Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
Y4NGZUpgrades
Ranks, XP and four upgrade trees, bought from a player menu.
| Date uploaded | 2 weeks ago |
| Version | 1.2.1 |
| Download link | Y4NGZ313-Y4NGZUpgrades-1.2.1.zip |
| Downloads | 728 |
| Dependency string | Y4NGZ313-Y4NGZUpgrades-1.2.1 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305Y4NGZ313-Y4NGZInteractions
Animation library used by Y4NGZ mods. Adds nothing on its own.
Preferred version: 1.0.3Rune580-LethalCompany_InputUtils
API/Library for creating Unity InputActions with in-game re-binding support. Provides an alternative UI that allows for supporting mods to have in-game re-bindable keybinds.
Preferred version: 0.7.13TeamXiaolan-DawnLib
A modern API for Lethal Company content and all sizes of mods [V81]
Preferred version: 0.9.25README
Y4NGZUpgrades

I am Y4NGZ, an up and coming rapper out of NYC/Detroit. All of my mods are inspired by the music I write. If you are interested in knowing more about me, check out my SoundCloud: https://soundcloud.com/y4ngz
Generative AI usage
The entire code base of this mod was created with generative AI. Assets are free, licensed, paid for, or generated with AI tools. If you do not wish to play with AI-generated content, do not install this mod.
What Y4NGZUpgrades does
Y4NGZUpgrades adds ranks, XP and 28 upgrades across four skill trees: Enforcer, Technician, Ghost and Foreman. You earn XP from scrap, survival, combat and other sources, and spend the tokens it earns on upgrades. Everything is bought from the Player Menu. An Employee File records your long-term statistics.
Requirements
Your mod manager installs these automatically:
- BepInExPack
- Y4NGZInteractions
- LethalCompany InputUtils
- DawnLib
Late Game Upgrades compatibility

With LGU installed, all of its upgrades are imported into the player menu, each with its own icon, and are bought with tokens like any other
upgrade.
Three settings in the LGU config group control the import:
-
General - Integrate LGU Into Player Menu(default on): turn it off to keep LGU exactly as stock. Its own terminal store sells its upgrades for credits, there is no Augments catalog, and the full Y4NGZ upgrade trees stay available whatever the LGU Upgrade Mode says. Levels you earned for LGU rows inside Y4NGZ are kept and come back when you turn it on again, merged with any ranks you bought from LGU meanwhile. -
General - LGU Upgrade Mode(defaultNativePreferred):NativePreferred: every Y4NGZUpgrades upgrade, plus the imported LGU
upgrades that don't have overlap with Y4NGZUpgrades. The 17 LGU upgrades that have overlap with Y4NGZ Upgrades are hidden.LguPreferred: every LGU upgrade, minus the Y4NGZ Upgrades that have overlap with LGU. Y4NGZ Upgrades that have only partially overlap with LGU are modified to keep only what is unique from the LGU equivalent upgrade.LguOnly: every Y4NGZUpgrades upgrade is hidden so you can run LGU upgrades with
Y4NGZUpgrades' progression and player menu.
-
Appearance - LGU Upgrade Layout(defaultSeparateCatalog):ClassTreesLGU upgrades get added into the four Y4NGZUpgrades skill trees: Enforcer, Ghost, Foreman, TechnicianSeparateCatalogLGU upgrades get their own separate catalog called "Augments"- Profiles still on the old
ClassTreesdefault switch toSeparateCatalogonce; if you setClassTreesagain afterwards, it stays.
All three settings are local and take effect on restart.
Player Menu
The Player Menu is the in-game hub for spending tokens, inspecting each class tree, managing appearance unlocks, and reviewing the Employee File. It shows the active employee's rank, XP progress, and token balance while keeping purchases tied to that player's persistent profile.

Suits

Cosmetics

Emotes

XP and Performance Report
Default XP with Y4NGZUpgrades is:
| Source | Default award |
|---|---|
| Discover scrap | item value x 0.05 |
| Deliver scrap | value x 0.25 |
| Kill a monster | power level x 12 |
| Survive | minutes x 4 |
| Extract alive | 15 XP |
| Recover a body | 30 XP per teammate body |
| Clutch extraction | 30 XP |
| Hack a mainframe Requires LethalCCTV | 25 XP per mainframe |
| Replace the ship battery Requires Y4NGZShipSystems | 20 XP per spare battery, 25 XP per docked apparatus, up to 2 paid per round, never to the player who broke it |
| Contract objective Requires Contracted | the objective's listed XP x moon risk; headline objectives pay at least 10% of your current rank's XP span, survey beacons and containment waves at least 4% per step |
| Contract completion Requires Contracted | 10% of your current rank's XP span x the contract's multiplier x moon risk, only if you entered the facility or completed an objective step |
For sandbox and upgrade testing, the host can enter settokens <amount> in the
ship terminal (for example, settokens 1000) to set that exact Token balance
for every connected player.
Enforcer

Enforcer upgrades grant durability, carrying power and hand to hand combat.
Enforcer upgrades (6)
Transporter
3 levels - tree tier 1
Cuts the movement and stamina penalty of the scrap you are carrying. It does not change what the scrap is worth.
- Level 1: carried weight counts for 20% less.
- Level 2: carried weight counts for 40% less.
- Level 3: carried weight counts for 60% less.
Pumping Iron
2 levels - tree tier 2
Adds force to melee weapon hits. Fists are governed by Lethal Hands instead, so this upgrade cannot double-scale a punch, and Better Armory weapons are excluded.
- Level 1: melee hits gain +1 force. A vanilla shovel hits for 1, so this doubles it.
- Level 2: melee hits also have a 25% chance to stun the struck enemy for 1 second.
Resilience
3 levels - tree tier 2
Raises the health cap and puts a health readout on your HUD. Below 20 HP the suit already recovers 1 HP per second on its own; from level 2 that recovery continues past 20 HP up to a higher cap.
- Level 1: maximum health 120.
- Level 2: maximum health 140. Injuries now recover past 20 HP, up to 30.
- Level 3: maximum health 160. Recovery cap stays 30 HP.
Lethal Hands
3 levels - tree tier 3 - requires Pumping Iron
Unlocks hand to hand combat when player hotbar is empty.
One punch lands every 0.75 seconds; a vanilla shovel hit is 1 damage for scale. Punches also deal 10 damage to other employees at every level.
- Level 1: punches deal 0.5 shovel hits of damage.
- Level 2: punches deal 1.0 shovel hit of damage.
- Level 3: punches deal 1.5 shovel hits of damage and stun the target for 1 second.
Deeper Pockets
3 levels - tree tier 3
Adds hotbar slots to the standard four.
- Level 1: five hotbar slots.
- Level 2: six hotbar slots.
- Level 3: seven hotbar slots, and you can carry two two-handed items at once.
When HotbarPlus is installed, Y4NGZUpgrades still loads; Deeper Pockets stays hidden and dormant while HotbarPlus owns the inventory slots. Saved Deeper Pockets levels reactivate after HotbarPlus is removed.
Nine Lives
2 levels - tree tier 4
A rechargeable shield and a last chance to survive. Existing Adrenaline Rush purchases carry over to Nine Lives.
- Level 1: after 15 seconds without health or shield damage, fully restore a separate shield equal to your maximum health, including Resilience bonuses. The shield absorbs damage first; excess damage spills into health. It does not heal you or stack multiple shields.
- Level 2: once per round, a fatal hit leaves you at 1 HP, critically injured, with 4 seconds of invulnerability. Numeric fall damage is covered; bottomless pits, drowning and abandonment are not. Recharging the shield or being revived does not restore the spent death save.
The HUD shows shield strength, recharge time, protection time, and whether the save remains available. Shield recharge, shield break and the death save each have a distinct sound cue and a brief screen-edge effect.
Technician

Technician upgrades improve observation, interaction speed, repairs, hacking, resource handling, protected equipment, and remote field operations.
Technician upgrades (7)
Field Optics
3 levels - tree tier 1
Upgrades both scanner range and flashlight brightness + cone width.
- Level 1: +15% scanner range, +10% flashlight brightness, and +10% cone width.
- Level 2: +30% scanner range, +15% brightness, and +20% cone width.
- Level 3: +45% scanner range, +40% brightness, and +30% cone width.
Quick Hands
3 levels - tree tier 1
Speeds up hold interactions and extends reach. The reach bonus applies to grabbing and to every interact trigger.
- Level 1: vanilla hold interactions 10% faster, reach +1 m.
- Level 2: vanilla hold interactions 20% faster, reach +2 m.
- Level 3: vanilla hold interactions 30% faster, reach +3 m.
Field Mechanic Utilizes LethalCCTV and/or Ship Systems
3 levels - tree tier 2
On-site sabotage of facility hardware. Every hold interaction takes 1.2 seconds. Level 1 is split across two providers: the fuel-pump line needs Ship Systems and the camera line needs LethalCCTV, and the in-game preview lists only the effects the installed providers supply. Levels 2 and 3 are vanilla. Without either provider, level 1 is not sold and Field Mechanic offers two levels, door hacking and then turrets, at the level 2 and 3 prices.
- Level 1: fuel pumps are half as likely to stall, and Company CCTV cameras can be disabled for the rest of the round. Needs Y4NGZ Ship Systems or LethalCCTV; without either, this level is skipped.
- Level 2: standard locked doors can be hacked open, no key required.
- Level 3: turrets can be disabled for 90 seconds from the Field Operations tablet or a nearby hold, with a 20-second cooldown.
Scavenger Requires Better Armory and/or Ship Systems
3 levels - tree tier 2
A single provider is enough for Scavenger to appear. Better Armory enables the ammunition-pickup bonus; Ship Systems enables the fuel-deposit bonus. With both installed, both effects are active. The in-game preview lists only the effects supplied by the installed providers.
Each level applies to whichever integrations are installed:
- Level 1: ammunition pickups and/or fuel-chute deposits are worth 10% more.
- Level 2: ammunition pickups and/or fuel-chute deposits are worth 20% more.
- Level 3: ammunition pickups and/or fuel-chute deposits are worth 30% more.
Ammunition is 10/20/30% more rounds from larger pickups - the bonus rounds are rounded, so a pickup that already grants only a round or two may not gain one. Fuel is 10/20/30% more value per chute deposit.
Field Operations Utilizes LethalCCTV
1 level - tree tier 3 - requires Field Mechanic
Grants the Field Operations tablet. Scan, interior map, drone link and the mainframe uplink ship with this mod; stash codes, camera list and disable, alarm control and lockdown are LethalCCTV rows and are hidden without it.
- Level 1: unlocks the tablet: scan, interior map, drone link, and a mainframe uplink that takes 10 seconds to establish and then offers a scrap sweep and a trap shutdown. With LethalCCTV it also carries stash codes, camera list and disable, alarm control and lockdown. The tablet lists cameras and disables them; it does not show a camera feed.

Courier Drone
3 levels - tree tier 4
Deploys a steampunk courier drone from the Field Operations tablet. The drone has 30 health; if it is destroyed it is gone until the next round. Below 10 health it breaks off, returns to you for six seconds, and then re-engages. It can be directed to return to ship, pick up scrap, patrol near the main entrance with automatic scrap pickup, guard you, or toggle its flashlight. Aim at a monster or a piece of scrap and press the Courier Drone Command key to order an attack or a fetch, with or without the tablet in hand.
- Level 1: hauls up to 150 lb of scrap and defends itself with a flamethrower out to 3.5 m.
- Level 2: adds a grenade launcher that engages monsters between 8 m and 18 m on an 8-second cooldown. It checks for nearby crew before firing on its own, but the grenade still detonates if someone walks in, and pilot-fired grenades skip the check.
- Level 3: unlocks pilot mode to fly the drone yourself from the tablet.

Deathbound
1 level - tree tier 4
Binds the far-left hotbar slot through death. The red tint on the protected slot is drawn by an external Y4NGZ UI theme (Y4NGZUI or Y4NGZCompany); without one the slot is still protected but looks ordinary.
- Level 1: the item in the far-left hotbar slot is not dropped on death and returns with you on respawn. The protected slot is tinted red.
Ghost

Ghost upgrades focus on traversal, awareness, solo survival, and active concealment.
Ghost upgrades (8)
Light Feet
3 levels - tree tier 1
Automated hazards stop reacting to you.
- Level 1: you no longer set off landmines - not by stepping on them, and not by dropping scrap or a body onto one.
- Level 2: turrets hold fire for up to 2.5 extra seconds after spotting you.
- Level 3: lightning strikes no longer damage or kill you.
Sixth Sense Utilizes LethalCCTV, Contracted, and Ship Systems
3 levels - tree tier 1
Outlines what you cannot see. Anything in direct line of sight is skipped; only occluded targets are drawn. Mainframes, stashes and objectives need one of the Y4NGZ facility mods to define them, and the in-game preview drops that clause when none is installed.
- Level 1: the main entrance, fire exits, mainframes, stashes and objectives outline within 15 m. Turrets and landmines only within 5 m.
- Level 2: also outlines grabbable scrap and items within 10 m.
- Level 3: also outlines living enemies within 15 m.
Chameleon Requires LethalCCTV
3 levels - tree tier 1
Adaptive camouflage delays Company security-camera detection. It does nothing to enemies.
- Level 1: cameras take 15% longer to detect you.
- Level 2: cameras take 30% longer to detect you.
- Level 3: cameras take 50% longer to detect you.
Escape Artist
3 levels - tree tier 2
A chained movement kit for smooth movement and parkour. A heavy load weakens the slide.
- Level 1: sprint-crouch to power slide. Costs 14% stamina, 2.25-second cooldown.
- Level 2: mantle ledges from 0.95 m to 3 m high. Costs 8% stamina.
- Level 3: one extra jump while airborne for 8% stamina, restored when you land.


Lone Wolf
3 levels - tree tier 3
While outside the ship, become isolated after eight seconds with no living teammate within 35 m in the same interior or exterior. The effect ends when a teammate stays within 25 m for two seconds, or immediately on ship entry or death.
- Level 1: stamina recovers 25% faster while not sprinting. This increases actual recovery; it does not regenerate stamina while movement is hindered.
- Level 2: also take 15% less damage while active, before shield absorption.
- Level 3: stamina recovery rises to 50% faster. A personal return trail shows the last 60 seconds of your travelled route while active. It only draws nearby visited segments and never connects teleports or reveals new rooms.
Sprinter
3 levels - tree tier 3
Running training: speed, stamina and quiet movement.
- Level 1: movement speed +1.4.
- Level 2: sprint time +6 seconds and stamina regen +5%.
- Level 3: crouching speed +10% and footstep noise range 10 m shorter.
Surefooted
3 levels - tree tier 3
Footing training: ladders, rough ground, jumps and landings.
- Level 1: ladder speed +20%, traction +25%, and you sink 20% slower in water and quicksand.
- Level 2: ladder speed +40%, jump force +3, uphill slowdown -25%.
- Level 3: ladder speed +60%, jump force +3.75, fall damage -25%.
Shadow Step
3 levels - tree tier 4
Reduces visual detection range and grants a cloak from the first level.
- Level 1: enemy sight range -25% while crouching; cloak lasts 3 seconds.
- Level 2: walking gets the same -25%; cloak lasts 4.5 seconds.
- Level 3: cloak lasts 6 seconds, with an expiry cue in its final second.
The rebindable Shadow Step control has 90 seconds between activations. Attacking or sprinting breaks cloak without shortening the cooldown. Sound and physical contact remain dangerous. The HUD counts down the cloak and cooldown. While cloaked your own hearing and vision are slightly dulled; nearby players hear the cloak and decloak from the world position it happened at, not from their own HUD.
Foreman

Foreman upgrades coordinate the crew through proximity buffs, shared markings, portable lighting, communications, promotion bonuses, revives, and quota protection.
Foreman upgrades (7)
Buddy System
2 levels - tree tier 1
A support aura for the crew. The buffs go to other employees only, never to the Foreman who owns it. Obscured teammates stay outlined through walls or fog inside the same radius.
- Level 1: teammates within 10 m gain 3% movement speed and 3% damage reduction.
- Level 2: radius rises to 15 m and both buffs rise to 6%. Damage reductions do not stack; the largest applies.
Ping
3 levels - tree tier 2
A dedicated team-marking tool on its own key. Reaches 80 m, marks last 5 seconds, 3-second cooldown. Requires line of sight, so it cannot mark through a wall.
- Level 1: mark a location, or outline an enemy, teammate, item, entrance, interactable or trap.
- Level 2: marked enemies deal 20% less contact damage.
- Level 3: marked teammates take 20% less damage for the mark duration. Damage reductions do not stack; the largest applies.
Worklight Beacon
3 levels - tree tier 2
Throws adhesive area lights that stick where they land. Each burns for 180 seconds, charges refill at the start of every round, and picking a beacon back up refunds its charge.
- Level 1: three charges, 10 m lit radius.
- Level 2: five charges, 13 m lit radius.
- Level 3: nine charges, 17 m lit radius.

Command Net
3 levels - tree tier 2
Adds passive tactical communication tools without consuming normal inventory slots. Crew, entrances and enemies are always plotted; security cameras need LethalCCTV and objectives need Y4NGZCompany, and the in-game preview drops whichever clause has no provider.
- Level 1: a built-in walkie channel; hold the Command Net key to transmit with no walkie-talkie in hand.
- Level 2: teammates are outlined for 5 seconds whenever they take damage.
- Level 3: a corner minimap once you step out of the ship room, tracking crew, entrances and enemies, plus security cameras and objectives.
Overachiever
3 levels - tree tier 3
Adds bonus upgrade tokens to every promotion. Buying a level also pays the bonus retroactively for promotions you already earned.
- Level 1: each promotion grants 1 extra token.
- Level 2: each promotion grants 2 extra tokens.
- Level 3: each promotion grants 4 extra tokens.
Inspire
1 level - tree tier 4
Turns Ping into a revive attempt.
- Level 1: ping a dead body within 7 m for a 50% chance to revive it. Once per round, consumed only on success, then a 75-second cooldown.
Veteran
2 levels - tree tier 4
Softens the Company's penalties after a bad run and gives experienced crews more time to recover. The whole crew uses the highest level anyone has bought. With Y4NGZCompany installed, level 1 also caps death-driven quota increases at 10% of the pre-penalty quota, and the in-game preview says so only when Y4NGZCompany is present.
- Level 1: the end-of-round credit penalty for dead crew is halved.
- Level 2: the next quota sets a 4-day deadline instead of 3.
Configuration
Settings are in BepInEx/config/Y4NGZUpgrades.cfg. XP awards are in the XP Sources group.
Late Game Upgrades
The three LGU group settings are described under Late Game Upgrades compatibility above.
Compatibility
Independent installation: Y4NGZUpgrades needs only the libraries listed under Requirements. The other Y4NGZ packages are optional companions - install any combination and each one lights up its extra behavior. Optional mods are detected at runtime and are not installed automatically.
| Mod | What it adds |
|---|---|
| Lategame Upgrades | 38 personal LGU upgrades in the Player Menu, bought with tokens; see Late Game Upgrades compatibility above. |
| More Company | Cosmetic rewards and Employee File entries. |
| TooManyEmotes | Emote rewards and Employee File entries. |
| LethalCCTV | Chameleon, the Field Operations tablet's camera rows, camera markers, mainframe XP and a CCTV time statistic under Operations. |
| Contracted | Contract objectives on outline upgrades, contract statistics in the Player Menu, Company UI theming, report coordination and contract XP sources. |
| Better Armory | Ammo reserves in the Player Menu and the ammo side of Scavenger, independently of Y4NGZShipSystems. Better Armory itself applies LGU's four firearm upgrades (Hollow Point, Long Barrel, Sleight of Hand and Silver Bullets) to its own guns. |
| Y4NGZShipSystems | Fuel, power and battery integrations, the Ship Systems side of Field Mechanic and the fuel-chute side of Scavenger. |
| Y4NGZMonitorTakeover | Quota-milestone token rewards through its optional API. |
| Y4NGZUI | Shared gameplay prompts, danger feedback and HUD presentation. Y4NGZUpgrades stays loadable without it. |
Troubleshooting
When reporting a problem, include BepInEx/LogOutput.log, the upgrade name,
its purchased level, the host/client role, and the installed optional providers.
GitHub
Source code: https://github.com/y4ngz313/Y4NGZUpgrades-public
Bugs
Report bugs at https://github.com/y4ngz313/Y4NGZUpgrades-public/issues.
CHANGELOG
Changelog
1.2.1
- Restored the full Thunderstore page: the Late Game Upgrades section, every per-upgrade entry under the four trees, and Troubleshooting, which the shared-template rewrite had dropped (#511).
- New animated package logo scrolls through eight upgrade icons in the player menu's amber style (#516).
1.2.0
- Field Tablet: SCRAP CHECK counts only scrap inside the facility; Mainframe cooldowns and trap shutdowns reset each round; one failing trap no longer stops DISABLE TRAPS (#500).
- Courier Drone: only seven monsters (spider, Thumper, hoarding bug, baboon hawk, Nutcracker, Bracken, eyeless dog) hurt it, each with its own vanilla attack animation; flame 3 -> 2 ticks per burst, cooldown 5 -> 6.5 s, grenade damage 6 -> 3, all now host-configurable; fixes a spider error when flamed or shelled (#500).
- Field Tablet, Command Net and Worklight prompts show on the HUD without Y4NGZUI, with per-screen, rebind-aware keys; tablet text no longer overlaps and long names end in an ellipsis; CCTV rows and camera targets hide without LethalCCTV; splice results report the real outcome; holding the tablet costs less per frame (#500).
- Tablet casing material cleaned up (#500).
- Courier Drone: the host takes the commanding player and Courier tier from the connection, never from the message, and accepts drone updates only from the host; a client's pointer attack/fetch no longer needs the host to own Courier (#500).
- LGU upgrades default to the separate Augments catalog (existing profiles migrate once); new
Integrate LGU Into Player Menuswitch keeps LGU stock when off (#493). - Without Contracted, the Performance Report keeps its named XP lines (scrap found, delivered, survival) instead of collapsing them into
Other work(#493). - With Late Game Upgrades installed, 38 of its personal upgrades join the four class trees, with icons and safe save migration (#435).
- New
LGU Upgrade Modesetting: native-preferred, LGU-preferred or LGU-only, with no extra token income; Walkie GPS hides while Command Net is on (#435). - LGU settings move to their own
LGUconfig group with values kept; LGU-only always uses the flat Augments menu and hides Upgrades (#435, #442, #488). - LGU rows describe every level with LGU's own numbers and call its four gun upgrades "firearm" upgrades; Charging Booster stays in LGU's store (#442).
- LGU tier moves: Rubber Boots, Oxygen Canisters, Clay Glasses and Fedora Suit to Ghost 2, Beekeeper to Enforcer 1, Effective Bandaids to Enforcer 2, both jetpacks to Technician 3 (#435, #442).
- Sprinter splits into three-rank Sprinter and Surefooted at Ghost tier 3, Resilience loses rank 4 and Countershock, and Deathbound moves to Technician tier 4 (#435).
- Without Ship Systems or LethalCCTV, Field Mechanic sells door and turret hacks at the level 2 and 3 prices instead of its camera and pump level; an owned level 1 stays saved (#441).
- Every upgrade has a
General - Enabledswitch; disabled upgrades leave the menu and wait in your save until re-enabled (local setting) (#417). - Player menu cleanup: aligned rows, check and lock icons, and remaining levels shown only on the next locked tier (#430).
- Tree connection lines are gone, unaffordable cosmetics and suits lose their red tint, and locked and menu text is easier to read (#444).
- The inspector leads with the description, drops the invented "Unlocks the next level" and "Final level" lines, and names prerequisites on a REQUIRES line (#435, #444).
- Descriptions are clearer, and Bullet Resistance lists Better Armory firearms when Better Armory supports it (#430, #435).
- Extra upgrade HUD cards are gone; bonus health shows on the game's health graphic, and fist, ping and cloak displays are corrected (#430).
- The performance report gives each XP source one plain line, such as
Found $412 of scrap, withOther workfor the rest (#456). - Report rows skip contract XP the whole crew shared (it still counts in the total); with Contracted, each crewmate's row shows their top two XP lines (#454, #458).
- With Ship Systems, restoring ship power pays XP (battery 20, apparatus 25, two per round), never to whoever broke it; see
XP Sources->Ship Battery(#459). - Contract XP goes to whoever did the work: headline acts, beacons and breach waves scale with rank, wires pay 8 instead of 4, and the halved completion bonus goes only to participants (#457).
- Configurable XP for all ten LGU contract steps, with explicit completion multipliers (#392).
- Existing configs move once to the new contract values, and a Blackout Audit multiplier of 1 moves to 0, ending its double payout; your own values are kept (#455, #457).
- Default keybinds: Shadow Step
G->X, Drone Pilot ExitEscape->Backspace; existing rebinds are kept and keybinds for retired features are removed (#419). - Mouse-wheel and touchpad scrolling in the player menu moves about one row per notch instead of jumping to the end (#444).
- Joining a host without this mod no longer leaves every upgrade at level 0, and the menu header names the live save (
Crew save of host …or your solo save) (#419). - Client upgrades now work (Chameleon, Scavenger, Veteran, Field Mechanic, Field Operations, Lethal Hands), and one failing patch no longer disables the whole mod (#419).
- Resilience's health cap and HUD readout work again, regeneration matches the game's 1 HP/s, and selling it drops you under the cap (#419).
- Lethal Hands punches deal their stated damage, level 3 stuns on every machine, and fists survive a missing animation pack or a paused host (#419).
- Field Operations door splices really unlock doors, camera disables replicate and wall splicing is blocked; Field Mechanic prompts show without Y4NGZUI (#419).
- Courier Drone's flamethrower and grenades work for its owner, contact damage drops to 5 with a retreat below 10 health, and it no longer gets wedged (#419).
- Escape Artist's air jump no longer disables fall damage for good; Shadow Step's cloak plays a quiet positional cue instead of a lobby-wide sound and light (#419).
- Deathbound's protected slot survives death for everyone, and a failed Inspire revive roll now starts the 75-second cooldown (#419).
- Buddy System's speed buff no longer stacks every round, level 1's 3% damage reduction applies, and the owner sees an
AURA xNreadout (#419). - Ping marks more targets and a miss costs no cooldown; Worklight Beacons land where everyone sees them, burn 180 s from landing and refund the thrower (#419).
- Command Net shows level 2 outlines only to owners and minimap enemies within 80 m; Overachiever and Veteran no longer swap config keys (#419).
- Also fixed Sprinter, Light Feet (turret hold-fire now 2.5 s), Sixth Sense, Transporter, Nine Lives, Field Optics, Lone Wolf, Pumping Iron and Deeper Pockets (#419).
- Veteran's removed third level refunds 6 tokens instead of 14, and the Quick Hands and Scavenger descriptions are corrected (#419).
- A lobby mixing this version with an older one silently loses Buddy System auras, Command Net outlines, Deathbound protection, fist stuns and beacon placement (#419).
1.1.0
- Added the
Purchases Cost Tokenssetting. Turning it off makes upgrades, suits, cosmetics, and emotes free for the local player without changing their configured prices. - Shadow Step, Adrenaline, Resilience, Lone Wolf, Pumping Iron, and Veteran are now host-authoritative, so every player, including late joiners, gets the same effect.
- Shadow Step gained a camo-shell cloak effect. Resilience now reflects 50% of damage and its hidden 5 HP save is gone. Pumping Iron is now 2 tiers and refunds 4 tokens for the removed third tier. Veteran tier 1 halves the dead-crew credit penalty.
- Employee File tier labels now sit under their row, and every upgrade description states its actual numbers.
- The end-of-round performance report no longer overflows or overlaps its notes.
- Package metadata uses the correct
Y4NGZ313namespace casing and no longer starts with a byte-order mark. - Package decreased to 37.54 MB.
- Fixed delays when opening and navigating the player menu.
- Added Y4NGZUI and split Company integration support.
- Fixed Native Fists remaining active while using the Field Tablet.
- Fixed Escape Artist slide positioning and restored its player skeleton.
- Improved compatibility with First Person View, Camera Overhaul, and HotbarPlus.
- Fixed skill-tree states, XP report notes, Scavenger availability, and token saves on new hosts.
- Updated the Y4NGZInteractions requirement to 1.0.2.
1.0.0
- Initial release.