#Employee Classes
2977 messages · Page 3 of 3 (latest)
Has anyone made the models?
nope, but I've done some designs and tilted was gonna do the models
idk if we're doing modelreplacementAPI for the models or doing a system where we just add shit on top of the base model without actually changing it
I still think Add Shit On Top is the better option so it doesn't break cosmetics and stuff
That's what I'm thinking
will it if it has the same overall proportions?
expound?
Researcher status update:
Researcher can now harvest dead enemies, synthesize stims, and use them on himself. Working on the other players part of that.
Stims instantaneously regenerate 30% health and will gradually refill the rest at a rate of 10% per second. Taking damage interrupts the process and stops the regen.
oo
that's like the opposite of what the og stim health mechanic was but it's a pretty good take on it I suppose!
Oh
also probably way harder to reduce hp than to add it
og idea was it'd fill to near max hp and then trickle down
I'm not going to do the trickle unless it's too powerful this way
oh yeye sounds good
Maybe if you stim a player who's at full health, they get a brief speed/stamina boost and mild TZP effect. Thoughts?
that's what the adren from l4d does, I just didn't include it in the main idea cuz I thought it'd be a lot
but I think it's worth a shot
You said it, not me
the scout should have a scattergun, a baseball bat and be able to double jump
would be very original
monty agrees
get a force-a-nature from a nutcracker and a shovel, let loose
i hate this guy btw
did you ever get a doc up for perk brainstorming btw
am
pm
sorry I can tomorrow cuz today I was doing a 1 sesh terraria playthrough with some friends
heehee
how is this going 👀
The next few weeks are incredibly busy for me. Don't expect many updates
All good!
FINALLY DID A PROPER MAINTENANCE GUY DESIGN!!!!!!!
he has a battery pack on the left side that powers his headlamp and also his tools!
turns out all I needed was to make him assymetric
oh yeah, thoughts? @bitter sand @hallow jackal
mhm, it has a little overhang at the front
generic helped me come up w it when he showed me a fallout 4 hat
too long too read unfortunately but are you able to provide models or do you want all too look the same but have the functionality implemented when class is chosen?
the goal is to have some model overlays at least
so there's a visual for your chosen class
the goal is to make em look like this (roughly) #1198790641933635674 message
I see sounds like a good idea so far do you have models for it or can you provide some theoretically?
tilted hat will be in charge of the models
coding is going well but has slowed down a bit, but only a bit
Alright i see
3 classes are pretty much implemented, only need the last one and some balancing/finishing touches I assume?
Sounds great looking forward to see it
Genuinely cannot contain my excitement for this
Back in November was talking to some friends about how cool I thought it would be if there where different crewmate suits that players could wear and would effectively act as a class system, each one having it's own advantages and disadvantages
Having lurked in this thread for months and observed the progress I always end up rather giddy. This is SO cool
when is the release? or have I already missed it?
Not out yet, dev on break for 2 weeks
love the idea looks incredibly cool tbh i think this would be added in the game officialy maybe later in an update or smth
Monty cooking as always🔥🔥🔥
I like it 👌
how's it going jade @hallow jackal
I honestly forgot if you were still gonna work on this, or if you were just on vacation or whatev
If it ever turns out that this idea gets abandoned lmk, I already have the system setup in coderebirth anyway 😂
Even then this should probably be a separate mod
Rude, you're the one who didn't know if the original dev left the project, rather it being abandoned than me working on it is insane lol
nono I wouldn't rather it be abandoned than you work on it lmao
All i'm saying is stating that you already have a system and stuff set up for something similar is just slightly demoralizing
at least for me, but idk
It's not a problem w you working on it
I was helping dajadeninja set up his networking stuff lol, obviously I've had it setup
That's fine lol, it wasn't in the thread anyway
And by setup I mean the structure to build stuff like upgrades, not exactly what this mod offers from dajadeninja as he's built it so far but would've been a clean starting point if need be
neato
this is the 2101th message
I just returned. Development can resume
Xu was very helpful teaching me the networking stuff in another thread a while back
hell yeah! p cool
had 0 idea she was involved LMAO she's very knowledgeable
My current to-do list:
- Add Mechanic/Engineer/Whatever-it's-called
- Make footstep volume sync properly over network
- Allow for the conversion of monster extract to cc
- Make brutes appear to baboon hawks as an armed player
- Disable using abilities when moving furniture
After that's done, I'm ready to make things pretty with a better menu and the helmet models can begin
hell yeah
For Maintenance, I'm torn
Do I give them what would essentially be a mobile ship computer or just allow them to interact with doors/turrets/mines within view from a distance?
oh idk if i ever dropped my idea for what they'd do
Maintenance in my eyes could work rlly well with like, an item they can't drop that has a battery charge, this item would allow them to interact with turrets, mines, spike traps and blast doors to turn them off or open them in the case of blast doors
the battery charge could work well to balance it out and also works well with maintenance having more battery life by default
also maybe the interaction to turn hazards off or open/close blast doors could take a few seconds, hazards 5 and blast doors 8?
the item they can't drop thing also doubles as these two stats
there's also apparatus interactions I think could be interesting
like having maintenance guys have an apparatus holder they can keep it in to further increase battery power or smth
That's an interesting idea, but I have qualms about removing slots
I like the idea of apparatus interactions
yeh it's a little weird
Atm, Researcher and Scout aren't great at carrying stuff, so it'll fall to brute and maintenance
Maintenance can vent walk yes or no?
Because if so they can very safely haul items through certain parts of the facility
Vent walking seems more like a scout thing/a perk
I'm writing out what I have for maintenance rn so you guys can tell me if it sucks
But mechanic is clunky
Ooooh
"ma'am you've got a leak"
It would complement maintenance because they'd be able to go wherever the team needs tech stuff done
And then their hips get stuck in the vent opening, "oh no step-employee" etc etc
But maybe not as the default
For sure
Idk who wants to be responsible for models, but I'm ready to implement that as soon as I have assets. Speak up and I'll tell you what I need
I'm the de facto modeler at the moment
Okay
I want to implement it with something similar to MoreCompany cosmetics. I don't think overlaying the helmet entirely is an option because that would make everyone's head look slightly bigger, so I think small modifications that can be overlaid is the way to go. (E.g. scout's got an antenna, researcher has the sensors and vials on his belt)
Then I can just attach them to the player model and update them for all players
Thoughts?
true true, that's an interesting idea
would you want to go thru with the model replacements or would you like to see if we can manage to get a "cosmetics" system going for these?
i'm all for compat with custom models but I think half of these would look a little jank if coupled w most custom models
that's a good idea yeah
it would mean some parts of my design wouldn't really be able to be put into the designs, but I could find a way to get around that
I think monty's designs are perfect for this, but some things, e.g. the jacket, alternate helmet lenses, and tubes would have to go
some things i'm thinking could be hard to translate to a cosmetics system would be: scout's, brute's and researcher's torso not having the cross band things (img1), brute's gloves going over the suit (img2), researcher's tube helmet design (img3)
everything else should work I think
you think the jacket needs to go?
I have some cosmetic mods that have torso pieces like that and they don't look too jank most of the time
also idk what we'd do for the "apparatus holder" for maintenance but we can figure something out (I also didn't account for it in the design lmao)
also I think tubes could work p well, you'd just have em stick out of the filter spots on the normal helmet
I think the three things that wouldn't work (or would look kinda jank) are the bands, which i don't mind really
But as the head rotates, they need to stay connected to the tanks
they're only not there so as to not clutter up the designs, but honestly it could give models like scout's a more tactical look
yeh, cosmetics do that
or wait
oooh like, rotate up?
Yea
I see what you mean yeah
I imagine it as something either on the back or the underside of the airtanks
That's just a weight painting thing
Right?
Like that's just a rigging task?
my one idea if we were gonna do model replacements was like, just have a single tank and have the other one be the holder
I think doing cosmetic changes instead of replacements is fun because it'll automatically be compatible with basically everything
I don't know squat about modeling. If you think you can do it, go for it
I made the femployee model and getting the helmet tubes to stay connected to the air tanks is literally something I had to to
tyeh
tilted's smart they'll figure it out
Would it look bad if scout had a Star Wars scout trooper esque visor?
The apparatus holder would ideally hold a full-size aparatus, but that's kind of bulky if we're going to make it work with the tanks already there. Any indicator could work. Something on the belt or cross straps that lights up?
I like monty's designs
that's kinda the vibe I went with for maintenance
god I love scout troopers they've got such a cool design
could be, ye
like uuh
lemme do a side view of maintenance
this is scout
Oh, so scout already has a visor
yeh he has like a hat brim basically lmao
atleast that's what I interpreted the og art as
cuz of the little overhang
I've got some comms to grind out before I can lay hands on this
- Researcher's stim now grants a TZP effect that's even stronger if you stim a player already at full health
- Brute is extra scary to baboon hawks
ooo that's super cool
love that
After some testing:
- I may give brute the ability to kick in doors by default until perks exist
- Researcher's stim count needs to work differently
For the stim count: Researcher will have one stim slot that refreshes automatically when in orbit. Synthesized stims fill the other slots, but the one that restores itself is always used first.
Beta wen?
that makes sense yeah
also kicking doors open would be really neet for brute
a way to balance it out would be to just have it take a full stamina bar or smth
or take a bunch of stamina off you
Until perks are implemented the employees can be a lil OP and overdesigned
Can't commit to a time, but my best estimate is that the coding will be presentable within the next month or two (idk what Tilted's schedule is gonna look like for the models). I just need to fix bugs and finish Maintenance.
I'm starting college next month, and that's going to be an enormous life-change with a lot of unknowns, so we'll see how that affects development speed.
Please feel free to tear this design apart. I'm not a huge fan of it.
Maintenance
A specialized class capable of interacting with technology found in the facility. Maintenance carries a dim headlamp, freeing up an extra slot to carry loot. The extra equipment makes mobility clunky and loud.
Pros:
+Time is always visible
-50% Bullet Damage
Cons:
+10% Footstep Volume
-5% Sprint Speed
-10% Max Stamina
Ability: Headlamp
Toggle a dim headlamp (slightly less bright than a default flashlight) by pressing F. It never runs out of charge.
Ability: Hack
Looking at a turret/door/mine will highlight it, showing its designation. (G7, E1, etc.) Hold F for 3 seconds to temporarily deactivate the selected hazard and toggle blast doors.
-50% bullet damage? That doesnt make much sense to me
I'm iffy about the bullet-proofing, but I think it would make Maintenance more special and be justified by the bulkier kit. It's somewhat related to their job of disabling turrets and would also make them the teammate responsible for dealing with nutcrackers
If it ends up being weird, OP, or useless, I'll nix it
I figured the brute would be the "go fuck that thing up" player
He is. It gives maintenance a little bit of that, but only in a very specific way.
The bullet-proofing would also help oopsies when disabling turrets facing a doorway since you need to see them to disable them
It might be better as a perk
How about a sort of jammer, to make electrical things like turrets and nutcrackers take longer to detect you?
easier to deal with turrets
without just being immune
One of my friends just suggested
What if Maintenance has extra visibility through steam
Or how about "light amplification" goggles
This is very good perk material at least so yeah throw it in
Alright, I'm reading this
- 50% Bullet damage is a bit interesting cuz it means that you can run to turrets head on to disarm them, that's a neat idea
- Time is always visible is ok, not much to comment there
- 10% Max stamina is a huuuge difference, I think if it didn't have less sprint speed it wouldn't be that bad but this guy is slow as bricks.
- Headlamp being less bright than a default flashlight is booty cheeks, the default flashlight is ass and even if this doesn't have a charge it's reaaaaal bad
- The hack ability is good, I like that you imeplemented scan into it, not much else to say other than blast doors should probably take longer.
Overall I'd say this is a bit meh, it's dragged down by a loot by every single stat change and its really bad lamp, the only good thing about it is the hack ability and the 50% bullet damage, but realistically due to being so slow and having so much less stamina you're unlikely to ever be able to dodge a turret efficiently enough to have the reduced damage matter
"time is always visible" could honestly be a perk any employee can pick up for one slot
So there will be 4 classes, at least initially, right?
yeh
Scout Brute Researcher Mechanic
Scout has shmovement, Brute has violence and durability, Researcher has information, Mechanic has solutions
I think you could do three things to improve this:
- Buff the flashlight to be inbetween default and pro. If you straight up do pro, give it a battery life.
- Nerf the hack mechanic to take longer on blast doors and give it a battery life so that it's more interesting and dynamic.
- Remove 5% off the stamina decrease.
My reasoning is that the hack mechanic is a bit boring in that it just allows you to turn off turrets and landmines at any point, there's no decision making involved in this, there's no risk to being near any hazard anymore cuz you can just turn it off indefinitely. By adding a certain limit to how many times you can do this it becomes a bigger part of gameplay to decide whether it's the right time to turn shit off or not.
If this feels like too huge of a nerf, you can just give indefinite uses and then a 30 second or minute long cooldown after however many uses you feel is fair
I personally think the "idiot" class idea has a lot of potential. Definitely needs to be a later update
the Company Representitive concept?
Okay
Fool
Overall I like the concept but it has a lot of glaring issues, and it feels like it can only shine in a few scenarios and then it's booty everywhere else
playing with the concept of battery life and charge is interesting to me at least because it's a mechanic that's already in the game that helps limit how good your shit is, and it'll allow for future perks to increase your battery life
Hack will have a cooldown
For headlamp, I think it would be worthwhile even if it's just as bright as the basic flashlight but with longer charge
if it's basic flashlight with longer charge I can mess with that, ye
I think the mobility debuffs need to be there (even if they need balancing atm) because health or weight penalties doesn't make sense for Maintenance. Without them, it becomes an elite solo operative capable of bypassing tech and having an extra slot
Handcrank flashlight 
Please hold. I hit enter too soon
LMAO all good
There we go
Is there a different debuff that would make sense and could stack with a really light movement penalty?
Bigger collision box would be a weird one
Idea: Maintenance could have a general "power meter" that is spent by using hack and the headlamp, meaning they have limited resources
I think limited resource is absolutely in the spirit of LC as a whole
Perhaps it's solar/lunar powered so it recharges outdoors
Meaning they either have to step outside and pop back in or they can haul loot while it recharges
oh wait, there's an extra slot?
so you have 5?
The 5th slot is the flashlight I think
I mean ye, that's just the battery charge, no?
The headlamp rather
But split between the lamp AND hacks
mhm, they'd have their own battery is what you mean, right?
that would be cool ngl
could add a little solar panel behind the jetpacks
You disarm traps and move slowly and carefully
make the class look clunkier
I think adding to footstep volume and decreasing the stamina penalty slightly could be a fine compromise, maybe?
make you work for your stealth?
I think i'm taking a liking to the movement decrease, but i'm still iffy on the 10%
solar powered gear with limited uses is a great idea actually, you kinda cooked
Yeah. The 10% is prob too much
Side note: I need to make researcher fill the forest giants' awareness meter-or-whatever-it's-called slower
I feel like that should be a scout thing?
yeh, good idea
Scout isn't sneaky
scouts are meant to take aggro and run fast
Fair
their main stat boosts are in speed and stamina, and they have less health i think
Less health and a speed penalty for items over 20lbs
I guess if i needed to justify researcher's stealth you could say they have more experience doing stuff like field research so they know their way around more
forgot about that penalty
is it for singular items over 20lb? or when they go over 20lb
When they go over
was it ever much of a problem when playtesting?
Nope
It doesn't slow you to a dragging pace. I built it so that a scout over 20lbs is just slower than a brute at the same weight
It means scout makes quick trips back and forth piling things closer to the entrance or retrieving them for other teammates to carry
But can still carry a full load themself if they need to
great great
do you think we'd need models to release stuff as a beta or could we just drop the gameplay stuff by itself?
Colored suits for beta testing?
I'll probably make an identification system and release gameplay as soon as maintenance is done
I may just add a little colored flag to your back tanks
Btw, I've put the API thing on hold, but I intend to get it going eventually. Even if it means I may need to rewrite some stuff in the future, I'd like to get the base version running first
mhm, probably something like that
of course of course!!! it'd be best to get the base mod done first so it can get some following outside the thread
and then when you feel ready you can start working on the API
brute should have compatibility with the punching mod making it deal more damage too lol
I was thinking for the brute, maybe lower the footstep pitch?
that'd be a cool as a little side addition, yeh
we haven't talked much about sound design but it'd be great to have differing sound effects for each class
stuff like a different scan sound for researcher, an added sfx to maintenance's footsteps
that would be really fun yeah
I like that idea
Wouldn't be too hard either
Perhaps brute can only kick in doors with an empty inventory? Meaning you have to set everything down to knock it open
that sounds like a smart idea
who needs a lockpick when you got yo legs 💀
Should you be able to kick any door in or just the ones that open the correct way?
imagine it was like the fiend where it just gets literally kicked off
correct way is also a good way to balance it
maybe do correct way + empty handed instead of empty inventory
I'm going to give it only a 1/4 chance to open the door
But it won't start the cooldown unless you succeed.
You gonna add any animations from the player to it or nah?
I am
so you'll just have to spam it to get it open?
yee I like that
Goodluck
Gonna mention lethal hands did it again
It is finnicky without sort of a dedicated state like it uses
honestly I could see some vanilla anims being used for the kicking
like the running anim playing for one step or smth
I'm curious to see how they did it
Oh they use lethal emotes api
Eugh
What's wrong with lethal emotes api?
Nothing insane, it's just a really unoptimised way for animating the player from what I can tell
It just sets the bones of the player to the bones u specify every Update call
Which is just bleh
I wanted to do my stuff how they did it before, but animatoroverridecontroller was more than enough for my needs
If you can find a vanilla animation in the game that u can just "trigger", sort of like space for jump, doesn't matter what the trigger is, then u can use an AnimatorOverrideController instead
For my custom item grab animations I replace the HoldClipboard grab animation
Every time my item is equipped I tell it to replace the animation clip
I might just use the step then
1/4 chance to open the door, consumes entire stamina bar?
Consumes one tenth
makes noise tho
I may just give maintenance a lower sprint speed without tanking the stamina bar
Thoughts?
hmm
yeah sure, that sounds good
either that or the opposite would be nice
like lower stamina, slightly better speed than normal employee
so you can do short burts?
I feel like that's weird for Maintenance
ye I was just kinda spitballing
so lower sprint speed would be what, 10%?
and base stamina?
or would you give a small + on stamina?
I tried this for while but couldn't get animations to reset reliably after the overriding one finished
For Maintenance, I think the bullet proofing might be better at 75%. If it's just 50%, then he's only as good at resisting it as a Brute
Ended up having an arm backwards half the time
oh speaking of extended stamina
I know we contemplated the idea of vent-crawling a couple times
it could be that you can't "breathe" in vents which slowly drains your stamina, and after running out of stamina you start losing health
I like the vent crawling a lot...
meaning you A) can't safely cross super long distances indoors and B) can't just hide permanently
It's super simple, look how I do it in coderebirth, it's like 1 line of code
yeh, carrying around a big solar panel on your back would slow you down but you'd gain some resistance doing so
75% is good
still happens with the snowglobe on code rebirth lmao
@flint moss happened to generic today btw
I like vent crawling, but if we don't want a class with too many features by default we should definitely leave it as a future perk
And reverses once u pocket and reequip while standing up
otherwise if vent crawling IS a thing we do, we can keep the terrible stamina and speed lmao
well, he grabbed the snowglobe, put it away and his hands were permanently backwards
If they're like actually backwards then that's not me, kind of is me but would be another mod double fucking up
the fore arms were backwards
Was he fine standing still or completely screwed
My replacement shouldn't bend em like that so idk but probably an incompatibility somewhere, haven't had anyone report backwards forearm before
When was this?
Also sorry for taking over dajade
today
like uuuh an hour ago I think
lemme send you the clip in dee ehms
Oh perfect
Quick question. How do I reference Texture2ds already in the game?
You'll have to find where they're stored if they're cached or do something like Resources.FindObjectsOfType etc
Should weather make mechanic recharge slower?
hmm...
maybe that'll complicate things but like
I say just have eclipsed boost the charge and foggy slow it down a little bit
how long would it take for maintenance to recharge from empty to full?
I say like 10 seconds
Would it be weird if I used the same bar for Maintenance as Researcher but in yellow?
But what about when you're holding an item that uses battery?
hmm, right
I think your personal kit battery would have its own dedicated battery icon
simple as
how about something like this?
mad cluttered, put it south of the stamina
similar to the researcher meter for drugs
I haven't desaturated it yet
have you thought about making it conform to the shape of the stamina bar?
also filling in these?
Down here, it's compatible with other mods
I think if you did it'd fit maintenance quite well
Around the stamina bar is taken
makes sense, yeah
I assume above the hotbar would be a bit hard to keep track of?
Like, just fill them in for maintenance. Or researcher too?
I like it all in one place
i'd say for both, but it might look a bit chunky? it's worth a shot I guess
yah
this is way snazzier
we could even make it work to power electric tools you're using that are outta battery
so the mechanic becomes "The Tool Guy"
more zap gun charge, more jetpack fuel, longer flashlight usage
I mean, originally I thought we'd go about it like that
like, just give the maintenance guy a battery charge buff and an an extra slot with an item they can't drop, which would be the way they turn off hazards and open blast doors, the
have them be able to turn on their helmet light when they have an empty hand
I think the helmet light should be kinda mid, to have there be a reason to at least use the pro flashlight
but like, any light is better than nothin
it's about default flashlight level I think
It's default but with a narrower cone
yeah like
marginally worse
you wouldn't wanna take a default since the lost inventory space doesn't offset it being slightly better
that's just the benchmark you're operating with
It lasts 250 seconds without using hacks. That's slightly less time than a pro
well your personal battery reserve amount we can probably funk with
if you can recharge your reserve any time you go outside then it'll need to be on the smaller side
if you have a set reserve for the entire moon then your personal reserve can be better
I think it's fine that it's 4 minutes of continuous use cuz it fucking sucks LMAO
And it'll be reduced by hacks
We've got headlamp
Hacking and then mechanic is done
I'm gonna redo the HUD for it though. I don't like that bar
I think this bar is really good
Because it follows the curve of the other battery meter
like jade said before, it's for compat's sake I believe
I could make it configurable
Ours is better 🥺
I mean unless this bar moves down with those mods installed it's still gonna obstruct the view
And if you want compatibility, you can choose the ugly UI
oh yeha, that's a good idea
Also
While you have a reactor core plugged into your pack your headlamp is twice as strong with no battery limit right?
yeh i've got a bunch of apparatus synergy ideas
It needs to have some sort of limit. Like, it lasts two or three days and then you need a new core but can still sell the old one
The balance is that you're carrying a however-many-pounds piece of $80 loot on your back
Ohhh
Oh this is pretty clean tho
The weight would still affect you
Yeh
You have a "5th slot" for apparatus but you're absolutely still bearing the weight
mhm
And, again, the inherent risk of entering the building with an $80 piece of loot
I'm an idiot
I've been trying to figure out why the clock wouldn't do the always-display thing with maintenance
I forgot I set it to only do that when you crouch
LMAO
The time has come. I suspect making hacks looks nice will be a doozy
So I'ma start simple and then make it fancy
There is a hacker tool mod already I think if you want to look at it
I think I know how I'll do it
It's just going to be the graphics that'll be tricky
I need to figure out how I want to highlight your current hack target
Probably with something similar to the scan display?
you can just put in likee little clanking worky mechanic noises while you interact with the turrets, then have it have the same interact circle progress bar animation as doors and stuff
and visually from the outside you can make sparks come out
Depends what the hack does
Same effect as the terminal
If it's literally the terminal's temporary disarm then it could be pretty lenient
Three seconds to hack
20% means you can only disable 5 times per run with NO flashlighting
At least until you go touch grass
Yeah
So I'd say like, 10% should be good
Okay
I'm doing some playtesting tonight, so I'll be able to mess around with the value
You can hack security doors too right?
Yeah so 10% to start and maybe 15% will be needed but I'd be shocked if 20% felt right
I think you should have to step outside at least once if you're using it to the max
I suspect 15% will end up being the spot
oh that headlight effect is good asf
I def think hacks should take longer (like a single second or two) or you should be closer to them to hack stuff
rn it looks like you're opening it w your mind
They do now
but super good flashlight effect, love it
I've also added sfx since that video
oh that's good then
What should the range on this hack be?
Grabbable x1.5?
that feels like a good gut check yeah
"vaguely close"
definitely nothing longer than scanner range
Did hoarding bugs get a health buff in v56?
technically yes but no
the had a glitch fixed where sometimes they would get hit multiple times by a single instance of damage
just grabbable range is good
oh btw some feedback on the ui element of the battery is I think it should be a little shorter
like half the size or smth
heeeell yeah
Sounds good
Actually
I might set it up right now so you can hack old birds and nutcrackers to stun them for a bit
Yay or nay?
that'd be crazy
since I don't think anything can stun them currently right?
yeah I'd be down
I'd say just old birds, nutcrackers afaik are controlled by the little organism inside it, so they shouldn't be hackable
they can be stunned, yes
I think with the old birds I'd be down, not so much nuts imo
but only due to lore
Agreed
Imagine going to Embrion and actually making it back to the ship unmolested
it'd be reaaaally hard to turn off one
You just have survive next to it for three seconds
Challenge: impossible
using the hack to wake them up early
that's true, could also be used for that
I think I'm almost ready for beta
I have few features to add and I need to make a way to distinguish classes. I'll also make the menu more clean (but it won't be the final version where it's a clipboard yet)
Where it stands now:
- Every class is fully functional mechanically. They play uniquely and generate plenty of "man, I wish I was that class right now instead of this one" moments for each, allowing teammates to fill in those roles. The abilities feel impactful and unique for each class without being too powerful or weak
- There's a hideous menu available from the pause screen in orbit which players can use to choose classes
- No config yet
Before beta:
- Add a way to tell what class someone is by looking at them
- Clean up the menu and use it as a one time pop-up (with class info instead of just names) before landing rather than an always-there sort of thing in the ship
- Give Maintenance the ability to hack old birds and see through steam
- Nerf Maintenance with a stamina debuff because it's currently better than the other classes. Too many pros without enough cons (and you can inverse in without worrying about having no light)
- Balance Brute's kick cooldown to make him more useful when no shovel is available
- Redesign UI and fix positioning for different screen sizes
Oh yeah. I don't expect it to be ready before then
if you can make maintenance see thru steam I think it'd be cool if it could only do that with the headlight
I may just let them scan for the valve
also valid
yeh that's a cool idea too
I'm unbelievable excited about this mod
I am too man!! you've been doing some good ass work
Have you thought about tying the classes to suits on the suit rack?
Last I read, they were looking at using a clipboard form system to change class
it was something that got thrown around but it's kind of a clunky solution that can result in a lotta incompatibility
Ah alrighty. Yeah that's a shame.
that's what we originally wanted yeah
kind of in the dark about what we went with
Clipboard-style pop up menu
YOU'RE KIDDING ME
I have been troubleshooting this reduced stamina thing for an hour
For the life of me, nothing I did would make the sprint bar go down
but then...?
I HAD INFINITE SPRINT TURNED ON IN LETHALDEVTOOLS
lmao
Actually
How important is the menu for the beta? I'm going to entirely remake whatever I do for it anyways
I may just leave functionality as-is but make it look a tad nicer
Not important at all, UI is a super non issue for the time being
mhm
so beta will just be the classes for free with some small visual distinctions and all the functionalities?
or do you still buy em?
Just for free
I thought we decided against class purchasing
To enable testing
It slightly defeats the purpose
Ooooh. For class differentiation, I could add a line to the nametag for now
Oughta do it
So
I don't know anything about github. I'm a noob
But I feel that I should put this on github
doesn't it embolden the purpose of classes? most of the time they're direct upgrades
Even merely for issue reports
there's almost no reason to play normal employee half the time w all the shit you can do w classes
of course there's downsides but yknow
yeah defo
The idea is that employee won't even be available
If the classes are locked behind a wall, you can't have a well-rounded team from the get-go
I'll def add it as a config option
I don't think that's a good idea at all
Well, the scout is the analogue for the default employee right
all rounders are fun, and not having more options is pretty much always a negative when it comes to stuff like this
Researcher is actually closest atm
Scout's weight penalty prevents them from playing normally
Having the default employee as an all rounder is gonna be underwhelming if they can't get upgrades like the other classes
well if we are going for perks in the future then you might as well 🤷
it's not like it's hard to come up with upgrades for the base employee, every other mod has done something like that
The base employee has no weaknesses though
it's not like it'd be that good compared to the others though
He doesn't mesh with the others
you have so much more to do with the others, it's just more interesting to have more options, pretty much always
I'll make it configurable
well his weakness is he has no special ability
Because it won't be hard to have an "add default to the list" button
I mean an interesting one that changes how you play
Oh ok I didn't think we were even considering that
There's no specific situation default is worse in
you don't have to change how you play employee to include it in a mod
Sure but it's like going to an ice cream shop and they don't have vanilla
Like it's not a crime to allow a default boring option
I think it's a little big boring to exclude the base game's playstyle, what if someone in the group doesn't like any of the classes?
like of course that's not gonna happen much, but I think it's weird to exclude base employee for seemingly no reason
but it just makes no sense
every ice cream store has vanilla, there's no reason not to include base employee
That was Tilted agreeing with you lol
it's literally just deleting an option
oh LMAO misread it
i read it as "like it's not a crime to not allow a default boring option"
Aye, also for newer players who aren't as experienced as other party members being the plain ol' employee for a while might be preferable, so they can ease themself into the mood for whatever they want to specialise in before picking.
I'll leave default in then
Correct.
mhm
And then like
We can introduce... OPTIONAL DOWNSIDES for the default employee
So your perks can customize your shittiness
LMAO
And then we can include a 2-slot for the default employee called Company Representative that allows your team to get more valuable loot but gives you some severe downside
yeah I was gonna say that default employee's perks (if we do do any) should have downsides included, but be real good
We'll see if employee gets perks. Idk how well it will fit. Time will tell
Perks are a long ways off anyways
yeh
Defaulter perks would be very simple bits and bobs and maybe a couple things pulled from other classes
my thoughts exactly
though that might be a bit weird cuz if you just play employee you could theoretically multi-class
Yeah but you could never specialize
And you would NOT have access to the core abilities of other classes
woah. I already have a github account for some reason
sleep walker jade made it (?
It's not ready yet, but when it is, should I make the beta download on github or let Thunderstore have it?
I didn't even know how to mod when I started this
put it on da t-store
really?
you'd made choco quota, thought you had some prior experience
you've been COOKING dude
Nope. ChocoQuota was the first thing
goddamn
I made ChocoQuota because I couldn't find something with all the same features and I wanted it for my modpack
And thus a modder was born
Thankfully, C# largely resembles Java
a goat was born .. .
ChocoQuota is pretty good ngl
Much obliged
Hum. What about the people that plays with Lethal Progression ?
Both, is the github available rn or nah
you can stack both mods
sounds like a cool way to make up for the lack of upgrades after you get the classes
It's 100% incompatible with Lethal Progression
I haven't even looked at the code there, but I can't imagine anything I've done for changing stats will carry over
When there are perks, they'll provide a progression system
Not yet. I've got a few finishing touches to add
alright, make sure to not include anything illegal in the github :p
I imagine the beta will be out before the end of the month for sure
By illegal, you mean the game assemblies, yeah?
includes dll's like Assembly_CSharp, any vanilla assets from the rip
yes
but thats not all, the assets too
oh lol, how'd you get the game assemblies into your unity?
stubbed scripts? (if you know)
lmao
for future reference
fair enuff
How have I been developing without this??
no idea
I've just been playing on hard mode I guess
bro was using weighted clothing the whole time
Finishing beta version today
After the beta, I'm going to move this project to the Unity editor
I think I'm going to go ahead and give Maintenance longer sprint time, but a 15% slower sprint
Let 'im cover the same distance but over more time
yeaaa that sounds good
Gonna give it one more playtest tonight and then prepare the files for upload
omg i love this so much
idk if this has been suggested before buuuut
i have an idea for some kinda info guy
we got the bases: the tank, the healer, the support, the helper
but we dont have a person specifically dedicated for one of the most crucial aspects of lc:
information
maybe a class that has an in-built signal transmitter or smth like that ig
The current roadmap has just the four for the base version
The idea is that I'll make an API for adding new ones so that other developers (and myself) can make additional roles
ah k thats fair
An information/comms class would be the first I'd want to make lol
New battery bar and current hacking system
Hurts my ears
My volume was way up in the recording. Oops
Even quieter it is pretty bad
looove that bat bar man
i sorta? fuck w the hack sound
nothing in lethal company has those techy beeps though which is a little dissonant, but they're mostly fine
you should probably lower their pitch though I agree, I have a headache rn and it didn't really help LMAO
Maybe a more clankity clankity sound?
Sure thing
yeh yeh
like a clank or some button pushes
yeah itd fit teh aethetic better
but while we're on the topic of hacking, consider: hack old bird
great minds think alike
.
oh hell yea
also i feel like it'dbe rlly funny if tehre was just a small, small chance that upon hacking a turret, it goes into overcharge mode as if u just hit it with a shovel (where it does a 360 while continuosly firing)
kitbashed some vanilla sounds
I like that
make it a skillcheck
@river lynx dunno if you saw this
yeh i've heard it a few times!
sounds pretty cool
I need to convert all my sounds to .ogg before full release
I haven't yet because of convenience
I could help you with that 👌
i could too
my technology is called "google"
specifically, ".wav to ogg converter" google
"free online .wav to .ogg converter no viruses"
Usually, I just try to recreate the noises with my mouth into a microphone recording to .ogg
But CloudConvert works too
Or, better option, You pass them to me and I pass it through audacity because cloudconvert sucks at making files smaller
lol
I was just gonna use audacity
I need to adjust volume on all my clips so they'll match eachother
It'll probably be a simpler/faster process if I do them myself instead of finaggling with sending them
You doubt the fidelity of my mouth noises?
The fidelity of your mouth if anything
hear me out: brutes would be able to kick down locked doors
brutes can rip of the top of a turret
brutes can stop the spike roof trap and bench press it
when a nutcracker kicks a brute, it goes flying
@split summit
god DAMMI-
anyways i had a rlly goofy idea
researcher can heal, right?
what if researcher/maintenance could heal the CC without weed killer
also i had the idea for maintenance's powers being amplified if they were holding a zap gun, it'd give more use to it
Maintenance being able to repair the CC and researcher being able to fill the boost meter but neither can do both?
And then Scout is naturally able to drive faster (WHY WLULD YOU WANT THIS)
And Brute can push the CC twice as hard
Maybe Scout's CC passive is his jumps are better
driver class ‼️‼️‼️‼️‼️
I think with the CC being the biggest skill check in the game rn it'd be funnier if they didn't affect anything about it
maaaybe
instead of driving faster why not accelerate faster? being able to go faster is suicide but accelerating faster would be both safer and stronger for utilizing the cruiser
also perhaps brute could have better steering control since hes more built than the other employees and as a result can turn a steering wheel with vigor
More acceleration is kinda what I was getting at yeh
Cruiser repair for sure
Scout: Jump + Acceleration
Brute: Push
Analyst: Boost
Mechanic: Repair
the natural order of things
Brute can maybe also have "The cruiser takes reduced damage from crashing through trees and enemies"
Scout makes cruiser more controllable?
I think that the cruiser is more controllable than people realize
If you're gonna buff "control" really what you want is friction so the damn thing doesn't slide everywhere
cruiser shouldn't take less dmg when brute is driving/riding in passenger, its a very unnatural buff that really makes no sense
however that does still have merit as i thought of this earlier but was too busy to create a proper idea for it: Brute (and Brute alone) could take less dmg from car crashes (i.e. when the window shatters) regardless of who is driving, and a result he could even potentially survive a typically fatal car crash
no no no no
SPECIFICALLY less damage from breaking or killing with the cruiser
if you crash into a rock it's still normal damage
you're enabled to use the cruiser aggressively basically
im a bit confused, are you saying the cruiser takes less damage from breaking trees/killing entities?
because the damage is usually 1 if you arent flying off the road at a suicidal pace
I don't know the specifics behind how the cruiser health bar works, if you want to explain it real fast so that I can better summarize my concept that would be appreciated
crusier has about 30 hp
tree/run over entity (safer speeds if you will) does 1 dmg
each time entity collides with cruiser 1 dmg
every collision that doesnt hurt you does about 1 dmg, dmg is higher if you go faster (if you take dmg thats a good indicator to slow down)
cruiser regenerates slowly over time as well (really slow but not terribly slow)
Okay then, the brute's driving perk would be a 50% chance to not sustain damage when crashing into trees or entities, this can only trigger if the tree breaks or the entity takes damage
Well
although that could be busted since you could theoretically drive at any speed you want for one crash if you dont blow up (without readjustment for killing brute/doing 200 dmg)
not that i know of
it regens 1 hp, it takes 1 hp
its possible to do 'decimals' of dmg but it requires code that supports waiting before doing dmg on its own
look at lethalhands
you can set the dmg to 0.01 per punch and it will not "hurt" the entity until you punch it 100 times
i find it funny to think that brute is the team's cruiser driver ngl
he drives
also i think it'd be absolutely hilarious and oddly fitting if the Employee Classes had a parody of TF2's meet the team for each class to showcase what they can do
(another tf2 reference im sorry)
Brute and Scout in the Cruiser
PRECISELY what im talking about dude i had that visual the entire time
I'ma try to get this beta going asap. Just a few finishing touches but I'm packing for college this week and things might get a bit crazy
DISCLAIMER: All sounds are placeholders. Aside from maybe the brute's kick (and the hack sound effect Jacu put together), they are not remotely final. I just needed something
that's perfectly fine bud :]
good luck with college, you've done great
Take ur time, much better to release on a schedule where u have a lot of time, a mod of this caliber will definitely present with many bugs and u don't wanna be in a position to be unable to fix etc
@main yew
ty
thats wicked
also thats wicked https://thunderstore.io/c/lethal-company/p/QwertyRodrigo/Wicked/
and youre wicked
are you advertising? banned
kinda wicked ngl
very wicked
quite wicked indeed
so wicked in fact, that you might have to be ultrakilled for that
Something wicked going on here

love this, love classes and roles with traits in games, makes it a bit funnier for me, as i can have a role/class/character that matches my playstyle
wish this goes somewhere, could be fun
We were close to a beta once the creator is free again
has the "more than 4 player" thing been found a work around?
I unno if this has ben suggested already but what if they all have 5 inv slot, but the 5th one is used by a special item unique to each class that they can't drop
Scout's could be a flare gun or somethin like that, Brute's would be his own kunckles, Researcher a scanner thingie and Engie a wrench or tool he uses on turrets and mines and whatnot
something about "kunckles" is very funny to me
that was my idea for maintenance's gimmick yeah
scout's gimmick could be that they don't have anything in their 5th slot
(aka one extra inv spot)
bc flare guns tbh sound kinda... useless
like they sound cool but like when are u gonna use a flaregun
i suggest some kinda better spraypaint alternative so you can mark where you're going
Shoot a flaregun at a giant and burn their retinas
OH
i have an idea
what if reasercher had a heart monitor
so they'd know who's dead and who's alive
that was the og idea im p sure
ah k
but it's not in the mod currently
cuz jade went a diff direction
imo for the best cuz it would've made scout a little too good
oo that sounds like a cool idea
among us type shit lmaoo
among us referenced
you can stack classes
even with only 4 classes you and the boys can all pick Brute and get absolutely physical with it
tbf based on that image with scout's stats they'd instantly die to a bunch of things straight off the bat with only 50 hp, an extra inventory slot is only good if you can even get to use it
ye i was thinking that the heart monitor would show:
- how low on health the employees are
- whether they're having paranoia (that thing that happens to your screen when you see someone die/a giant sees you/etc.) indicated by the rapid heartbeat
- maybe how they died? (kinda like scanning a body to see how an employee died)
- whether or not they're alive (duh)
also I had an idea for Maintenance
EMPs :trol:
you throw one, it disables all nearby electronic appliances for around 20 seconds
including Old Birds, flashlights, walkies, turrets, landmines, spike traps, etc
tbh an EMP would just be a cool vanilla tool to buy
like a flashbang but for electronics
ye i was thinking about that too (nobody saw it in #1188298686560739389) 
I like researcher analyzing dead bodies
I've only got a small to-do list before the beta, but I for sure can't work on it for another week
perfectly fine bud :]
This sounds like an amazing idea! You’ve got me on your side
Oh cool did you have something to contribute to the project or do you mean more in a moral support way? Both are fine
you dont know tilted? about the holy war?
you have to pick a side otherwise you're an outcast
Moral support
Idk how to code
->
Work has resumed on that beta
fuuuck yeah
you should check if anything that changed between v56 and v61 messed w your stuff
I shall
Bug tamer
Public beta is theoretically ready
I'll do a playtesting session as soon as I can and then it can go live
hell yeah bro <3
Let's gooo
is it gonna be something you can choose?
or something thats given to you randomly?
i cant bother going thru 1000+ msgs
and seeing if thats the case
yes, choose
i would always be maintentce for this one
As soon as I wrangle together a few of my friends to test the build, it can go live
👀
how do i get notified when this becomes a mod
You check in later
You join the daily employee classes newsmail
And get updates weekly
where is that at if you dont mind
ight sweet
new people interacting with rodrigo is the arguably the best content on this server 🍿
thanks, i made him myself
so does that mean bongo's his dad?
thanks, i married him myself
The biggest troll ever i freakin luv it
rodrigo is a menace
to our society
Surfaced strikes again
damn im learning my own lore
anyways according to lore it says im super cool and great at making mods
(ignore wicked)
I like wicked :[
Chat am I the brute
What do I use for the icon?
sigmas dancing
you can always change the icon post upload, but I put this together in a minute while dead
I like it :]
Yeah nice
Just uploaded
I do not know how to use markdown
It is hideous
I will fix the readme in the next release
I need to set up the repository so I can get organized bug reports
Mod-release thread time 
@bitter widget . Public beta is live. Consider yourself notified
Lemme go do that rlq
I can help ya out soon <3
super fucking cool duuude
congrats jade!!!
lezzz go
LESGOOOO
you guys should use the thread from now on https://discord.com/channels/1168655651455639582/1279305325627048027
bump
no need to bump actually, i reckon this thread shoudl be closed
seeing as it's an actual released mod now
Yo i played it w my friend and it looks good
W ahh mod
it's out yeah!
