Lethal Company
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Latest version
0.2.3
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Changelog

0.2.3

One-time config migration: installs that last ran 0.2.1 (or older) get the 0.2.2 defaults applied on first start — Fear on, Insanity off — but only for values the user never changed. Tracked by the new internal [General] Config version marker; fresh installs are unaffected.

0.2.2

Defaults changed, no code changes: Fear is now on by default — it only beats while the game itself plays its fear heartbeat (scares, drunkenness, poison), so it is situational rather than constant. Insanity is now off by default (the faint slow heartbeat after a long while alone inside the facility was easy to mistake for a stuck vibration). Fear jolt stays off; turn it on in [Rumble] if you want a thud on every scare. The ghost girl's heartbeat is active by default again (it needs Fear).

0.2.1

Defaults changed, no code changes:

  • Rumble intensity is now 0.8 (was 1.0).
  • Fear and Fear jolt are now off by default; turn them on in [Rumble] for the full immersive set (the ghost girl's heartbeat needs Fear too).

0.2.0

Not verified in game yet (see TESTING.md in the source repo).

  • Immersive haptics (B.7), all read from game state every frame, no new patches:
    • One heartbeat for every source, so two never beat on top of each other: fear (in step with the game's own heartbeat sound; enemies, scares, also drunkenness and poison) > critical injury (the old 0.95 s beat) > insanity (a faint slow beat on the heavy motor when alone inside the facility). Fear beats are 1.2x stronger while critically injured.
    • Fear jolt: a sharp thud when your fear level jumps (not right after a camera shake).
    • Walkie-talkie: crackle when someone keys up, faint static while you hear them, squelch when they stop, and a click on your own push-to-talk. The mic LED is on while you transmit.
    • Ringing ears (stun grenade, shotgun...): a high buzz that fades with the ringing.
    • Ghost girl: when she stares at you, her heartbeat music drives the fear heartbeat.
    • New switches in [Rumble]: Fear, Fear jolt, Insanity, Walkie, Walkie static (+ strength), Static follows voice, Ears ringing, Ghost girl heartbeat; [Lightbar] Mic LED on walkie transmit.
  • Gyro aim without Steam Input (B.8), off by default ([Gyro] Mode): Always, HoldToEnable, HoldToDisable (ratchet) or Toggle, on a "Gyro" bind (default: touchpad click; rebindable in InputUtils when installed). Reads the DualSense's own motion data from the raw reports Unity already receives (USB; Bluetooth after the first haptics report), in real degrees (Sensitivity 1.0 = 1:1), with automatic drift calibration when the pad lies still, a "Calibrate gyro" bind, a layout self-check, a tightening threshold, invert options, the middle player LED as an indicator and a rumble tick on toggle. No camera snap after menus or the terminal; paused while typing, inspecting or in the terminal. Works together with LethalControls' stick aim (shared look-input contract). Needs Steam Input off; with Steam Input on, use Steam's own gyro.
  • Harmony patches are now applied one class at a time, so one failing class only loses its own hooks.

0.1.0

First feature release (nothing of it verified in game yet; see TESTING.md in the source repo).

  • Rumble mixer (attack/sustain/decay envelopes, summed and clamped, global intensity; paused in the pause menu and without focus; hard zero on death, disconnect, scene change and quit) fed by: camera shakes, damage (scaled; thud for fall and impact damage), death, critical-injury heartbeat, landings, ship landing / take-off / firing sequence, shovel and knife, shotgun recoil, jetpack thrust, Cruiser engine, ignition, gear shifts, turbo (real boosts only) and destruction.
  • DualSense raw HID backend through Unity's own device handle ('HIDO' command): USB report 0x02 and Bluetooth report 0x31 with CRC32 and keepalive; transport detected from the declared output report ids; one report per frame at most, only on change; trigger effects are not re-sent by lightbar-only updates or the USB refresh (only on change, focus regain and the Bluetooth keepalive). Resets that no later frame can retry (quit, focus loss) are retried up to 10 times, 3 ms apart.
  • Adaptive triggers: melee click, jetpack thrust buzz, Cruiser gas (resistance rising with RPM, idle buzz while standing) and brake (resistance from mid travel, shudder when braking hard). Cruiser profile only when BetterVehicleControls' Gas/Brake are on the triggers (Auto; BVC's defaults are R2/L2). Triggers are released on death, menus, focus loss, leaving the seat, scene change, disconnect and quit.
  • Lightbar modes Off / Health / CruiserHp / Static, critical red pulse, fade-out on death, jetpack battery.
  • Rumble-only fallback (Gamepad.SetMotorSpeeds) for Steam Input / XInput / other pads, with a one-time "disable Steam Input" tip when Steam Input is detected (not for plain Xbox pads). A connected DualSense is preferred over an Xbox (mirror) pad, and the backend only switches between two pads after 2 s of steady use.
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