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Host Guide
Updated 3 days agoIn LethalRPG the host's settings are the rules for everyone in the lobby: how upgrades are paid, how payouts are split, team or personal upgrades, difficulty and balancing. This page helps you pick a setup for your crew.
Where the settings are In BepInEx/config/cucumis.lethalrpg.cfg of your mod manager profile (created on the first start), or in the game's mod menu with LethalConfig. Changes apply right away, also in the middle of a run. The rules are in the section 0. General (host decides), XP per source in 0. XP sources (host decides), and every upgrade and skill has its own section. 5. Interface (this PC) is each player's own (menu key, status line, day report). rpg info in the terminal, or the Rules tab of the skill menu (K), shows the rules that are in effect. Everyone in the lobby needs LethalRPG. A player without it can play, but gets no quota share and no part of a budget. Recommended setups Setup For a crew that wants … Settings in 0. General (host decides) Casual crew to get strong together, without bookkeeping UpgradeOwnership = Team, Balancing = Generous Classic everyone for themselves, paid for the scrap they bring the defaults: UpgradeOwnership = Individual, ShareSplit = ByContribution Everyone equal personal builds, but nobody falls behind ShareSplit = FullShareEach Credits economy upgrades that compete with the shop for the same money Currency = GroupCredits, SplitUpgradePrices = true Hardcore slow, expensive progress Difficulty = Hard, Balancing = Strict Casual crew. Money upgrades belong to the whole crew and are paid from one team budget, which gets the quota share. Unique and ultimate skills and XP stay personal. Generous gives up to three times the levels with slower rising prices and stronger skills, so a long run ends up very strong.
Classic. When a quota is completed, 50% of the surplus (SurplusSharePercent) becomes budget, split by the scrap value each player brought to the ship during that quota (evenly if nobody brought any). Every player buys their own upgrades.
Everyone equal. Every player gets the whole share for their own upgrades: a $300 surplus gives $150 to each player, and the group credits pay it only once. Everyone progresses as fast as in team mode but picks their own upgrades. Choose it for a whole run: after full shares were paid, a switch to team mode does not add the budgets up.
Credits economy. Upgrades are bought directly with the group credits, the money you also spend in the shop. With SplitUpgradePrices every player pays only their part of an upgrade: the price divided by the players who have LethalRPG, rounded up ($25 each instead of $75 with three players). Prices follow the lobby, so they rise when someone leaves. Skills paid with money keep the full price. While someone else is at the terminal, purchases that change the credits only go through at the terminal itself.
Hardcore. Hard: prices ×1.4, XP ×0.75, upgrade effects ×0.9. Strict: 40% fewer levels (5 become 3), slower lockpicking and hacking, weaker skills. Easy and Generous go the other way.
Other settings worth knowing Setting Default What it does SurplusSharePercent 50 Share of the quota surplus that becomes upgrade budget. TakeShareFromGroupCredits true The share is taken from the group credits (once per quota). Off: it is a bonus on top. UniqueSkillCurrency Xp Skills cost XP, or money (then they are learned and reset in orbit only). RefundPercent 50 What rpg refund (respec) gives back of the money and XP spent. ResetOnGameOver true Upgrades and budgets last one run; XP and skills always stay. rpg rebuy buys the last build again. RequirePrerequisites true The skill tree: skills need a level in a related upgrade. DebugCommands false Test commands. Leave off for normal games. Changing settings during a run Most changes apply at once and every player sees them in rpg info. Individual → Team: every upgrade keeps the highest level anyone had, and all budgets go into the team budget (with FullShareEach the team budget is one share minus everything bought with the shares). Team → Individual waits until the crew next lands on a moon, so the team budget is split between the players who are really there. Then everyone has the team's levels and an even part of the team budget (with FullShareEach, all of it). Pick ShareSplit and SplitUpgradePrices for a whole run. A lower MaxLevel keeps bought levels, but levels above it do nothing until it is raised again. Continuing a run with another host Lethal Company has no host migration. To let someone else host the same run:
The old host saves in orbit and closes the game. Copy two files to the new host, into the same places: the save, LCSaveFile1 (or 2, 3: the slot you played) from %USERPROFILE%\AppData\LocalLow\ZeekerssRBLX\Lethal Company, the rules, BepInEx/config/cucumis.lethalrpg.cfg from the old host's mod manager profile. The new host loads that save slot. Upgrades and budgets are stored in the save for each player (by Steam account), and XP and skills are on every player's own PC anyway. In LAN games the save knows players by their slot (the host is Player #0, then Player #1, #2, …): join in the same order to keep your upgrades.