Lethal Company
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LethalRPG

Personal progression for Lethal Company: every player buys their own upgrades such as more stamina, more health or extra item slots, paid with a share of the money the crew earns above the quota. On top of that come unique and ultimate skills that you unlock with XP and keep forever.

Status: singleplayer is tested and should work. Multiplayer is still being tested and not fully covered yet; you may run into bugs there.

Requirements

  • BepInExPack (your mod manager installs it automatically).
  • Every player in the lobby needs LethalRPG, in a compatible version (same minor version, e.g. 0.7.x).
  • Recommended: LethalConfig, so all settings can be changed in the in-game mod menu.

How it works

  • Upgrades have several levels and cost money. When a quota is completed, part of the surplus is paid out as budget to the players: by default split by the scrap each of them brought to the ship; the host can also split it evenly or give every player the full share.
  • Unique skills cost XP and need a certain level in a related upgrade (skill tree). Ultimate skills are the top of the tree: expensive and with two requirements.
  • XP comes from your rank at the end of each day, scrap you bring in, monsters you kill, surviving a day and completed quotas.
  • Upgrades last one run: when the crew gets fired they are gone. The mod remembers what you had, though, and rpg rebuy buys it again.
  • XP and skills are permanent: they are stored on your own PC and apply in every lobby and save.
  • Every player buys and owns their upgrades, or the crew shares them in team mode (see below). The rules (prices, shares, difficulty, balancing, team mode) are set by the host.

Controls

Terminal

rpg              page 1: body upgrades, your budget and your XP
rpg tools        page 2: tool upgrades
rpg unique       page 3: unique skills
rpg ult          page 4: ultimate skills
rpg sneak        details of an upgrade or skill
rpg buy sneak    buy the next level
rpg buy sneak 3  buy three levels ("max" = up to the highest level)
rpg stats        your stats: health, slots, load, sprint time and all upgrades
rpg crew         what your teammates have
rpg build        your saved build; "rpg build save" saves your current upgrades
rpg rebuy        buy the missing levels of your build; "rpg rebuy auto" does it after every payout
rpg refund       respec: shows what you get back; "rpg refund confirm" resets everything
rpg profile      your permanent profile and its backups; "rpg profile restore 1" puts backup 1 back
rpg info         the rules on this ship
rpg report       writes a bug report without names (see "Reporting a bug")

skills works the same as rpg. The terminal's other page lists RPG as well.

Skill menu

Press K (changeable under 5. Interface; terminal and menu show the key as your keyboard labels it) to open a menu in the game's look that can do everything the terminal can: every upgrade and skill with its levels, effect (now and next level), price and the buttons BUY (one level) and MAX (as many levels as your money allows), or LEARN for skills. Point at a row to see its description, requirements and details at the bottom. Further tabs: Stats (your stats, respec, and your profile with its backups and RESTORE), Crew & Build (teammates, saved build, rebuy) and Rules (the rules on this ship, WRITE BUG REPORT, with DebugCommands also the test commands). Like at the terminal, buying, rebuy and respec only work on the ship; looking, saving your build, switching auto rebuy, restoring a profile backup and writing a bug report work anywhere. K or Esc closes the menu; while it is open your character stands still.

HUD

Small lines appear below the weight when they are needed:

  • Status line: your health when Vitality raises it above 100 (HP 140/200; the game's display only shows damage below 100), Second Wind charges left, ADRENALINE, ROD ACTIVE (storm, outside, carrying metal), RALLIED (a teammate with Rallying Presence is close) and a short "+6 XP (Thumper)" after a kill.
  • Danger Sense, Bio Monitor, Compass and Prospector, if you have these skills (see below).
  • Day report: after each day a tip shows how much XP you earned and from what, how much budget was paid out, what you can afford now and where to spend it ([K] or terminal: RPG).

Upgrades

Body (rpg)

Upgrade Effect per level Max First level
Stamina +15% sprint duration; the pause after running out does not get longer 5 $50
Strength −12% penalty from heavy items (speed and stamina) 5 $60
Vitality +20 maximum health (normally 100) 5 $75
Agility +5% movement speed 5 $60
Jump +6% jump force 3 $40
Recovery +20% faster stamina regeneration 5 $50
Climber +20% faster on ladders 5 $30
Lungs +25% longer breath under water 4 $30
Medic +0.2 health per second after 6 s without damage (from 20 HP) 5 $60
Surefooted −15% slowdown from mud, water, quicksand and webs, sink slower 5 $40
Crouch Walk +10% faster while crouching 5 $30

Tools (rpg tools)

Upgrade Effect per level Max First level
Inventory +1 item slot (up to 20; the HUD shows 8 per row, further rows above) 4 $150
Sneak −12% range at which monsters hear your steps 5 $60
Electrician +25% battery life of flashlights and other items 4 $40
Nerves −15% fear build-up 5 $40
Handyman +25% faster hold actions (valves, levers, prying) 4 $40
Analyst +25% scanner range 4 $40
Brawler +1 damage with shovels and signs against monsters 3 $100
Marksman −15% shotgun reload time 3 $60
Long Reach +15% range for picking up and using things (switches, doors) 4 $50
Bargain Hunter −5% on items, vehicles and ship upgrades you buy at the terminal (not moon routes; at most −50%) 5 $80

Every further level costs more (usually ×1.5 per level, Inventory and Brawler ×2). Strength, Sneak, Nerves, Surefooted, Marksman and Bargain Hunter have a cap on their total effect.

Unique skills (rpg unique)

Buy once, keep forever. They cost XP (the host can switch to money) and need the listed upgrade level.

Skill Effect Requires Price
Packmule Two-handed items go into your inventory like normal items, so you can keep switching slots and carry more Strength 3 40 XP
Second Wind Once per day you survive lethal damage and simple instant kills (nutcracker kick, turrets, explosions, spike traps, vehicles). Monsters that grab you (Bracken, Jester, Giant, Eyeless Dog, ...) still kill you Vitality 3 50 XP
Fast Hands Switch slots almost without delay, picking items up takes half as long Inventory 1 25 XP
Night Owl Much stronger night vision inside the facility Nerves 2 30 XP
Lockpicker Open locked doors by holding E (10 s, faster with Handyman) Handyman 2 40 XP
X-Ray Scan Your scanner shows scrap through walls Analyst 3 40 XP
Adrenaline While critically injured (below 10 HP, until you heal back to 20): no limping, sprinting costs no stamina, 20% faster Recovery 2 35 XP
Compass Inside the facility the HUD shows direction and distance to the nearest exit Analyst 1 20 XP
Iron Grip When a snare flea drops onto your head or a kidnapper fox drags you off with its tongue, you keep all your items (and their weight). Against the fox: hitting its tongue frees you; hitting the fox itself near its den makes it attack you Strength 2 30 XP
Bio Monitor On moons with cadaver plants the HUD shows BIO-SCAN: CLEAN or your infection (INFECTED 42% [####------]), HEALING under the shower, and from 100% the countdown until you burst. Then only weed killer helps Medic 2 20 XP
Wristwatch The clock stays visible inside the facility Analyst 1 15 XP
Prospector On a moon the HUD shows how much scrap is still inside the facility and outside, and what it is worth (SCRAP INSIDE 7 ($312) OUTSIDE 2 ($60)) Analyst 2 25 XP
Danger Sense The HUD warns you in red when a monster is hunting you, and says which (!! HUNTED BY THUMPER !!) Nerves 3 35 XP
Concussive Blows Hits with a shovel or sign stun the monster for a moment (the same monster at most every 6 s) Brawler 2 35 XP

Ultimate skills (rpg ult)

The top of the skill tree: each one needs a unique skill and a high upgrade level.

Skill Effect Requires Price
Hunter Sense Your scanner also shows monsters through walls X-Ray Scan + Analyst 4 180 XP
Lightning Rod Lightning never targets the metal items you carry. Random strikes can still hit Iron Grip + Electrician 4 150 XP
Blast Shield Explosions (mines, lightning, meteors, missiles) no longer kill you outright; you take 60 damage Second Wind + Vitality 5 200 XP
Rallying Presence Teammates within 15 m regenerate stamina 30% faster and are 40% less frightened by monsters Adrenaline + Nerves 4 170 XP
Appraiser Scrap you pick up outside the ship is worth 15% more (once per item) Packmule + Strength 4 200 XP
Salvage Insurance If the whole crew dies, the scrap on the ship is kept. Protects everyone as long as one player in the lobby has it Iron Grip + Inventory 3 200 XP
Field Hacker Hold E in front of a turret, landmine or spike trap to switch it off, or while looking at a big security door up to 4 m away to open or close it, just like its code at the terminal (3 s, faster with Handyman) Lockpicker + Handyman 4 200 XP
Coil Breaker 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. Then the skill recharges for 5 minutes Concussive Blows + Brawler 3 180 XP

Budget and XP

Budget: when a quota is completed, by default 50% of the surplus (sold minus quota) becomes upgrade budget. With personal upgrades only players in the lobby at that moment who have LethalRPG get some. How it is shared is up to the host (setting ShareSplit). Example: $374 surplus, so a $187 share, three players:

ShareSplit Who gets what In the example
ByContribution (default) split by the scrap value each player brought to the ship during the quota (evenly if nobody brought anything) $187 in total, e.g. $100 / $62 / $25
Even split evenly $62 each
FullShareEach every player gets the whole share for their own upgrades $187 each
Team mode (see below) once into the team budget; every upgrade bought with it counts for everyone $187 team budget

The share is taken from the group credits only once, also with FullShareEach ($187 in the example, not $561). The host can turn that off (the budget is then a bonus) or let upgrades be paid directly with the group credits.

FullShareEach or team mode? Both move every player forward at the same pace: a $187 team upgrade counts for everyone, and with FullShareEach everyone buys $187 of upgrades for themselves. In team mode the crew plans together; with FullShareEach everyone follows their own priorities. With ByContribution and Even the crew splits the share, so everyone progresses more slowly. If skills cost money instead of XP (UniqueSkillCurrency = Money), with FullShareEach everyone also buys their skills from the full share. The host is best off choosing the split for a whole run.

Paying with group credits: with Currency = GroupCredits upgrades are bought directly with the crew's credits. With personal upgrades every player pays the full price by default, so four players buying Stamina 1 cost the crew four times as much as one team upgrade. With SplitUpgradePrices 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, but everyone picks their own upgrades. Prices drop when someone joins and rise when someone leaves; the terminal and the skill menu always show your current part (next to the credits: "upgrades 1/3 price"). Skills paid with money always cost the full price, as in team mode. A respec gives back the set share of what you actually paid. Best chosen for a whole run: a switch to team mode keeps the highest level anyone had. While someone else is at the terminal, upgrades paid with credits (and respecs that give credits back) only go through at the terminal itself; the skill menu asks you to wait a moment, so a store order and an upgrade never spend the same credits.

XP:

Source Default
Rank XP at the end of a day as much as in the game
Scrap you bring to the ship yourself 2 XP per $100
Killing a monster (the last hit counts) 2 × the monster's power (e.g. hoarding bug 2, thumper and bracken 6); harmless daytime creatures give nothing
Surviving a day 2
Completing a quota 10 for every player

Team mode: the host can let the crew collect upgrades together. All upgrades (Stamina, Strength, Inventory, ...) then apply to every player, payouts go into a team budget, and anyone can buy upgrades for everyone from it. Unique and ultimate skills and XP stay personal.

  • Switching to team mode: each upgrade keeps the highest level any player had. All budgets go into the team budget; if they come from FullShareEach payouts, everyone got the same payouts, so they are not added up: the team budget is one share minus everything anyone bought with the shares (at least $0). The highest levels are kept as always.
  • Switching back: every player takes over the team's levels and continues alone from there. The team budget is split evenly between the players aboard; with FullShareEach every player aboard gets the whole team budget. The switch happens when the ship starts next, so the crew is there.
  • In team mode rpg refund only resets your own skills; the team's upgrades stay. The saved build and rpg rebuy apply to the team.

Difficulty: the host can choose Easy (prices ×0.7, XP ×1.5, upgrades ×1.2 as strong), Normal or Hard (prices ×1.4, XP ×0.75, upgrades ×0.9 as strong).

Balancing: separately, the host decides how far upgrades go and how strong the skills are tuned:

  • Standard: the values from the settings.
  • Generous: three times the levels (e.g. Stamina 15 instead of 5), but only as far as levels still do something: at most 20, reductions up to their limit, Inventory up to 20 slots, Crouch Walk up to walking speed; Agility goes up to 10, Jump to 6, Climber to 7, Long Reach to 8. Prices rise slower, so the last level costs what the old last level did. Lockpicking, hacking, shutting down a coil head and the Medic delay take half as long, Concussive Blows stuns longer and twice as often, Coil Breaker keeps a coil head down 50% longer (45 s) and recharges twice as fast, Blast Shield deals half the damage, Rallying Presence reaches 50% further and Second Wind has one more charge per day.
  • Strict: 40% fewer levels (5 → 3), lockpicking, hacking, shutting down a coil head and the Medic delay take 50% longer, Concussive Blows stuns shorter and less often, Coil Breaker keeps a coil head down 25% shorter and takes 50% longer to recharge, Blast Shield deals a third more damage, Rallying Presence reaches 25% less far.

Skills never ask for a higher level than an upgrade can currently have. Bought levels above a lowered max level are kept and work again once it is raised.

What stays, what resets

Stored When the crew gets fired
Upgrades and budget in the host's save reset (can be turned off)
XP, unique and ultimate skills, saved build on your own PC (in team mode the team build is in the host's save) kept, in every lobby and save

Saved build: when the crew gets fired, the mod remembers your upgrades in the order you bought them. In the new run rpg rebuy buys them again as far as your budget allows. With rpg rebuy auto this happens after every payout. rpg build save saves your current upgrades as your build at any time.

Respec: rpg refund resets all your upgrades and skills and gives back 50% of the money and XP you spent.

Your permanent profile is the file LethalRPG_Profile in %userprofile%\AppData\LocalLow\ZeekerssRBLX\Lethal Company. Back it up if you reinstall the game.

Profile backups: before a change makes your profile smaller (less XP in total or fewer skills, e.g. after a respec, a wipe or a host with another version), the old one is kept as a backup next to it (LethalRPG_Profile.bak1 to .bak3, the newest first). rpg profile and the Stats tab list them with date and reason; rpg profile restore 2 or RESTORE puts one back. It is used from the next lobby you join (the host takes profiles when players join), and the profile it replaces becomes backup 1, so nothing is lost. A profile or save written by a newer LethalRPG version is never overwritten: you get a message and should update. This protection exists since 0.7.1; older versions do not have it.

Settings

All settings are in BepInEx/config/cucumis.lethalrpg.cfg or, with LethalConfig, in the game's mod menu. Changes apply immediately. The host's settings always apply.

Section Contents
0. General payment mode, surplus share, split (by scrap, evenly or the full share for everyone), split upgrade prices with group credits, skills paid with XP or money (with money, learned and reset in orbit only), personal or team upgrades, difficulty, balancing, skill tree on/off, respec share, reset on game over
0. XP sources XP per source (see above)
1. Body, 2. Tools per upgrade: on/off, max level, prices, effect per level, cap
3. Unique, 4. Ultimate per skill: on/off, price in XP or money, required levels and own values (e.g. Second Wind charges, Rallying Presence range)
5. Interface only for your PC: skill menu key, status line and day report on/off
9. Debug test commands (rpg buy all, rpg debug ...), normally off

rpg <skill> shows the current values of a skill on this ship in the terminal.

Multiplayer

  • Still being tested: playing with several players (purchases, payouts, skills that affect others) is not fully tested yet. Singleplayer should work.
  • Every player needs the mod in a compatible version (same minor version, e.g. 0.7.x). If someone has another minor version (e.g. 0.6.x or 0.8.x) or none at all, the mod warns everyone. Different patch versions (e.g. 0.7.1 and 0.7.5) work together and are only named in rpg info and the Rules tab. Players with LethalRPG 0.6.x or older cannot buy from a host with 0.7.x, because their version cannot receive the upgrades; they are asked to update. The other way round, players with 0.7.x do not buy from a host with an incompatible version (e.g. 0.6.x): the terminal and the skill menu say so, and nothing is sent to the host.
  • Everyone buys and owns their own upgrades, or the crew shares them in team mode; the rules come from the host.
  • In LAN games, upgrades and budgets in the save belong to the player slot (the host is Player #0, then Player #1, #2, ...): join in the same order to keep yours. XP and skills are stored on your own PC and always stay yours.

Compatibility

Other mods

Mod Status Notes
LethalConfig Recommended All LethalRPG settings in the in-game mod menu.
LateGameUpgrades Works Similar upgrades from both mods add up. Its night vision overrides Night Owl while it is on.
GeneralImprovements Works, one limit Bonuses add up. With SprintOnLadders = Allow, Climber has no effect.
NightVision Works, one limit Overrides Night Owl while it is on.
LethalThings Works; Inventory only without the Utility Belt Only the host's LethalThings config counts. With its Utility Belt on (PouchyBelt, on by default) the Inventory upgrade is off for the whole lobby; with PouchyBelt = false the belt is not in the shop and Inventory works. LethalThings on another player's PC blocks nothing. A belt bought earlier keeps its three extra slots while you carry it.
ReservedItemSlotCore (and its add-ons), HotbarPlus, AdvancedCompany Works, Inventory upgrade off These mods manage item slots themselves: while a player with one of them is in the lobby, the Inventory upgrade is off for everyone (Fast Hands then does not need Inventory 1).
LethalProgression (also the maintained fork) Works, Inventory upgrade off Similar skills from both mods add up. It manages item slots itself, so the Inventory upgrade is off as above.
LethalLevelLoader, DawnLib, JLL, MonsterManager, Fair AI Tested Played in a larger modpack.
MoreCompany (more than 4 players) Not tested yet Lobbies with more than 4 players are planned for a later version.

Not listed means not tested: most mods should work, because LethalRPG keeps the bonuses of other mods (speed, stamina, health, ...) and adds its own on top. If you find a problem with a mod, please report it (see below).

If something goes wrong

  • If another mod changes the game in a way that stops a skill from working, only that skill is affected; rpg info then shows a note.
  • If a part of LethalRPG runs into errors, the game keeps running: a failed command shows LethalRPG error, see log, and a skill, HUD line or the skill menu that keeps failing switches itself off until the next lobby, with a message. rpg info and the Rules tab list it; the BepInEx log has the details.
  • Second Wind and Blast Shield use no charge when another mod already prevents the death or cancels the hit.
  • LethalRPG needs Lethal Company v80 or newer. On an older game, or one newer than the version it was last tested with, it shows a message once per game run when you join a lobby, and rpg info says so.

What's next

Planned, not promised; details can still change.

  • Bug fixes (0.7.x): whatever the multiplayer tests with several players turn up. These updates work together with every 0.7.x, so nobody has to update at the same time.
  • Next feature update (0.8.0): LethalRPG gets along better with other mods, especially other progression and inventory mods, supports larger lobbies, makes multiplayer more reliable and explains more clearly when something does not work. As with every feature update, everyone in the lobby will need the new version.
  • Later: an easier start for new players and hosts, and better ways to see and plan your skills.

Reporting a bug

rpg report in the terminal, or WRITE BUG REPORT in the Rules tab of the skill menu, saves a report as BepInEx/LethalRPG-report-<date>_<time>.txt (next to LogOutput.log) and copies it to the clipboard. It holds the versions of LethalRPG, the game and BepInEx, the rules on this ship, your other mods, errors and LethalRPG's last log lines. Players appear only as P1, P2, ... (their slot) with a short code, never by name or Steam ID. Attach the file, or paste the text, when you report a bug; best from every player who saw the problem.

Author and license

  • Author: Cucumis
  • License: MIT (see the LICENSE file). You may use, modify and share the code as long as the copyright and license notice stay included. No warranty.
  • LethalRPG is an unofficial fan-made mod and is not affiliated with Zeekerss or Lethal Company. No game files are included. Use it at your own risk and keep backups of your saves.
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