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Settings
Updated 2 weeks agoAll settings of LethalRPG, where to find them and who they apply to. As of version 0.8.0.
Where the settings are
- In
BepInEx/config/cucumis.lethalrpg.cfgof your mod manager profile (created on the first start), or in the game's mod menu with LethalConfig. - Most changes apply at once, also in the middle of a run; a switch from team mode back to personal upgrades waits until the crew next lands on a moon (see "Budget, prices and team mode").
- The host's settings are the rules for everyone in the lobby. Only
5. Interface (this PC)is each player's own. rpg infoin the terminal and the RULES tab of the skill menu (K) show the rules in effect;rpg <name>(e.g.rpg sneak) shows the current values of an upgrade or skill on this ship.
For setups that fit a crew, see "Host guide".
0. General (host decides)
| Setting | Default | What it does |
|---|---|---|
Currency |
SurplusShare |
SurplusShare: a share of the quota surplus becomes upgrade budget. GroupCredits: upgrades are paid with the group credits |
SurplusSharePercent |
50 | how much of the surplus becomes budget (0 to 100) |
TakeShareFromGroupCredits |
true | the share is taken out of the group credits, once per quota; off: it is a bonus on top |
ShareSplit |
ByContribution |
who gets the share: ByContribution (by scrap brought), Even, FullShareEach (everyone the whole share) |
SplitUpgradePrices |
false | with group credits: everyone pays only their part of an upgrade |
PriceShareCap |
4 | with SplitUpgradePrices: a price is divided by at most this many players (1 to 64) |
UniqueSkillCurrency |
Xp |
skills cost XP, or Money (then they are learned and reset in orbit only) |
RequirePrerequisites |
true | the skill tree: skills need a level in a related upgrade |
RefundPercent |
50 | what rpg refund gives back of the money and XP spent |
ResetOnGameOver |
true | upgrades and budgets last one run; XP and skills always stay |
Difficulty |
Normal |
Easy, Normal or Hard: prices, XP and effect strength |
Balancing |
Standard |
Standard, Generous or Strict: levels and skill tuning |
UpgradeOwnership |
Individual |
personal upgrades, or Team: one team budget, upgrades for everyone |
OverlapPolicy |
Stack |
the upgrades LateGameUpgrades has as well: both work, or PreferOtherMod |
More about these in "Budget, prices and team mode", "Difficulty and balancing" and "Compatibility".
0. XP sources (host decides)
| Setting | Default | What it does |
|---|---|---|
RankXpMultiplier |
1 | multiplier for the game's rank XP at the end of each day |
XpPer100Scrap |
2 | XP for every $100 of scrap a player brings to the ship |
XpPerKill |
2 | XP for a kill, times the monster's power level |
XpPerSurvivedDay |
2 | XP for every player still alive when the ship leaves |
XpPerQuota |
10 | XP for every player with LethalRPG when a quota is completed |
Upgrades and skills (host decides)
Every upgrade has its own section, 1. Body: <name> or 2. Tools: <name>:
Enabled: can it be bought?MaxLevel,BaseCost(price of the first level) andCostMultiplier(each further level costs this much more).EffectPerLevel: how much each level does.- Some upgrades have more values, e.g. the cap of a reduction (
MaxReduction).
Every skill has its own section, 3. Unique: <name> or 4. Ultimate: <name>:
Enabled,XpPrice, andPrice(when skills cost money).RequiredLevel(andRequiredLevel2for ultimate skills): the levels it needs.- The skill's own values, e.g. Second Wind's charges per day or Rallying Presence's range.
Lowering a MaxLevel keeps levels already bought, but they only work up to the new max (see "Difficulty and
balancing").
5. Interface (this PC)
These apply only on your own PC and are never sent to other players.
| Setting | Default | What it does |
|---|---|---|
MenuKey |
K | opens the skill menu; None disables the key |
ShowStatusHud |
true | the line below the weight: health above 100 and XP from kills; with BelowWeight also Second Wind, Adrenaline, Lightning Rod and Rallying Presence |
SkillBoxPosition |
TopRight |
the skill box in the top right, or BelowWeight: lines below the weight |
ShowDayReport |
true | the short report after each day |
9. Debug
DebugCommands (default false; the host's setting counts) unlocks test commands: rpg buy all for any player and
rpg debug … for the host only, and their buttons on the RULES tab. Leave it off for normal games.