Known issues & limitations

Updated 2 weeks ago

What LethalRPG does not do (yet), and what is known to behave in a surprising way. As of version 0.8.0. Found something that is not listed here? See "Reporting a bug" at the end of this page.

Test status: singleplayer is tested and should work. Multiplayer is tested in automated LAN runs with 2 to 5 players, all on one PC and in orbit, also with LateGameUpgrades 3.14.1 and MoreCompany. Not tested yet with 0.8.0: Steam lobbies, rounds on moons together, big modpacks and more than 5 players; you may run into bugs there.

Multiplayer

  • Everyone needs LethalRPG 0.8.x. Versions work together when they have the same minor version and network protocol: every 0.8.x works with every other 0.8.x (protocol 2), but not with 0.7.x or older. If a player has an incompatible version, or none, the mod warns everyone. For a player with an incompatible version LethalRPG is off in that lobby: the host refuses their purchases and ignores their profile and XP, so they get no quota share or XP and do not count for split prices; their own profile stays as it was. Players with 0.8.x do not buy from a host with 0.7.x (or another minor version) either; the terminal and the skill menu say so. The 0.7 line ends with 0.8.0: 0.7.x gets no more fixes. Players without LethalRPG (or whose profile has not arrived yet) get no quota share, no quota or survival XP and no part of a budget. rpg crew and CREW & BUILD list both under "Without LethalRPG, another version or still joining".
  • 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 host's data does not reach a player at all, the host refuses that player's purchases, refunds and rebuys with "The host could not send you its LethalRPG data. Rejoin if this stays."
  • Who is not there misses the payout. Only players in the lobby when a quota is completed get a share. A player who joins later does not get the missed shares afterwards.
  • LAN games know players by their slot (the host is Player #0, then Player #1, #2, …). Join in the same order to keep your upgrades and budget. XP and skills are stored on your own PC and always stay yours.
  • Lobbies with more than 4 players (MoreCompany) are only tested in LAN with 5 players. From 5 players with LethalRPG, rpg crew and CREW & BUILD show one line per player; rpg crew 3 (or a click on that line in the skill menu) shows the player in slot 3 in full.
  • No host migration. To continue a run with another host, copy the save and the config (see "Host guide").
  • Made for friendly co-op. The host takes each player's XP and skills from that player's own PC and does not check them.
  • Kill XP goes to the player who hit the monster last.

Economy and team mode

  • From FullShareEach to team mode: every upgrade keeps the highest level anyone had, and the team budget is one share minus everything bought with the shares. The personal budgets are copies of the same payouts, so they are not added up.
  • From team mode to personal upgrades the switch waits until the crew next lands on a moon.
  • Group credits and the terminal: while someone else is at the terminal, purchases that change the group credits (upgrades, rebuys, respecs) only go through at the terminal itself; the skill menu says "Someone is using the terminal". This prevents a free upgrade or a lost order when both happen at the same moment.
  • SplitUpgradePrices: prices follow the lobby and rise when someone leaves. A price is divided by at most PriceShareCap players (default 4), so with more than 4 players with LethalRPG everyone pays what they would pay with 4 ($19 of a $75 upgrade). A switch to team mode keeps the highest level anyone had, also levels bought for a part of the price.
  • Balancing = Generous gives up to three times the levels, but the strongest effects stop at a cap. With the default values on Normal: Vitality at 8 levels (260 HP), Medic at 8 (1.6 HP per second), Recovery at 8, Strength at 7, Inventory at 8 (12 slots), Brawler at 8 levels of half a point of damage each (5 damage per hit with a shovel), Agility at 10, Jump at 6, Climber at 7 and Long Reach at 8. The caps limit the effect, so on Easy Generous stops earlier (e.g. Vitality at 6 levels, 244 HP). The other upgrades keep up to three times the levels, so a long run on Generous still ends much stronger than on Standard; pick Standard for a balanced run.
  • Levels above the caps (e.g. from a save played on Generous with 0.7.x) stay in the save, but only work up to the cap: Vitality 15 gives 260 HP, and rpg vitality and the skill menu say "Level 15, effect capped at 8 by Generous". 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 damage per hit instead of 8. There is no free refund: rpg refund gives back RefundPercent (50% by default) of what you paid, as always.

Compatibility

  • Inventory mods (ReservedItemSlot, HotbarPlus, AdvancedCompany, LethalProgression): the Inventory upgrade switches itself off for everyone while a player with such a mod is in the lobby.
  • LethalThings only counts on the host, while its Utility Belt is on in the host's LethalThings config (PouchyBelt, on by default): then Inventory is off for everyone. With PouchyBelt = false Inventory works; a belt bought earlier and still in the ship keeps its three extra slots while it is carried.
  • GeneralImprovements with SprintOnLadders = Allow: Climber has no effect.
  • LateGameUpgrades: 14 of its upgrades do the same as one of LethalRPG's (e.g. Bigger Lungs and Stamina). By default (OverlapPolicy = Stack) both work and their bonuses add up. With OverlapPolicy = PreferOtherMod LethalRPG's upgrade is off for everyone while the same upgrade is on in the host's LateGameUpgrades config; levels already bought are kept but do nothing until the host sets Stack again. LethalRPG reads that config once per lobby, so a change there counts from the next lobby. It knows the upgrades of LateGameUpgrades 3.14.1. Unique and ultimate skills always stay.
  • The night vision of LateGameUpgrades and the mod NightVision override Night Owl while they are active.
  • Other health mods (e.g. the Stimpack of LateGameUpgrades) add their health on top of Vitality, but LethalRPG does not count it: the status line can show more health than the maximum (HP 140/120), and Medic only heals up to 100 HP plus Vitality.
  • If another mod or a game update changes the game code a skill needs, only the skills that need that code are affected, often a single one. LethalRPG names them when you join a lobby, rpg info and the Rules tab list them with the mods it detected, and the skill's details say "May not work with your mods".
  • LethalRPG needs Lethal Company v80 or newer and was tested on v81. On a newer game it shows a message once per game run. A part of LethalRPG that keeps running into errors switches itself off until the next lobby, with a message; rpg info lists it.

HUD

  • The skill box shows in the top right from the landing on, not in orbit and not while you use the terminal. If another HUD mod uses the top right, set SkillBoxPosition = BelowWeight in 5. Interface (this PC): the rows then show below the weight. If the box keeps failing, it switches itself off until the next lobby, and the skills show below the weight.
  • Danger Sense never shows "safe": it does not notice every threat. A grey WATCHING only means that nothing it knows of is hunting you.

Saves and profiles

  • Upgrades last one run by default: when the crew gets fired they are gone (the host can change that with ResetOnGameOver). rpg rebuy buys your last build again. XP and skills are permanent.
  • Profile backups exist since 0.7.1: when your profile shrinks (e.g. a respec or a wipe), the old one is kept. rpg profile lists the backups, rpg profile restore <n> brings one back from the next lobby on.
  • The game's "file corrupted" screen no longer deletes your saves. With LethalRPG its button first copies the game's files (the saves included) and your LethalRPG profile into a new folder LethalRPG Backups\<date>_<time> damaged settings in the game's save folder, then resets only the settings file: your settings, key binds, the selected save file and the game's rank start fresh, the saves stay. LethalRPG never deletes these copies; remove old ones yourself. If another mod also changes this button, the screen keeps the game's own text, because LethalRPG cannot tell what the button does then.
  • Going back to 0.7.x: in an automated test, LethalRPG 0.7.2 hosted a save and loaded a profile that 0.8.0 had written, and the host's levels, budget, XP and skills were there as 0.8.0 had saved them. Going back is not tested beyond that. 0.7.x ignores the XP a player earned while still joining, which 0.8.0 keeps in the save. And 0.7.x and 0.8.x cannot play together: everyone in the lobby needs the same minor version.
  • Going back to 0.6.0 or older is not protected: that version can lose skills it does not know and the XP spent on them.
  • A save or profile written by a newer LethalRPG with a newer file format is never overwritten; you get a message: update LethalRPG. 0.7.1 to 0.8.0 use the same format, so this does not apply between them.

Reporting a bug

Right after the problem, type rpg report in the terminal (or click WRITE BUG REPORT in the Rules tab of the skill menu) and open a Bug report at github.com/feedback4cucu/LethalRPG with the file it writes. The page "How to report a bug" explains what to add and what to leave out.