XP |
| X-Ray Scan | Your scanner shows scrap through walls | Analyst 3 | 40 XP |
| Adrenaline | While critically injured (below 10 HP, until you heal back to 20): no limping, sprinting costs no stamina, 20% faster | Recovery 2 | 35 XP |
| Compass | Inside the facility the HUD shows direction and distance to the nearest exit | Analyst 1 | 20 XP |
| Iron Grip | When a snare flea drops onto your head or a kidnapper fox drags you off with its tongue, you keep all your items (and their weight). Against the fox: hitting its tongue frees you; hitting the fox itself near its den makes it attack you | Strength 2 | 30 XP |
| Bio Monitor | On moons with cadaver plants the HUD shows BIO-SCAN: CLEAN or your infection (INFECTED 42% [####------]), HEALING under the shower, and from 100% the countdown until you burst. Then only weed killer helps |
Medic 2 | 20 XP |
| Wristwatch | The clock stays visible inside the facility | Analyst 1 | 15 XP |
| Prospector | On a moon the HUD shows how much scrap is still inside the facility and outside, and what it is worth (SCRAP INSIDE 7 ($312) OUTSIDE 2 ($60)) |
Analyst 2 | 25 XP |
| Danger Sense | The HUD warns you in red when a monster is hunting you, and says which (!! HUNTED BY THUMPER !!) |
Nerves 3 | 35 XP |
| Concussive Blows | Hits with a shovel or sign stun the monster for a moment (the same monster at most every 6 s) | Brawler 2 | 35 XP |
Ultimate skills (rpg ult)
The top of the skill tree: each one needs a unique skill and a high upgrade level.
| Skill | Effect | Requires | Price |
|---|---|---|---|
| Hunter Sense | Your scanner also shows monsters through walls | X-Ray Scan + Analyst 4 | 180 XP |
| Lightning Rod | Lightning never targets the metal items you carry. Random strikes can still hit | Iron Grip + Electrician 4 | 150 XP |
| Blast Shield | Explosions (mines, lightning, meteors, missiles) no longer kill you outright; you take 60 damage | Second Wind + Vitality 5 | 200 XP |
| Rallying Presence | Teammates within 15 m regenerate stamina 30% faster and are 40% less frightened by monsters | Adrenaline + Nerves 4 | 170 XP |
| Appraiser | Scrap you pick up outside the ship is worth 15% more (once per item) | Packmule + Strength 4 | 200 XP |
| Salvage Insurance | If the whole crew dies, the scrap on the ship is kept. Protects everyone as long as one player in the lobby has it | Iron Grip + Inventory 3 | 200 XP |
| Field Hacker | Hold E in front of a turret, landmine or spike trap to switch it off, or while looking at a big security door up to 4 m away to open or close it, just like its code at the terminal (3 s, faster with Handyman) | Lockpicker + Handyman 4 | 200 XP |
| Coil Breaker | 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. Then the skill recharges for 5 minutes | Concussive Blows + Brawler 3 | 180 XP |
Budget and XP
Budget: when a quota is completed, by default 50% of the surplus (sold minus quota) becomes upgrade budget. With
personal upgrades only players in the lobby at that moment who have LethalRPG get some. How it is shared is up to the
host (setting ShareSplit). Example: $374
surplus, so a $187 share, three players:
ShareSplit |
Who gets what | In the example |
|---|---|---|
ByContribution (default) |
split by the scrap value each player brought to the ship during the quota (evenly if nobody brought anything) | $187 in total, e.g. $100 / $62 / $25 |
Even |
split evenly | $62 each |
FullShareEach |
every player gets the whole share for their own upgrades | $187 each |
| Team mode (see below) | once into the team budget; every upgrade bought with it counts for everyone | $187 team budget |
The share is taken from the group credits only once, also with FullShareEach ($187 in the example, not $561). The host
can turn that off (the budget is then a bonus) or let upgrades be paid directly with the group credits.
FullShareEach or team mode? Both move every player forward at the same pace: a $187 team upgrade counts for
everyone, and with FullShareEach everyone buys $187 of upgrades for themselves. In team mode the crew plans together;
with FullShareEach everyone follows their own priorities. With ByContribution and Even the crew splits the share, so
everyone progresses more slowly. If skills cost money instead of XP (UniqueSkillCurrency = Money), with FullShareEach
everyone also buys their skills from the full share. The host is best off choosing the split for a whole run.
Paying with group credits: with Currency = GroupCredits upgrades are bought directly with the crew's credits. With
personal upgrades every player pays the full price by default, so four players buying Stamina 1 cost the crew four times
as much as one team upgrade. With SplitUpgradePrices 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, but everyone picks their own upgrades.
Prices drop when someone joins and rise when someone leaves; the terminal and the skill menu always show your current part
(next to the credits: "upgrades 1/3 price"). Skills paid with money always cost the full price, as in team mode. A respec
gives back the set share of what you actually paid. Best chosen for a whole run: a switch to team mode keeps the highest
level anyone had. While someone else is at the terminal, upgrades paid with credits (and respecs that give credits back)
only go through at the terminal itself; the skill menu asks you to wait a moment, so a store order and an upgrade never
spend the same credits.
XP:
| Source | Default |
|---|---|
| Rank XP at the end of a day | as much as in the game |
| Scrap you bring to the ship yourself | 2 XP per $100 |
| Killing a monster (the last hit counts) | 2 × the monster's power (e.g. hoarding bug 2, thumper and bracken 6); harmless daytime creatures give nothing |
| Surviving a day | 2 |
| Completing a quota | 10 for every player |
Team mode: the host can let the crew collect upgrades together. All upgrades (Stamina, Strength, Inventory, ...) then apply to every player, payouts go into a team budget, and anyone can buy upgrades for everyone from it. Unique and ultimate skills and XP stay personal.
- Switching to team mode: each upgrade keeps the highest level any player had. All budgets go into the team budget;
if they come from
FullShareEachpayouts, everyone got the same payouts, so they are not added up: the team budget is one share minus everything anyone bought with the shares (at least $0). The highest levels are kept as always. - Switching back: every player takes over the team's levels and continues alone from there. The team budget is split
evenly between the players aboard; with
FullShareEachevery player aboard gets the whole team budget. The switch happens when the ship starts next, so the crew is there. - In team mode
rpg refundonly resets your own skills; the team's upgrades stay. The saved build andrpg rebuyapply to the team.
Difficulty: the host can choose Easy (prices ×0.7, XP ×1.5, upgrades ×1.2 as strong), Normal or Hard
(prices ×1.4, XP ×0.75, upgrades ×0.9 as strong).
Balancing: separately, the host decides how far upgrades go and how strong the skills are tuned:
Standard: the values from the settings.Generous: three times the levels (e.g. Stamina 15 instead of 5), but only as far as levels still do something: at most 20, reductions up to their limit, Inventory up to 20 slots, Crouch Walk up to walking speed; Agility goes up to 10, Jump to 6, Climber to 7, Long Reach to 8. Prices rise slower, so the last level costs what the old last level did. Lockpicking, hacking, shutting down a coil head and the Medic delay take half as long, Concussive Blows stuns longer and twice as often, Coil Breaker keeps a coil head down 50% longer (45 s) and recharges twice as fast, Blast Shield deals half the damage, Rallying Presence reaches 50% further and Second Wind has one more charge per day.Strict: 40% fewer levels (5 → 3), lockpicking, hacking, shutting down a coil head and the Medic delay take 50% longer, Concussive Blows stuns shorter and less often, Coil Breaker keeps a coil head down 25% shorter and takes 50% longer to recharge, Blast Shield deals a third more damage, Rallying Presence reaches 25% less far.
Skills never ask for a higher level than an upgrade can currently have. Bought levels above a lowered max level are kept and work again once it is raised.
What stays, what resets
| Stored | When the crew gets fired | |
|---|---|---|
| Upgrades and budget | in the host's save | reset (can be turned off) |
| XP, unique and ultimate skills, saved build | on your own PC (in team mode the team build is in the host's save) | kept, in every lobby and save |
Saved build: when the crew gets fired, the mod remembers your upgrades in the order you bought them. In the new run
rpg rebuy buys them again as far as your budget allows. With rpg rebuy auto this happens after every payout.
rpg build save saves your current upgrades as your build at any time.
Respec: rpg refund resets all your upgrades and skills and gives back 50% of the money and XP you spent.
Your permanent profile is the file LethalRPG_Profile in
%userprofile%\AppData\LocalLow\ZeekerssRBLX\Lethal Company. Back it up if you reinstall the game.
Profile backups: before a change makes your profile smaller (less XP in total or fewer skills, e.g. after a respec,
a wipe or a host with another version), the old one is kept as a backup next to it (LethalRPG_Profile.bak1 to
.bak3, the newest first). rpg profile and the Stats tab list them with date and reason; rpg profile restore 2 or
RESTORE puts one back. It is used from the next lobby you join (the host takes profiles when players join), and the
profile it replaces becomes backup 1, so nothing is lost. A profile or save written by a newer LethalRPG version is never
overwritten: you get a message and should update. This protection exists since 0.7.1; older versions do not have it.
Settings
All settings are in BepInEx/config/cucumis.lethalrpg.cfg or, with LethalConfig, in the game's mod menu. Changes apply
immediately. The host's settings always apply.
| Section | Contents |
|---|---|
0. General |
payment mode, surplus share, split (by scrap, evenly or the full share for everyone), split upgrade prices with group credits, skills paid with XP or money (with money, learned and reset in orbit only), personal or team upgrades, difficulty, balancing, skill tree on/off, respec share, reset on game over |
0. XP sources |
XP per source (see above) |
1. Body, 2. Tools |
per upgrade: on/off, max level, prices, effect per level, cap |
3. Unique, 4. Ultimate |
per skill: on/off, price in XP or money, required levels and own values (e.g. Second Wind charges, Rallying Presence range) |
5. Interface |
only for your PC: skill menu key, status line and day report on/off |
9. Debug |
test commands (rpg buy all, rpg debug ...), normally off |
rpg <skill> shows the current values of a skill on this ship in the terminal.
Multiplayer
- Still being tested: playing with several players (purchases, payouts, skills that affect others) is not fully tested yet. Singleplayer should work.
- Every player needs the mod in a compatible version (same minor version, e.g. 0.7.x). If someone has another minor
version (e.g. 0.6.x or 0.8.x) or none at all, the mod warns everyone. Different patch versions (e.g. 0.7.1 and 0.7.5)
work together and are only named in
rpg infoand the Rules tab. Players with LethalRPG 0.6.x or older cannot buy from a host with 0.7.x, because their version cannot receive the upgrades; they are asked to update. The other way round, players with 0.7.x do not buy from a host with an incompatible version (e.g. 0.6.x): the terminal and the skill menu say so, and nothing is sent to the host. - Everyone buys and owns their own upgrades, or the crew shares them in team mode; the rules come from the host.
- In LAN games, upgrades and budgets in the save belong to the player slot (the host is Player #0, then Player #1, #2, ...): join in the same order to keep yours. XP and skills are stored on your own PC and always stay yours.
Compatibility
Other mods
| Mod | Status | Notes |
|---|---|---|
| LethalConfig | Recommended | All LethalRPG settings in the in-game mod menu. |
| LateGameUpgrades | Works | Similar upgrades from both mods add up. Its night vision overrides Night Owl while it is on. |
| GeneralImprovements | Works, one limit | Bonuses add up. With SprintOnLadders = Allow, Climber has no effect. |
| NightVision | Works, one limit | Overrides Night Owl while it is on. |
| LethalThings | Works; Inventory only without the Utility Belt | Only the host's LethalThings config counts. With its Utility Belt on (PouchyBelt, on by default) the Inventory upgrade is off for the whole lobby; with PouchyBelt = false the belt is not in the shop and Inventory works. LethalThings on another player's PC blocks nothing. A belt bought earlier keeps its three extra slots while you carry it. |
| ReservedItemSlotCore (and its add-ons), HotbarPlus, AdvancedCompany | Works, Inventory upgrade off | These mods manage item slots themselves: while a player with one of them is in the lobby, the Inventory upgrade is off for everyone (Fast Hands then does not need Inventory 1). |
| LethalProgression (also the maintained fork) | Works, Inventory upgrade off | Similar skills from both mods add up. It manages item slots itself, so the Inventory upgrade is off as above. |
| LethalLevelLoader, DawnLib, JLL, MonsterManager, Fair AI | Tested | Played in a larger modpack. |
| MoreCompany (more than 4 players) | Not tested yet | Lobbies with more than 4 players are planned for a later version. |
Not listed means not tested: most mods should work, because LethalRPG keeps the bonuses of other mods (speed, stamina, health, ...) and adds its own on top. If you find a problem with a mod, please report it (see below).
If something goes wrong
- If another mod changes the game in a way that stops a skill from working, only that skill is affected;
rpg infothen shows a note. - If a part of LethalRPG runs into errors, the game keeps running: a failed command shows
LethalRPG error, see log, and a skill, HUD line or the skill menu that keeps failing switches itself off until the next lobby, with a message.rpg infoand the Rules tab list it; the BepInEx log has the details. - Second Wind and Blast Shield use no charge when another mod already prevents the death or cancels the hit.
- LethalRPG needs Lethal Company v80 or newer. On an older game, or one newer than the version it was last tested with,
it shows a message once per game run when you join a lobby, and
rpg infosays so.
What's next
Planned, not promised; details can still change.
- Bug fixes (0.7.x): whatever the multiplayer tests with several players turn up. These updates work together with every 0.7.x, so nobody has to update at the same time.
- Next feature update (0.8.0): LethalRPG gets along better with other mods, especially other progression and inventory mods, supports larger lobbies, makes multiplayer more reliable and explains more clearly when something does not work. As with every feature update, everyone in the lobby will need the new version.
- Later: an easier start for new players and hosts, and better ways to see and plan your skills.
Reporting a bug
rpg report in the terminal, or WRITE BUG REPORT in the Rules tab of the skill menu, saves a report as
BepInEx/LethalRPG-report-<date>_<time>.txt (next to LogOutput.log) and copies it to the clipboard. It holds the
versions of LethalRPG, the game and BepInEx, the rules on this ship, your other mods, errors and LethalRPG's last log
lines. Players appear only as P1, P2, ... (their slot) with a short code, never by name or Steam ID. Attach the file, or
paste the text, when you report a bug; best from every player who saw the problem.
Author and license
- Author: Cucumis
- License: MIT (see the
LICENSEfile). You may use, modify and share the code as long as the copyright and license notice stay included. No warranty. - LethalRPG is an unofficial fan-made mod and is not affiliated with Zeekerss or Lethal Company. No game files are included. Use it at your own risk and keep backups of your saves.
CHANGELOG
Changelog
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.