Coming from LethalProgression

Updated a day ago

For players who know LethalProgression: what is similar in LethalRPG, what works differently, and what happens with both installed. As of version 0.10.0. What this page says about LethalProgression comes from its public description on Thunderstore; for anything beyond that, see its own page.

What is similar

  • Both give each player progress beyond the game's own: LethalProgression with levels, XP and skill points you put into stats, LethalRPG with upgrades and skills.
  • Several areas are the same: LethalProgression's description lists Health Regeneration, Stamina, Battery Life, Hand Slots, Loot Value and Oxygen. LethalRPG has upgrades for the same things (Medic, Stamina, Electrician, Inventory, Lungs) and the ultimate skill Appraiser for scrap value. The numbers are LethalRPG's own; see "Upgrades and skills".
  • Both need to be installed by everyone in the lobby.
  • Both earn XP from scrap brought to the ship and from killing monsters.

What works differently

  • Two currencies. In LethalRPG, upgrades are bought with budget: your share of the money the crew earns above the quota. XP buys skills (unless the host sets skills to cost money). There are no skill points.
  • Upgrades last one run by default: when the crew gets fired they are reset, and rpg rebuy buys your build again. XP and skills stay in your profile on your PC and go with you to every lobby and save (unless the host keeps them per save, see "Saves and profiles").
  • A skill tree. 23 unique and 8 ultimate skills, such as X-Ray Scan, Second Wind and Field Hacker, each under an upgrade level it needs. Many do things no stat does: the skill box shows the nearest exit, scrap left on the moon or a monster that hunts you.
  • Personal XP. Scrap XP goes to the player who brought the scrap to the ship, kill XP to the player who hit the monster last; survival XP to every player still alive when the ship leaves, quota XP to every player with LethalRPG, and rank XP comes as in the game. See "Budget, prices and team mode".
  • Where you buy. On the ship, in the skill menu (K) or at the terminal (rpg), not in the pause menu. See "Skill menu and terminal".
  • The host's settings are the rules for everyone: how the budget is split, prices, team or personal upgrades, difficulty and balancing. See "Host guide".

Moving over

LethalRPG does not read LethalProgression's data: you start LethalRPG with 0 XP, no upgrades and no skills.

Both installed

LethalRPG works next to LethalProgression (it also recognises the fork with the plugin ID TisRyno.LethalProgression), but:

  • LethalProgression manages the item slots itself, so while a player with it is in the lobby, LethalRPG's Inventory upgrade is off for everyone. Fast Hands then needs no Inventory level.
  • LethalRPG does not hold back its own bonuses next to LethalProgression's, so bonuses for the same thing can add up. This pair has not been tested.

Problems with the two together: use the Compatibility form, see "How to report a bug".

Settings that feel familiar

  • For a crew that wants to progress together: RulesPreset = Team. Upgrades belong to the whole crew and are paid from one team budget; XP and skills stay each player's own.
  • For everyone at the same pace, with their own picks: RulesPreset = CrewOwnUpgrades. Every player gets the whole share of the quota surplus for their own upgrades.
  • For a run where everyone starts from the same place: ProgressScope = Save keeps XP and skills in the save instead of each player's profile.
  • The XP per source is in 0. XP sources (host decides). See "Host guide" and "Settings".