Lethal Company
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0.7.1
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Changelog

0.7.1

Every player must update: yes · Config: compatible, new entries with defaults (SplitUpgradePrices, off; the section of the new skill Coil Breaker) · Saves/profile: compatible

  • New ultimate skill Coil Breaker (Concussive Blows + Brawler 3; 180 XP or $1000): hold E while looking at a coil head up to 4 m away (2 s, faster with Handyman) to shut it down for 30 s. It slumps over, cannot hurt anyone and can be walked through, and everyone sees it, also players without LethalRPG. Then the skill recharges for 5 minutes, counted by the host for each player and shown in the prompt, also right after leaving and rejoining. Its config section has Seconds, Duration and CooldownSeconds; Balancing Generous and Strict scale them.
  • Field Hacker and Coil Breaker share the crosshair: of a turret, mine, spike trap, big door or coil head in reach, the one you look at gets the hold-E prompt; a coil head in a doorway wins over the door, and of two coil heads standing together the one under the crosshair wins over a closer one just beside it.
  • New setting SplitUpgradePrices (off by default): with Currency = GroupCredits and personal upgrades every player pays only their part of a body or tool upgrade, the price divided by the players in the lobby who have LethalRPG, rounded up (e.g. $25 each instead of $75 with three players). When everyone buys a level, the crew pays one price, as in team mode where one upgrade counts for everyone, but everyone picks their own upgrades. It is the group-credits counterpart of FullShareEach. Skills paid with money keep the full price, as in team mode. Prices follow the lobby: they drop when someone joins and rise when someone leaves; players without LethalRPG do not count.
  • The terminal, skill menu, stats, day report and saved build show the part you pay ("Credits $600 (upgrades 1/3 price)"); rpg <name>, the menu's info box and purchase messages also show the full price ("$25 (1/3 of $75)"). A respec gives back RefundPercent of what was actually paid. 'rpg info' and the Rules tab explain the split, or say that everyone pays the full price, and the refund line now says "of what you paid".
  • Stamina no longer makes the pause after an empty bar longer: you can sprint again as soon as you have recovered as much sprint time as without upgrades (the bar then shows less than 30%, e.g. about 16% with +225%), and jumping comes back correspondingly earlier. A bar emptied below 10% (jumping at the end of a sprint) refills that part at the normal pace. A full bar lasts as long as before, and stamina does not regenerate faster overall. 'rpg stats' shows the real sprint length (sprinting stops at 10% of the bar).
  • Field Hacker now targets the whole big security door: look anywhere at its panels (at an open door, at the opening where they close) or a little past their edges, from up to 4 m away, measured to the panels. Before, only a spot on the floor in the middle of the doorway counted, so you had to look down at the threshold. Standing in the doorway or walking past the door shows no prompt unless you look at it; looking along the panels (within 5 degrees) never counts, so the prompt no longer comes and goes with a fraction of a degree next to them. A turret, mine or spike trap you look at still wins over a door behind or around it.
  • Lightning Rod: picking up an item that already crackles with static now also stops the sparks and the crackle for everyone (the strike was already called off), and a strike can no longer hit such an item in the very frame it is picked up. ROD ACTIVE also counts metal tools in the utility slot.
  • Extra inventory slot frames no longer flash on top of the last hotbar slot for a moment before moving into place (seen right after joining, when a player with a bigger inventory switched slots).
  • Terminal pages ('rpg', 'rpg tools', 'rpg unique', 'rpg ult') and 'rpg stats' line up their columns for long names and two-digit levels (Balancing Generous) and never get wider than the terminal's 51 characters. Field Hacker's short text is now "hack traps & doors"; the team mode note no longer wraps.
  • Decimal numbers (Medic HP/s, sprint time, rules) always use a decimal point, also on systems with a comma locale.
  • Errors in LethalRPG no longer break the game around them: each skill, HUD line, the skill menu and the per-frame player, item and storm code catch their own errors, log each one once and, after 10 errors, switch themselves off until the next lobby with a message. 'rpg info' and the Rules tab list what was switched off. Before, an error in the movement code could stop the player every frame, and one broken HUD line took the lines below it along.
  • A terminal or skill menu command that fails shows "LethalRPG error, see log" and the terminal keeps working; a client's request that fails on the host now gets an answer instead of none.
  • Second Wind and Blast Shield use no charge when another mod already prevented the death or cancelled the hit, and they judge damage after other mods reduced it. If a save fails with an error, the player dies as without the mod and keeps the charge; an error in the message shown after a save no longer turns it into a death.
  • The version check no longer needs the exact same version: players need a compatible LethalRPG, meaning the same network protocol and the same minor version (0.7.1, 0.7.2 and 0.7.5 work together, 0.7.x and 0.8.x do not), because patch versions only fix bugs. Another patch version no longer triggers the warning; 'rpg info' and the Rules tab name it instead. Another minor version, LethalRPG 0.6.0 and older (no protocol), any other protocol and a version that cannot be read still get the warning, which now names the rule (e.g. "Everyone needs LethalRPG 0.7.x.", with the newer of the two minor versions; for a test build of the unpublished 0.7.0 "Everyone needs LethalRPG 0.7.1 or a later 0.7.x."). A version name with other characters than letters, digits, dots and dashes is shown as "an older LethalRPG version".
  • Players with LethalRPG 0.6.0 or older cannot buy, respec or rebuild from a 0.7.1 host: their version cannot receive the host's upgrades (it knows one fewer), so nothing they bought would work on their PC. They are told to update instead of the crew's credits paying for it; the host keeps the levels they already have. The other way round, a player in the lobby of a host with 0.6.0 or older (or another incompatible version) no longer sends purchases, refunds or rebuilds the host would book without the player ever seeing them: the terminal and the skill menu answer right away and name the rule (e.g. "Everyone needs LethalRPG 0.7.x.").
  • The host sends one sync per frame with everything that changed instead of one per change: the end of a day with four players now sends one update instead of about a dozen (around 170 KB instead of 2 MB on Generous). Purchases still arrive together with the new levels. Changing only your own interface settings (menu key, status line, day report) no longer resends the rules to everyone.
  • If a client cannot use the host's data (for example an incompatible version), it now shows a message instead of only writing to the log. From a host with the same version it asks whether everyone uses the same build (test builds).
  • Players without LethalRPG (and players whose LethalRPG profile has not arrived yet) no longer count for payouts: they get no quota share, no quota or survival XP and no part of the team budget when upgrades become personal. With Even the crew no longer loses a part of the share to a budget nobody can spend; with ByContribution only the crew's scrap counts. 'rpg crew' and the Crew & Build tab name them on one line ("Without LethalRPG (or still joining)") instead of showing an empty block, the host's log says why they got nothing (by slot, e.g. "P3 (4f20c1) has no LethalRPG: no share"), and 'rpg info' says that only employees with LethalRPG get a share.
  • With Currency = GroupCredits, while someone else is at the terminal, upgrades, rebuys and respecs that change the credits only go through when typed in the terminal itself; the skill menu answers "Someone is using the terminal. Buy there or wait a moment." Before, a store order made at the same moment could make the upgrade free or lose the order. Skills paid with XP and personal budgets are not affected, nor is the host at its own terminal. 'rpg info' and the Rules tab mention it. A player who leaves the game while at the terminal (crash, kick) does not keep these purchases waiting, and only a player sitting at the terminal does (not one on a ladder or swinging a shovel).
  • Profile backups: before a change makes your permanent profile smaller (less XP in total or fewer skills, e.g. a respec, a wipe or a host with another version), the old profile is kept next to it (LethalRPG_Profile.bak1 to .bak3, newest first). New command rpg profile and a Profile box in the Stats tab list them with date and reason; rpg profile restore <n> and its Restore button put one back. It is used from the next lobby you join, and the profile it replaces becomes backup 1; the other backups keep their order, so none is lost or kept twice. If a backup cannot be written, the backups already moved are put back as they were. A profile that cannot be read now shows a message instead of only a log line.
  • The host keeps a copy of the save's upgrades (LethalRPG_Data.bak in the save) before upgrades switch between personal and team, before a reset (game over, rpg debug reset or wipe) and before a save from an older version is first written in the new format. With DebugCommands, rpg debug restore and the Restore save button in the Rules tab swap it with the current upgrades in orbit (a second restore undoes it); XP and skills of the players in the lobby stay as they are.
  • Profiles and saves now carry a format number. A file written by a newer LethalRPG with a newer format is never overwritten: you get a message, and the session runs without it. Fields and skills from a newer LethalRPG are kept when this version saves; they are not sent to other players, so the network format is unchanged. This protection starts with 0.7.1: going back to 0.6.0 or older can still lose skills that version does not know and the XP spent on them.
  • Test commands for hosts (DebugCommands): rpg debug budget and rpg debug xp take a player, all or a slot (rpg debug xp 100 2; P1 is the host). rpg debug as <slot> <command> buys, refunds or rebuys for another player as if they had used their skill menu. rpg debug endday books LethalRPG's part of the end of a day (scrap, kill and survival XP) without ending the game's day. rpg debug crew shows every player's slot, version, profile state, budget and XP without names. The Rules tab has the same: a player choice (with one other player chosen, every tab shows and acts for them; with All, the buttons in every tab act for the whole crew, like rpg debug as all, whatever the host owns or can afford), End day and Crew state.
  • New command rpg report and a Write bug report button in the Rules tab: they save a bug report as BepInEx/LethalRPG-report-<date>_<time>.txt and copy it to the clipboard. It holds the versions of LethalRPG (with its build), the game and BepInEx, host or client, Steam or LAN, the rules in effect and the config entries that differ from their defaults (on a client also its own rules where they differ from the host's), failed patches, parts switched off after errors, profile and save problems, the players by slot with their version and profile state, the loaded plugins and LethalRPG's last 200 log lines. Players appear only as P1, P2, ... with a short code of their identity; names, Steam IDs and the Windows user folder are left out. 'rpg info' and the Rules tab point to it.
  • LethalRPG's log lines no longer name players by their Steam name: they use the slot and a short code of the identity instead, e.g. "P2 (3fa1c9) bought stamina level 1 for 50", which also shows a player who comes back in another slot. Messages in the game keep the names.
  • The first LethalRPG line of every lobby in the log sums up the session: version and build, host or client, Steam or LAN, players, protocol, the host's rules, game version, detected mods (LateGameUpgrades, inventory mods, ...) and failed patches. A client logs the host's rules when its first sync arrives.
  • Every build carries the git commit it was made from: "0.7.1+a1b2c3d" in the log, the bug report and the DLL's product version; the version itself (BepInEx, manifest, version check) stays "0.7.1". Clients tell the host their build, so two test builds of the same version show up as another, compatible build (a log line and a note in 'rpg info') instead of going unnoticed.
  • LethalRPG checks the game version: on a game older than v80 it says that it needs v80 or newer, on a game newer than v81 (the version it was tested with) that it was tested on v81, each once per game run (a message still waiting when you leave the lobby comes in the next one). Both are logged as warnings, and 'rpg info' and the Rules tab show them too.
  • The terminal's other page now lists >RPG, so players who got LethalRPG with a modpack find it; commands that other mods add to that page stay. The day report (when you got budget or can buy something) and the payout's answer end with "Spend at [K] or terminal: RPG".
  • The skill menu key is shown as your keyboard labels it (in the menu's footer, on the terminal pages and in the new hint), so a key on another keyboard layout is no longer named by its US position. Without a menu key the footer and the terminal no longer show "[None]".
  • Inventory mods on a client's PC now count too: clients tell the host about theirs, and the Inventory upgrade is off for everyone while such a player is in the lobby, with a message to everyone (before, only the host's mods counted). Slots are only resized when both the host and your own PC allow it, so empty slots that another mod added are no longer cut. The maintained LethalProgression fork is now recognized as an inventory mod. LethalThings now turns Inventory off for everyone when the host has it with its Utility Belt on (PouchyBelt in the host's LethalThings config, on by default; off, the belt is not sold and Inventory works, and a belt bought before keeps its three extra slots while it is carried). On a client's PC it does not count: only the host's setting decides whether the lobby has the belt. 'rpg debug crew' and the bug report name each player's inventory mod.

0.6.0

  • New choice FullShareEach for the setting ShareSplit: with personal upgrades every player gets the whole quota share for their own body and tool upgrades (e.g. $187 each instead of $187 split between three), and the group credits pay it only once (when it is taken from them). That is what the share is worth in team mode, where one upgrade counts for everyone, so everyone progresses as fast as in team mode but follows their own priorities.
  • Switching between personal and team upgrades with full shares: going personal, every player aboard gets the whole team budget; going back to team mode, the copies are not added up: every upgrade keeps its highest level as before, and the team budget is one share minus everything anyone bought with the shares (upgrades and skills, at least $0), so toggling cannot refill a budget.
  • 'rpg info' and the Rules tab explain the payout with an example and say that only players in the lobby when the quota is met get a share. The descriptions of ShareSplit, SurplusSharePercent, TakeShareFromGroupCredits and UpgradeOwnership explain the options.

0.5.1

  • Iron Grip now also works against the kidnapper fox: when its tongue drags you off, you keep all your items (and their weight), so you can hit the tongue to break free. A zap gun used against the fox while it drags you keeps working. Terminal aliases 'fox' and 'kidnapper' find the skill.

0.5.0

  • New upgrades: Long Reach (grab and interaction range) and Bargain Hunter (cheaper store items, vehicles and ship upgrades for the buyer).
  • New unique skills: Wristwatch (clock inside the facility), Prospector (scrap left on the moon on the HUD), Danger Sense (HUD warning while a monster hunts you) and Concussive Blows (shovel and sign hits stun).
  • New ultimate skill: Field Hacker (switch off turrets, mines and spike traps or open big doors by holding E, like their terminal code).
  • Skill menu can now do everything the terminal can: MAX button (buy as many levels as you can afford), respec in the Stats tab, a Rules tab with 'rpg info' and, with DebugCommands, the test commands. Clicks are applied in the next frame.
  • New setting Balancing (Standard / Generous / Strict), separate from the difficulty: Generous gives up to three times the levels (only as far as they still do something, at most 20) with slower rising prices, faster lockpicking and hacking and stronger skills; Strict gives 40% fewer levels and weaker skills. Shown in 'rpg info', the Rules tab and the stats.
  • Skills never ask for a higher prerequisite level than the upgrade's max level (e.g. after lowering MaxLevel).
  • The status line shows your health when Vitality raises it above 100 (the game's display only shows damage below 100).
  • Fixes from a full review:
    • Vitality above 100 HP is no longer reset on clients after a hit (the game's damage echo).
    • Buying Vitality or a Second Wind save that brings you to 20 HP or more ends a critical injury, so you no longer limp and bleed at full health for the rest of the day.
    • Surefooted no longer slows the sinking in quicksand twice (the game sends the sinking speed back to its owner).
    • Kill XP also counts kills of monsters a client controls, and hitting a corpse no longer takes the kill; Danger Sense works for every monster on every client.
    • Switching from team to personal upgrades happens when the ship is started next, so the team budget is split between the players aboard, not with players who only played this save once or are still joining.
    • Carrying scrap in and out of the ship no longer farms XP or payout share; rank XP counts once per day, also after the crew was fired.
    • Skill menu: pages with many entries fit again, long messages wrap, respec and MAX ALL only on the ship. Dropping, scanning, inspecting, Q/E item actions, lockpicking and hacking are blocked while it is open, and confirm buttons wait a moment so a double click cannot respec or wipe.
    • Terminal: names with several words, ambiguous beginnings list the candidates instead of buying the first match; 'rpg buy' without a name explains itself.
    • Lockpicker and Field Hacker show the hold bar, no longer react while you look at an item, and Field Hacker needs a line of sight; Wristwatch only shows the clock inside the facility.
    • With UniqueSkillCurrency = Money, skills are learned and respecs done in orbit only, and the game is saved right away, so quitting later that day cannot keep a skill without its price; skills wait until your profile has loaded.
    • An inventory mod on the host turns the Inventory upgrade off for everyone.
    • A save whose upgrades cannot be read is no longer overwritten with empty data.
    • Several smaller fixes (profile saving after a read error, version check timing and false warnings for reused player slots, refund overflow, saved build only counts levels this ship offers, Adrenaline description).

0.4.0

  • Team mode (setting UpgradeOwnership): money upgrades are shared by the whole crew and paid from a team budget that quota payouts go into. Unique and ultimate skills and XP stay personal.
  • Switching to team mode keeps the highest level any player had of each upgrade and pools all budgets. Switching back gives every player the team's levels and splits the team budget evenly; from there everyone continues alone.
  • In team mode rpg refund resets only your own skills; saved build, rpg rebuy and auto rebuy apply to the team. Terminal, skill menu, crew overview and day report show the team budget and the shared upgrades.

0.3.1

  • Player README in English and German (gameplay only): requirements, controls, all upgrades and skills, budget and XP, settings, multiplayer, compatibility, credits, license (MIT) and disclaimer; LICENSE file in the package.
  • Note: singleplayer is tested; multiplayer is still being tested.
  • Plugin id is now cucumis.lethalrpg, so the config file is cucumis.lethalrpg.cfg. Earlier test versions used another id: remove them before installing this one, and copy over the old config file if you want to keep its settings.

0.3.0

  • New unique skill Bio Monitor (needs Medic 2): on moons with cadaver growth the HUD shows "BIO-SCAN: CLEAN" or how far an infection has spread, whether you are healing, and the countdown once it is about to burst.
  • Skill menu fits on one screen: one line per upgrade with a details box for the hovered one, stats and crew in two columns.
  • HUD lines below the weight (infection, compass, status) sit directly below it and stack without gaps.

0.2.0

  • More ways to earn XP, each with its own slider: scrap you bring to the ship, monster kills (by power level), surviving a day and completed quotas, plus a multiplier for the rank XP.
  • Difficulty preset (Easy / Normal / Hard) that scales prices, XP gains and upgrade effects.
  • Skill menu on a key (default K) in the game's look (3270 font, HUD color) with buy buttons, stats, crew overview and saved build.
  • Terminal: rpg stats, rpg crew, rpg buy <name> <n|max>, rpg build, rpg rebuy (optionally automatic after each payout).
  • Saved builds: the money upgrades of a run are remembered when the crew gets fired and can be bought again.
  • Day report after each day: XP by source, budget and what you can afford now.
  • HUD status line: Second Wind charges, Adrenaline, Lightning Rod, Rallying Presence, XP from kills.
  • Version check between host and clients; warning for players without the mod.
  • Patches are applied one class at a time: a conflict with another mod only disables the affected skills.
  • Thunderstore package built by dotnet build -c Release.

0.1.0

  • First version: 19 leveled upgrades, 9 unique and 6 ultimate skills, skill tree, surplus share and XP, permanent profile, respec, LethalConfig support.
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