Lethal Company
You are viewing a potentially older version of this package. View Latest Version
Install with App

Details

Date Uploaded
Downloads
4.6K
Size
349KB

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 31 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: 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.

What 0.9.0 brings was tested in automated LAN runs with 2 or 3 players (on one PC, in orbit unless noted): the skill menu in a 960 x 540 window and at 1080p with MenuScale 0.75, 1 and 1.5 (nothing cut off), its tab keys, NEED, CAN BUY NOW and the terminal's suggestions; the kitchen knife with Brawler on a moon, seen alike on both PCs; switching rules presets during a run, with and without LethalConfig; the menu key with and without InputUtils; the run journal; and the Inventory upgrade with LethalThings' Utility Belt, with a player who joins later and with player slots taken by someone else.

At a glance

Upgrades Skills
What 21 upgrades: stamina, health, item slots, speed, … 23 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 0.9.x. 0.9.x does not work together with 0.8.x or older; please update together.
  • Recommended: LethalConfig for all settings in the in-game mod menu. They apply at once; what you cannot change there (in someone else's lobby, or what RulesPreset decides) is greyed out, and pointing at it says why.

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.

New to LethalRPG? The GUIDE tab (rpg guide) shows your next step and the rules of the ship you are on.

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; pointing at none shows CAN BUY NOW, what you can buy right now. When money or XP is short, the row says how much is missing (NEED $40, NEED 12 XP).
  • 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.
  • GUIDE: how LethalRPG works on this ship: your next step (e.g. the cheapest upgrade you can buy now), the ship's rules at a glance and five short steps from money to getting fired. Until your first purchase, the menu opens here the first time in a lobby.

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, and so can the menu's size (MenuScale, 0.75 to 1.5; larger for bigger text) and its scanlines (Scanlines). 1 to 8 (also on the numpad) open a tab, Q and E the previous and next one, wrapping around (the tab bar names them as your keyboard labels them). If the menu key is one of these keys, it closes the menu instead. With InputUtils installed, set the menu key in the game's keybinds instead (LethalRPG > Skill menu, MenuKey is its default); a controller button can be set there too.

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 buy what you can buy right now, from every page, cheapest first
rpg rebuy buy your saved build again
rpg guide how LethalRPG works on this ship, and your next step
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 buy          what you can buy right now, cheapest first
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 guide        how LethalRPG works on this ship and your next step
rpg info         the rules on this ship
rpg report       writes a bug report without names

skills works the same as rpg; rpg start, rpg tutorial and rpg help show the guide. The terminal's other page lists RPG as well. After a typo the terminal suggests what you may have meant: rpg buy stamnia 3 answers Did you mean: rpg buy stamina 3?. Nothing is bought until you type the command.

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 walking way to the nearest exit (MAIN entrance or FIRE exit, with UP or DOWN between floors), SCRAP what is left on the moon, SHIP and QUOTA the scrap on the ship and what is left of the quota (also in orbit), 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), the XP of a kill, SKILL READY with the skill's name when you can learn a skill you could not learn before, and what Second Wind or Blast Shield saved you from (SECOND WIND - SAVED FROM GUNSHOTS, also in the day report).
  • Day report after each day: XP earned, budget paid out, what Second Wind or Blast Shield saved you from, and what you can afford now.
  • Tips for players new to LethalRPG, at most one per lobby: until your first purchase, a welcome that shows where the skill menu is; on someone else's ship, once, its rules. ShowTips = false (5. Interface) turns the tips and SKILL READY off for you.

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, +0.5 with a kitchen knife 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 nearest exit by walking distance, main entrance (MAIN) or fire exit (FIRE), which way to go, and UP or DOWN when the way leads to another floor; when a closed security door or a locked door blocks the way, it names the door (DOOR R4 with its terminal code, LOCKED DOOR) Analyst 1 20 XP
Iron Grip Keep your items when a snare flea or kidnapper fox grabs you, and tulip snakes can no longer lift you into the air 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 Electrician 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, kitchen knife hits stun half as often Brawler 2 35 XP
Quartermaster In the ship and in orbit, the skill box shows the scrap on board and whether it covers the rest of the quota Bargain Hunter 2 25 XP
Trained Eyes Fog is thinner for you: you see 2.5 times as far in foggy weather, in a moon's own fog (such as Rend's thick fog), in the facility's fog and where the steam of burst pipes hangs as fog Marksman 2 30 XP
Gunk Proof Backwater Gunkfish spit clears off your visor twice as fast, and its slime makes you slip half as much Surefooted 2 25 XP
Pest Control While you spray the weed killer, cadaver plants and Vain Shrouds die twice as fast, its tank lasts twice as long, and an infected teammate you spray heals twice as much per spray Medic 2 30 XP
Gentle Collector Noisy scrap, such as toys that play a sound when picked up, goes off half as often when you take it in hand, and no longer every time you take it out of your pocket Sneak 2 25 XP
Soft Landing Falls hurt you less: you take three quarters of the fall damage, so the highest fall takes 75 instead of 100 health and no longer kills you from full health. A pit that swallows you still kills Jump 2 25 XP
Ghost Step While you crouch, monsters no longer hear your footsteps. Players still hear them, and the noise of items, landings and your voice stays Crouch Walk 2 30 XP
Overcharge While you hold a monster with the Zap Gun, the gun heats up half as fast and the beam's pull grows harder half as fast, so you keep the monster stunned longer. Range, battery use and cooldown stay Electrician 2 30 XP
Mechanic While you drive the Cruiser, it takes half the damage from crashes, bumps and monsters, and the weed killer you spray at its oil pipe repairs twice as much per spray. A crash that destroys it at once still does Handyman 2 30 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. Only a switch between personal and team upgrades waits: to team upgrades until the ship is in orbit, back to personal upgrades until the crew next lands.

RulesPreset in 0. General sets how upgrades are paid and who owns them in one line (also for a modpack):

RulesPreset For a crew that wants … What it sets
Custom (default) its own mix nothing: the single settings as they are
Classic everyone for themselves, paid for the scrap they bring personal upgrades from 50% of each quota's surplus, split by the scrap each player brought (the defaults)
CrewOwnUpgrades personal builds, but nobody falls behind personal upgrades, every player gets the whole 50% share
CrewCredits upgrades that compete with the shop personal upgrades paid from the group credits, every player pays their part of the price
Team to get strong together, without bookkeeping upgrades shared by the crew, paid from one team budget
Solo to play alone personal upgrades paid straight from the group credits
LguCompanion to play with LateGameUpgrades Classic, and the upgrades both mods have are left to LateGameUpgrades

Any preset but Custom decides Currency, SurplusSharePercent, TakeShareFromGroupCredits, ShareSplit, SplitUpgradePrices and UpgradeOwnership (LguCompanion also OverlapPolicy); their own values stay saved and apply again with Custom. rpg info and the RULES tab name the preset on every PC. How hard progress is stays with Difficulty and Balancing: Balancing = Generous gives up to three times the levels (the strongest effects have caps), e.g. for a casual crew with RulesPreset = Team; Difficulty = Hard with Balancing = Strict makes progress slow and expensive. The Host guide in the Wiki tab explains every preset, switching during a run and continuing a run with another host.

Run journal (off by default): with RecordRunJournal = true (6. Run journal (when you host), only on your PC), your game writes, while you host, one line per day and one per purchase, payout and respec to BepInEx/LethalRPG/journal-<save>.jsonl: moon, weather, deaths and their causes, XP, scrap, kills, quota payouts, purchases and respecs. Players appear only as P1, P2, … (their slot), never by name or Steam ID, and nothing is sent anywhere. Players with a compatible LethalRPG who join get a notice (once per join) that you record; players without it are not told, so let them know yourself. rpg info and the RULES tab show it on your PC. The files help balance LethalRPG; share them only if you want to. At 1 MB older lines move to .1 to .3 files.

Compatibility

Mod Status
LethalConfig Recommended: all settings in the mod menu, without restart; what you cannot change there is greyed out with the reason
InputUtils Optional: the skill menu's key in the game's keybinds (LethalRPG > Skill menu), also for a controller
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, also with the Inventory upgrade: the Utility Belt's 3 slots come on top
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 newer versions yet
MoreCompany Tested in LAN with 5 players (automated, on one PC, in orbit); more players and Steam lobbies are not tested yet

LethalThings' Utility Belt adds its 3 slots on top of the Inventory upgrade's, and taking it off removes the last 3 slots and drops whatever is in them, even items in slots from the Inventory upgrade, as LethalThings does on its own.

LethalConfig and InputUtils are optional and do not come with LethalRPG; without them everything works as described, with the settings in the cfg file and the menu key in MenuKey.

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 (0.9.x) that work together with every 0.9.x, so nobody has to update at the same time.
  • 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.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.