Serenta-CrewUpgrades icon

CrewUpgrades

Seven configurable, team-shared terminal upgrades for Lethal Company v81. Early access; install on all players. AI-assisted development. Real multiplayer validation pending.

By Serenta
Last updated 21 hours ago
Total downloads 107
Total rating 0 
Categories Mods BepInEx Tweaks & Quality Of Life AI Generated
Dependency string Serenta-CrewUpgrades-0.1.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

Crew Upgrades 0.1.0 - Early access

Seven shared crew upgrades for Lethal Company v81. Every purchase uses group credits and applies to the whole team, including players who join later.

Early access: offline checks and isolated single-process game checks have passed. Real host plus separate-client multiplayer acceptance is still pending. Back up your profile and saves when trying an early build.

Installation

  1. Install Serenta-CrewUpgrades through r2modman or a compatible Thunderstore mod manager. Its required BepInEx dependency is installed automatically.
  2. Install the same CrewUpgrades version on every player's profile and launch the modded game through the mod manager.
  3. The first launch generates BepInEx/config/CrewUpgrades.cfg. This package contains no personal configuration files, save files, test drivers or starting-money changes.

Using the terminal

  1. Type upgrades in the ship terminal (cu is an alias).
  2. Enter 1 through 7 to see an upgrade's current effects, next effects and price.
  3. Press Enter on that detail page to purchase the next level. buy and confirm also work.
  4. Type back or 0 to return. exit leaves the terminal. Other native commands continue to work.

The terminal defaults to Chinese. The local Chinese setting can switch it to English. Gameplay settings are supplied by the host; client CFGs are not overwritten.

Default prices

Prices below are the additional cost of each level, not cumulative costs.

Upgrade Level 1 Level 2 Level 3 Level 4 Level 5
Stamina 500 1,000 2,000 4,000 8,000
Action training 200 400 800 1,600 3,200
Strength 500 1,000 5,000 10,000 20,000
Carry training 500 1,000 2,000 4,000 8,000
Interaction 200 400 800 1,600 3,200
Equipment 500 1,000 2,000 4,000 8,000
Company relations 1,000 once - - - -

Default effects

Upgrade Effects at levels 1 / 2 / 3 / 4 / 5
Stamina capacity 120 / 140 / 160 / 180 / 200 points; baseline 100
Sprint speed 102 / 104 / 106 / 108 / 110% of the original
Jump cost 7 / 6 / 5 / 4 / 3% of the current full stamina bar
Standing recovery 13.5 / 12 / 10.5 / 9 / 7.5 seconds for a full bar
Walking recovery 18.5 / 17 / 15.5 / 14 / 12.5 seconds for a full bar
Footstep noise range 90 / 80 / 70 / 60 / 50%
Crouch and ladder speed 110 / 120 / 130 / 140 / 150% of their original values
Remaining uphill penalty 80 / 60 / 40 / 20 / 0%
Critical hit chance 10 / 20 / 30 / 40 / 50%; critical force x2
Flat melee force bonus 0 / 0 / 1 / 1 / 1, added before critical multiplication
Weight used for movement and sprint cost 85 / 70 / 55 / 40 / 25% of item weight
Approved hold interaction duration 90 / 80 / 70 / 60 / 50%
Additional interaction reach 0.1 / 0.2 / 0.3 / 0.4 / 0.5 units
Battery lifetime 120 / 140 / 160 / 180 / 200%
Jetpack acceleration 110 / 120 / 130 / 140 / 150%
Jetpack propulsion cap 105 / 110 / 115 / 120 / 125%
Normal teleporter wait 2.5 / 2 / 1.5 / 1 / 0.5 seconds
Inverse teleporter wait 4.5 / 4 / 3.5 / 3 / 2.5 seconds

Company relations rolls once per quota when the third non-company exploration finishes and the ship returns to orbit. It has a 10% chance to multiply that quota's normal company buying rate by two. Every player receives a notification on activation; a late join receives the active bonus notification after synchronization. Buying after the third exploration waits until the next quota. Revisiting the company, reloading, or repeated callbacks do not add another roll.

Configuration

The first launch creates BepInEx/config/CrewUpgrades.cfg.

  • Each upgrade has an independent enable switch and five individual prices in Purchase Prices.
  • Each effect has its own six-value list in order level 0, 1, 2, 3, 4, 5. Level 0 documents the original baseline; unbought upgrades retain the game's original behavior. Stamina capacity uses level 0 as its reference capacity.
  • Company price, chance, exploration threshold, multiplier and notification are individually configurable.
  • Reset On Fired = true clears purchased upgrades when fired. Set it to false to retain purchases. Starting a new quota always clears the old company bonus and exploration counter.
  • Require All Players = true prevents launch and purchases until every connected client has completed the compatible mod handshake. All players should install this mod.
  • Host settings are read at game startup and synchronized in memory. Restart the game after changing gameplay settings.
  • Malformed list lengths and invalid numeric values fall back to documented defaults. Values use decimal points, not locale-specific decimal commas.

Progression is stored in a dedicated Serenta.CrewUpgrades.v1 key inside the current native save slot. A purchase flushes that state and group credits together. Existing unrelated save keys are retained. No LGU data is imported.

Effect boundaries and compatibility

  • No health or inventory-slot upgrade is included.
  • Melee bonuses apply at confirmed monster contact for the shovel, knife, Piggy Variety axe, audited UsualScrap melee weapons and Golden Glove's stone contact. Fists, ranged weapons and friendly fire do not receive these bonuses. No critical roll occurs on empty swings, and weapon base-damage fields are not overwritten.
  • Other mods can define their own weapons or completely replace hit logic. Those are not automatically granted melee bonuses.
  • Footstep training reduces AI noise range for player footsteps; it does not silence all sounds or reduce every enemy's detection distance.
  • Carry training preserves actual item weight and the HUD display.
  • Faster holds are limited to facility entrances, unlocked ordinary doors, steam valves, landing/takeoff lever, suit changes, storage placement, Belt Bag inspection, Cruiser seat entry, key removal and hood opening. Safe QTEs, safe decoders, lockpicking and reloads are excluded.
  • Battery upgrades affect native continuous and native trigger-item battery consumption. A mod that directly modifies its battery charge outside those paths needs its own adapter.
  • Teleporter cooldowns are deliberately left to other mods. The normal teleporter's special enemy-redirection branch remains unchanged.
  • Source patches validate the supported v81 calculation sites. Startup refuses partial player/equipment installation when required locations are missing, and the log identifies the mismatch.

Validation status

The development source includes VALIDATION.md with the exact checks performed. Offline assertions and a single real game process do not prove multiplayer delivery. Purchases, late joins, reset behavior, combat and the other synchronized effects still need acceptance with a real host and a separate client in the intended modpack. This early-access release does not claim that those multiplayer checks have passed.

Development

Build with build/Build-Mod.ps1. Requires the installed v81 managed assemblies and the profile's BepInEx/Harmony libraries; no NuGet downloads are required. Run test projects under Tests and the isolated smoke launcher as described in VALIDATION.md.

Original implementation by Serenta, developed with AI coding assistance and distributed under the MIT License included in this package. Game code and referenced third-party mods are not redistributed. Lethal Company belongs to Zeekerss; this project is unofficial.