Lethal Company
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LethalRPG

The skill menu (K) on the BODY tab

Personal progression for Lethal Company. Every player buys their own upgrades, such as more stamina, more health or extra item slots, with a share of the money the crew earns above the quota. On top of that comes a skill tree of 22 skills, paid with XP that you keep in every lobby.

Status: singleplayer is tested and should work. Multiplayer is tested in automated LAN runs with 2 to 5 players, all on one PC and in orbit, also with LateGameUpgrades 3.14.1 and MoreCompany. Not tested yet with 0.8.0: Steam lobbies, rounds on moons together, big modpacks and more than 5 players; you may run into bugs there. Known limits are listed in the Wiki tab under "Known issues & limitations".

What is tested

Tested with 0.8.0 in LAN with 2 to 5 players (automated, all on one PC, in orbit): joining under six different host rule sets, rejoining, hosting again, purchases, respec and rebuy in the terminal and the skill menu, payouts, split upgrade prices with group credits, a player with 0.7.2 in a 0.8.0 lobby and the other way round (warned; LethalRPG is off for them), a 0.7.2 save with Generous levels, LateGameUpgrades 3.14.1 with both OverlapPolicy settings, and 5 players with MoreCompany. Before its release, 0.7.2 passed automated LAN runs with 2 players that also covered game over, ReservedItemSlotCore, LethalThings' Utility Belt, and Coil Breaker and Field Hacker on a moon. Not tested yet with 0.8.0: Steam lobbies, rounds on moons together (and with them the skills that affect other players), big modpacks and more than 5 players.

At a glance

Upgrades Skills
What 21 upgrades: stamina, health, item slots, speed, … 14 unique and 8 ultimate skills: X-Ray Scan, Second Wind, Field Hacker, …
Paid with budget: your share of the quota surplus XP from days, scrap, kills and quotas
Lasts one run; rpg rebuy buys your build again forever
Stored in the host's save on your own PC, used in every lobby and save
  • The host's settings are the rules: personal or team upgrades, how payouts are split, difficulty and balancing.
  • Everyone in the lobby needs LethalRPG 0.8.x. 0.8.x and 0.7.x do not work together. The 0.7 line ends with 0.8.0: 0.7.x gets no more fixes; please update.
  • Recommended: LethalConfig for all settings in the in-game mod menu.

Quick start

  1. Everyone in the lobby installs LethalRPG. The mod manager adds BepInExPack.
  2. Complete a quota: part of the surplus becomes your upgrade budget.
  3. On the ship, press K or type rpg at the terminal, and buy.
  4. XP comes in every day. Learn skills on the UNIQUE and ULTIMATE tabs once you have the required upgrade levels.

Skill menu and terminal

The UNIQUE tab with a skill's requirements in the info box

K opens a menu in the game's look that can do everything the terminal can:

  • BODY, TOOLS, UNIQUE, ULTIMATE: every upgrade and skill with its level, effect and price. BUY buys one level, MAX as many as you can afford, LEARN a skill. Point at a row for its details and requirements.
  • STATS: your stats, respec, and your profile with its backups.
  • CREW & BUILD: your teammates' upgrades, your saved build and rebuy.
  • RULES: the rules on this ship and WRITE BUG REPORT.

Buying, rebuy and respec work on the ship; everything else works anywhere. K or Esc closes the menu. The key can be changed in 5. Interface.

Terminal
rpg, rpg tools, rpg unique, rpg ult the four pages: body, tools, unique, ultimate
rpg sneak details of an upgrade or skill
rpg buy sneak, rpg buy sneak 3, rpg buy sneak max buy one, three or all affordable levels
rpg rebuy buy your saved build again
rpg info the rules on this ship
rpg report write a bug report
All terminal commands
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; from 5 players one line each
rpg crew 3       the player in slot 3 (P3) in full
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

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

On the HUD

The skill box in the top right

  • Skill box, top right from the landing on: the skills that have something to say right now, one row each. DANGER names the monster that hunts you, BIO-SCAN shows your cadaver infection, EXIT the way out of the facility, SCRAP what is left on the moon, plus Second Wind, Adrenaline, Lightning Rod and Rally. Colours carry meaning, and the words say the same. With SkillBoxPosition = BelowWeight (5. Interface) the rows show below the weight instead, e.g. if another HUD mod uses the top right.
  • Status line, below the weight: your health above 100 (HP 140/200) and the XP of a kill.
  • Day report after each day: XP earned, budget paid out, and what you can afford now.

Upgrades

Bought with budget, several levels each. Every further level costs more (usually ×1.5 per level). Values are the defaults; rpg <name> and the menu show the values on your ship.

Body (rpg) Per level Max First level
Stamina +15% sprint duration 5 $50
Strength −12% penalty from heavy items 5 $60
Vitality +20 maximum health 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 5 $60
Surefooted −15% slowdown from mud, water, quicksand and webs 5 $40
Crouch Walk +10% faster while crouching 5 $30
Tools (rpg tools) Per level Max First level
Inventory +1 item slot 4 $150
Sneak −12% range at which monsters hear your steps 5 $60
Electrician +25% battery life 4 $40
Nerves −15% fear build-up 5 $40
Handyman +25% faster valves, levers and prying 4 $40
Analyst +25% scanner range 4 $40
Brawler +1 damage with shovels and signs 3 $100
Marksman −15% shotgun reload time 3 $60
Long Reach +15% reach for picking up and using things 4 $50
Bargain Hunter −5% on what you buy at the terminal (not moon routes) 5 $80

Skills

Learned once and kept forever. They cost XP (the host can switch to money) and need a level in a related upgrade.

Unique (rpg unique) Effect Requires Price
Packmule Two-handed items go into your inventory like normal items Strength 3 40 XP
Second Wind Once per day you survive lethal damage (not monsters that grab you) Vitality 3 50 XP
Fast Hands Switch slots almost instantly, pick items up twice as fast Inventory 1 25 XP
Night Owl Much stronger night vision inside the facility Nerves 2 30 XP
Lockpicker Open locked doors by holding E Handyman 2 40 XP
X-Ray Scan The scanner shows scrap through walls Analyst 3 40 XP
Adrenaline Below 10 HP: no limping, free sprinting, 20% faster Recovery 2 35 XP
Compass The skill box shows the way to the nearest exit Analyst 1 20 XP
Iron Grip Keep your items when a snare flea or kidnapper fox grabs you Strength 2 30 XP
Bio Monitor The skill box shows your cadaver infection, from clean to bursting Medic 2 20 XP
Wristwatch The clock stays visible inside the facility Analyst 1 15 XP
Prospector The skill box shows the scrap left on the moon and its value Analyst 2 25 XP
Danger Sense The skill box warns you when a monster hunts you, and names it Nerves 3 35 XP
Concussive Blows Shovel and sign hits stun the monster for a moment Brawler 2 35 XP
Ultimate (rpg ult) Effect Requires Price
Hunter Sense The scanner also shows monsters through walls X-Ray Scan, Analyst 4 180 XP
Lightning Rod Lightning never targets the metal you carry Iron Grip, Electrician 4 150 XP
Blast Shield Explosions deal 60 damage instead of killing you Second Wind, Vitality 5 200 XP
Rallying Presence Teammates within 15 m regain stamina faster and fear less Adrenaline, Nerves 4 170 XP
Appraiser Scrap you pick up outside the ship is worth 15% more Packmule, Strength 4 200 XP
Salvage Insurance If the whole crew dies, the scrap on the ship is kept Iron Grip, Inventory 3 200 XP
Field Hacker Hold E to switch off turrets, mines and spike traps, or to open and close security doors Lockpicker, Handyman 4 200 XP
Coil Breaker Hold E to shut a coil head down for 30 s Concussive Blows, Brawler 3 180 XP

Budget and XP

Budget: when a quota is completed, 50% of the surplus (sold minus quota) becomes upgrade budget. By default it is split by the scrap each player brought to the ship. The host can also split it evenly, give every player the full share, let upgrades be paid directly with the group credits, or let the crew share upgrades in team mode.

XP source Default
Rank 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. 6 for a thumper
Surviving a day 2
Completing a quota 10 for every player

When the crew gets fired, upgrades and budget are reset (the host can turn that off). LethalRPG remembers your build, and rpg rebuy buys it again. XP and skills always stay. rpg refund resets your upgrades and skills and gives back 50% of what you spent; profile backups protect your XP and skills. If the game reports a corrupted settings file, LethalRPG copies your files to a backup first and resets only that file, so your saves stay.

For hosts

The RULES tab with the rules on this ship

Your settings are the rules for everyone in the lobby. They are in BepInEx/config/cucumis.lethalrpg.cfg or, with LethalConfig, in the mod menu, and changes apply at once. Five setups to start from:

Setup For a crew that wants … Settings in 0. General
Casual crew to get strong together, without bookkeeping UpgradeOwnership = Team, Balancing = Generous
Classic (default) everyone for themselves, paid for the scrap they bring UpgradeOwnership = Individual, ShareSplit = ByContribution
Everyone equal personal builds, but nobody falls behind ShareSplit = FullShareEach
Credits economy upgrades that compete with the shop Currency = GroupCredits, SplitUpgradePrices = true
Hardcore slow, expensive progress Difficulty = Hard, Balancing = Strict

Generous gives up to three times the levels; the strongest effects have caps. The Host guide in the Wiki tab explains every setup, switching during a run and continuing a run with another host.

Compatibility

Mod Status
LethalConfig Recommended: all settings in the mod menu
LateGameUpgrades Works. 14 of its upgrades do the same as one of LethalRPG's; by default both add up, with OverlapPolicy = PreferOtherMod only the LateGameUpgrades one works
GeneralImprovements Works. With SprintOnLadders = Allow, Climber has no effect
NightVision Works. Overrides Night Owl while it is on
LethalThings Works. The Inventory upgrade needs PouchyBelt = false on the host
ReservedItemSlotCore, HotbarPlus, AdvancedCompany, LethalProgression Work. They manage item slots, so the Inventory upgrade is off
LethalLevelLoader, DawnLib, JLL, MonsterManager, Fair AI Played in a larger modpack with an early version (0.2.0); not tested with 0.8.0 yet
MoreCompany Tested in LAN with 5 players (automated, on one PC, in orbit); more players and Steam lobbies are not tested yet

Not listed means not tested. If another mod or a game update keeps a skill from working, only that skill is affected: LethalRPG names it when you join a lobby, and rpg info and the RULES tab list it. LethalRPG needs Lethal Company v80 or newer.

Reporting a bug

rpg report in the terminal, or WRITE BUG REPORT on the RULES tab, saves a report as BepInEx/LethalRPG-report-<date>_<time>.txt and copies it to the clipboard. Players appear only as P1, P2, …, never by name or Steam ID. Report bugs on GitHub and attach the file, best from every player who saw the problem.

What's next

Planned, not promised:

  • Bug fixes (0.8.x) that work together with every 0.8.x, so nobody has to update at the same time.
  • An easier start (0.9.0): tips for the first hour, a guide in the skill menu and rule presets for hosts.
  • Later: a skill tree view to plan your build.

Author and license

  • Author: Cucumis
  • License: MIT (see the LICENSE file). 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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