#Employee Classes [Public Beta]

1487 messages ยท Page 2 of 2 (latest)

random pier
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being able to power all nearby lights even when the power is out

simple sonnet
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Okay, that's so cool

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Atmospheric too

old jay
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that could be possible, with a ontrigger enter and exit? force a light on when enter, check to see if there is still factory power and if no turn off if exit

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incase using an appy from another run

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I guess power and breaker is on

simple sonnet
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If the shock blast stunned the Maintenance (and slightly longer than the monsters), then it could be interesting.

More risk and consideration before using it and a cool use case...
...If you use it next to a blast door, it will toggle immediately, shutting the monster on the other side

chrome jay
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would suggest not costing the entire battery to shock, then

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like mayb 2-3 shocks before its flat

simple sonnet
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I'm thinking the shock wouldn't even be used every landing

random pier
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I would just temporarily disable all the benefits of the battery and then that's your "cooldown"

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so for like 30 seconds you go fully dark and lose all your buffs

simple sonnet
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A rare apex of action

random pier
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mhm

simple sonnet
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Then using it alone is more dangerous

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Because your friends could guide you out

chrome jay
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i pulled the appy im gonna shock every dang landing w that appy >:^(

hidden tundra
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yeah it'd be the same weight technically but for the purpose of game mechanics I'd say half the weight of the app when on their back

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my original idea for the appy bonus is just unlimited power on all tools or something

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no idear

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That makes sense yea!

random pier
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if the appy supplies passive recharge to your gear then that's functionally unlimited power but you can also charge your friends gear

hidden tundra
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BOMB???

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YOU'RE INSANE THAT'S THE BEST IDEA I'VE EVER HEARD

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I think it's an ok nerf, if you don't wanna anger a dog you just take it out and hold it normally

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I agree

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I think the big con being extra weight and sound would be sufficient

simple sonnet
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It might be fun if Maintenance can't put it on their own back or take it off without help

random pier
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I still don't think making you noisy is needed really

hidden tundra
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but if we went with that I'd can the noise making thing, cuz otherwise you're just fucked

random pier
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needing someone else to take it off your back would be funny

rancid galleon
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Portable charging station....

*proceeds to charge up a shovel

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It would be hilarious if metal objects made it explode

winged prism
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Charging your shovel to boost your next swing damage sounds like a good separate mod idea if not something someone made already

hidden tundra
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honestly would go hard as fuck

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for like an LGU upgrade or something

analog iron
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but honestly that does seem like a pretty cool idea (the charging itself, not the fact that it'd have infinite charges)

old jay
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now, curious if that meant just holding the attack button long enough that it's "charged" or you actually shove the shovel into the recharging station for a bonus damage on next hit

random pier
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eletricity enchanted shovel

winged prism
old jay
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removing that gif I posted, it's too flashy

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feel like it could give someone a seizure

midnight juniper
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Not sure if it's been asked for in the past, but is there any possibility of config options in the future?

simple sonnet
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There will be config

unreal rapids
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hi @simple sonnet what do you think about making class select in terminal and making every next change paid? i am the guy that put some class concepts 3 months ago XD

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i know that its still beta

hidden tundra
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I think that might be the plan, although it won't be a terminal thing rather a separate menu iirc

old jay
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yeah I'm not a fan of the terminal option, mainly as choices are made in space (I guess terminal could avoid that if there was a cost? but everyone is now paying for a class change)

larger groups would be taking more time to start a lobby (at least the 1st load) as everyone scrambles to get to the terminal to pick a class

hidden tundra
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mhm

old jay
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I hate discord for not making it easy to search in forum posts. So this is probably a repeat question. Does this have any conflicts with LateGame Upgrades? I'll find out soon, was it only stuff that affected health, stamina, and stamina consumption?

random pier
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It is not designed to be used alongside lategame upgrades since it will feature its own run progression features

chrome jay
rancid galleon
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What about LCLegDayMod?

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It technically upgrades your stamina usage, but it's supposed to do that based on your current stamina

chrome jay
simple sonnet
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If it alters a player's stamina usage, max health, or carry weight, they will clash

old jay
random pier
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gotcha gotcha

rancid galleon
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AccurateStaminaDisplay doesn't work properly with this mod either

chrome jay
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while we're talking abt compat, any scan mods/mods that also touch scan break research's scanner? feel like i cant scan stuff through walls at all

meager flint
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Hi all, I didn't realize this thread was here but I'd been looking for a place for feedback about the mod!

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I would be in favor of having the ability to select classes from the terminal purely so I could mess around with lethal VR with the mod

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Not the paid aspect tho, just another way to pick classes that isn't custom ui dependent since that breaks in VR

hidden tundra
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Ooh that's really interesting, good to know

meager flint
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Someone made a temp update patch for lethal progression back in may for an old version of the game, and some of its features still work alongside the classes mod if you're looking for added progression

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Carry weight, oxygen (I think, haven't fully tested it but it seems to work), additional battery life (this doesn't seem to properly apply the increase it says it does but it DOES extend battery life), jump height all seem to work with employee classes

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Lethal progression reduces how much items weigh on pickup, somehow the way it handles that doesn't conflict with employee classes, but I'm pretty sure the late game upgrades carry weight stuff breaks

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(Full disclaimer that I'm not a programmer and only a lil familiar with coding, I look at spreadsheets all day for a living)

chrome jay
meager flint
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That's good to know

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I'll have to remember to grab that mod later then

simple sonnet
old jay
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I feel like the footstep noise issue for dogs came back, or has persisted

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my nephew as a Brute just sprints by them, no fear

simple sonnet
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I'll add that to the list for 0.1.4

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I might break the carrying compatibility in the next update, but I'll try to find a way around that

meager flint
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I was thinking about that, hopefully it doesn't break it but since you already are changing the carryweight penalty and it seems to apply after that mod reduces the weight it may work out okay

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Though if it's an on pickup effect and it's trying to apply them all at once who knows

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We were messing around with little company and shrinking/making objects bigger to change their weight, and that did not get along with lethal progression, the weight went negative which caused the math to permanently increase the players weight when it added it back in afterwards

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And I had a flashlight that weighed -2 billion lbs somehow

hasty panther
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Hi!

My friends and I had been eyeing this mod for a while and finally gave it a shot last night. We had a lot of fun with it, but ran into one small incompatibility with another mod, so we were wondering if it was something that could be made to work.

Namely, we use the SellBodiesFixed mod (https://thunderstore.io/c/lethal-company/p/Entity378/SellBodiesFixed/), which makes it so monsters drop an item representing their corpse when they die, and their actual body disappears. Our Researcher was then unfortunately unable to use their Synthesize ability. Would it be possible, for instance, to have those monster-items count as the monster's body for the purpose of Synthesize?

old jay
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Our group dropped that mod. It's great but the author is taking a break from LC so there'll be no updates to it. I made my own mod to have items drop, or use LGU + Hunter upgrade

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LGU = Late Game Upgrades

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weights for bodies are off as well

rancid galleon
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I've noticed that modded weapons that deal more damage than vanilla's shovel do not work as intended

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Instead, they will always deal the same damage as one hit with the shovel

random pier
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Brute's offensive bonus is gonna be reworked to an attack speed increase in a future update so that's not even a concern

rancid galleon
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The Yield Sign (which is vanilla) is the only weapon that doesn't seem to be afected by this

random pier
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Yeah the reason was so that the knife wouldn't deal double damage per stab

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Knives aren't a strength weapon after all

rancid galleon
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It's something that happens with all classes

random pier
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Oh, hm

rancid galleon
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Including the Employee one, which is meant to be the "vanilla" option afaik

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Also, while testing stuff for my modpack I noticed that Imperium's infinite sprint do not work at all

random pier
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Even if you change the load order?

rancid galleon
random pier
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You're using thunderstore right

rancid galleon
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Gale

random pier
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Oh then idk

rancid galleon
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Didn't know that moving the mod's possition actually had an impact in its load priority lol

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Assuming that's what you mean

random pier
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Yeh

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It's a thing I learned from Darkest dungeon

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If two mods affect the same file, whichever gets loaded last overwrites the first file loaded

rancid galleon
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I'll see if that solves the problem.
Is the order ascending or descending?

random pier
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Idk just make it the opposite of what you're at currently

rancid galleon
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Ok, just discovered it's possible to do the same with Gale. Sort type must be custom.

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And... it did nothing :P

random pier
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Ah damn must be a more involved incompatibility then

simple sonnet
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It probably wouldn' t be too hard to fix the shovel thing

hasty panther
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Got it, thank you for the response!

random pier
old jay
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funny enough swinging faster would probably equate to the same DPS than having +1 damage

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what's the kick distance? I try to use it, but just take damage needlessly. I only use it as a OH FK if masked grab or Giant

random pier
old jay
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more hits == more chances at a redemption hit, it's just a win win

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you miss a sniper shot for the 1 hit, but a spray and pray gets the whole room

random pier
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yeah no it's also easier to "feel" stronger when you actually swing faster, rather than just dealing double damage and needing to "trust it" until something dies

old jay
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it's funny we have the shotgun and piggys mod, and most of the time it feels like the m4 is better just because you can tap/spray until something is dead, but the shotgun, whiff that shot, gg. Even tho the m4 is weaker it feels stronger

random pier
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Mhm same idea here

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Nerf the brute while improving game feel

winged prism
hidden tundra
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yeah but there's not any feedback on the player's side

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sure you'll be killing it faster but you don't really feel it hitting harder, there's no way to tell until it's dead

jade lagoon
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for brute's kick, would it be possible to make it do 0 damage and simply stun enemies?

random pier
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like adding a frying pan clang noise or something

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perhaps also changed the animation

hidden tundra
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anim changes are apparently super annoying and janky to implement so I wouldn't recommend it

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an sfx change would go a Long way but I prefer the faster swing speed

random pier
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Easier to balance too

old jay
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just have a animated sprite of a leg kicking lol for the brute kick

random pier
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That's kinda genius actually

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What about being viewed from other players tho?

old jay
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they don't get the privilege to see the mighty foot

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the other option is custom animation that only affects 1 leg

rancid galleon
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Maybe it could work like the Lethal Hands mod

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As some kind of emote

old jay
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yeah custom emote, that just plays on skill use. just need the EmoteAPI as a depend

reef pike
rancid galleon
reef pike
lunar plover
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Hope you don't mind me inquiring since I know the mod's still in beta, but is there any chance it'll be compatible with other mods like Late Game Upgrades and BetterStamina?

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Also will it be possible to tweak the Scout's beacon sound without compromising its effects? It can be insanely loud

old jay
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they are going with their own progression tree, it will work somewhat with LGU, but not everything

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right now stamina, health, weight, and damage changes from LGU don't work with tthis

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but other stuff from LGU works just fine

lunar plover
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Yeah we found that out last night when doing some testing. I was just curious if there were plans for some kinda compatibility between this and other mods sometime later down the line

random pier
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It's low on the priority list, this mod is meant to offer a different experience from those ones

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Compatibility might not be impossible but it's not happening soon

lunar plover
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Sounds good yo ๐Ÿ‘Œ

simple sonnet
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Scout's beacon is temporary rn. Most of the audio is

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People always snicker when they hear the harvesting sound effect

rancid galleon
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Awful situation, somebody crouches and then...

random pier
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is it a slurping noise

rancid galleon
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You can guess the kind of jokes we made about it xD

lunar plover
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I love the harvesting sound

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It's so damn silly

simple sonnet
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I should make it a config option when this is done

viral igloo
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This is incompatible with AccurateStaminaFixes right?

steel ingot
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Team fortress two

viral igloo
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๐Ÿคฏ

simple sonnet
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I finally have time to get some work done with this

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All that's left is the lockpicking system

random pier
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Decided yet on what kinda minigame you'll do?

simple sonnet
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I'm thinking a little directional memory game

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Figure out the correct order to do all four inputs (up, down, left, and right)

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No penalty for failing and you can cancel anytime. If you mess up, it just resets to the initial state immediately

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Oh! I want to change fall damage calculation to be linear in this update too

dusky tree
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I cannot overstate just how awesome this mod is

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I hope it receives more updates in the future

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It tickles literally everything I want out of a mod in terms of gameplay changes

dusky tree
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@simple sonnet Btw just wanted to mention

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If you need anyone to playtest anything or recommend balance changes, I'd be more than happy to help

simple sonnet
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I appreciate it. School's been crazy, but I'll be working on the next update over Thanksgiving break

dusky tree
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Lemme know if you need anything

dusky tree
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I've been getting my whole playgroup into this mod and it's been really incredible so far

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Is it alright if I can give feedback on my experience to help the development of the mod? @simple sonnet

simple sonnet
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Please do

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Keep in mind that the next update rebalances brute and scout

ripe flare
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i hope brute doesn't get nerfed into the ground i love beating things to death

random pier
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Brute will still be the ultimate ass beater

ripe flare
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i square up all day every day

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making quota with the corpses of my enemies

dusky tree
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Brute is my most played class so far, personally I think if anything is done with him, it should probably be a refocus rather than a rebalance or nerf. I'm not sure if there's plans for any new classes, but if there is I was thinking that maybe some of brutes stats like the weight bonus and the speed penalty could be offloaded to another class in favor of a new upside and downside that better fits his role as the combat specialist.

Like for example, the speed penalty could be replaced by having one or two less hotbar slots. The brute is very good at combat, but halling scrap should be something he's a bit worse at imo. The footstep sounds could be increased a bit more since only 5% isn't doing much imo, or it could be replaced by a different downside. Maybe a upside to replace the weight bonus would be making the bracken more scared of the brute? not sure how that would be done though.

As for ideas about where the weight bonus and speed penalty could be offloaded. Just as a example, there could be a class called the carrier. He has a huge weight bonus for carrying heavy loads and isn't slowed down by them much, has slightly higher HP than the employee or maintenance worker (maybe 125 HP?) and maybe he could carry multiple two-handed objects (although that might be too overpowered). His downsides for his bulk would be the highest footstep sounds out of any of the other classes, a slight speed penalty to compensate for his weight bonus, and maybe he could even attracted unwanted attention from lootbugs and have baboon hawks see him as a easy snack. Haven't really thought too hard about a special ability for him though, maybe he could get a temporary speed boost while carrying heavy loads? not too sure though.

All of this is spitballing and throwing suggestions out there though. I think brute is great, just that there's lots of potential for awesome stuff to be done with the current classes and even potential new classes.

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I want to also mention about the brute. I absolutely adore the kick ability, and I especially adore how it adds more depth to combat encounters and can also act as a escape from giant and mask grabs. I was experimenting with it a ton using imperium yesterday after my friends play session was over, and the way it impacts combat is simply fantastic.

If there's anything I think needs to be reworked about it though it would probably be its range and damage. The range seems very inconsistent, since sometimes I could hit enemies from about the same range as a shovel hit, but other times I'd just whiff and get hit. As for damage it seems like the kick does inconsistent amounts of damage to certain enemies despite being listed as only one damage per kick. I was able to kill hoarding bugs in 2 kicks but can only kill thumpers in 4 kicks for example

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Another attribute I loved about the kick was how it not only stuns for about half a second, but on certain enemies it also slows their movement down for a quick second as well. It's especially amazing on brackens and thumpers. I'm not sure if it's intended but that was a feature I seriously loved

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As for using the kick to get out of grabs, I think that should be kept in and even expanded upon. Using the kick to get out of mask grabs makes perfect sense for someone of the brutes physique, and 50 damage per grab escape is perfect for the mask. I do think that escaping grabs from giants should be a bit more penalizing though, like maybe increasing the damage from 50 to maybe 75 or 100 on a giant grab escape, since I was able to spam the giant in some cases and get away safely. I also think bracken neck snaps should be escapable with really good timing. Overall, I love this feature too and I think you nailed it

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I hope my feedback helps, I'm planning on playing more of the mod today, and I'll focus on scout so I can give you more feedback on rebalancing him. You're awesome @simple sonnet, keep doing what you're doing!

finite cape
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I saw next update somewhere on here, please tell me it's very soon ๐Ÿ˜ญ That error it gives is the only reason it's not in my mod pack. It's a cool mod fr ๐Ÿ™

random pier
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I think the only thing I really disagree with is taking away brute's ability to be the mule

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The penalty of being slow could potentially get shuffled out for something else but having "the big strong guy" not be good at shmovin' heavy stuff around just feels off

dusky tree
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I was mostly just talking from a point of "there could be potential for more classes with more specific niches"

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But you're right, a big strong guy needs to be able to carry heavy objects

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I don't suppose it would be unreasonable to have both the weight bonus and a potential nerf to hotbar slots on the brute at the same time

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It could counterbalance his major advantage with carrying heavy objects by having him be able to carry less at the same time

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And I feel it would still be better than him being slower

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I also want to mention that I love the idea of certain classes having specific interactions with enemies

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The baboon hawk interaction with brute is really inspired tbh, and I hope there will be more interactions like that in the future

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Now that I think about it, if we're going down the route of discussion where brute retains his weight bonus, it'd probably be more interesting if one of brutes downsides was pissing off the bracken instead of having a upside to replace the weight bonus

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Just a idea :)

ripe flare
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please don't take away the brute's hotbar slots

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think about it. if you're not running reserved item slots, the brute's already essentially got -1 hotbar slot due to being The Murder Guy, and thus being relegated to having a shovel.

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if you take away even one hotbar slot that means the brute would only be able to carry 2 other items. that would make him the worst at being a mule, even with the encumbrance modifier.

cinder sierra
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i wonder if this could give everyone a small visual change for each class

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like scout being skinny or brute being wider

random pier
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unless you give em a dedicated shovel slot so it's like

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you can carry 4 items but only if the fourth is a weapon

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shovel or signs

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and maybe the shotgun can hang idk Brute has a doomguy-esque quality to him

simple sonnet
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It won't be a nerf. I'm making brute and scout more specialized. I can show a changelog of what I've got so far. All that's left is giving scout a lockpicking ability

finite cape
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Is that error fixed in it?

dusky tree
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Psyched to see the changelog

simple sonnet
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Here's what I've got so far for v0.1.4. (lockpicking is all that's left)

Scout

  • Tweaked sprint speed (+30% => +20%)
  • Buffed sprint duration (+15% => +20%)
  • Removed blanket weight penalty
  • Set +30% weight penalty for one-handed items
  • Set +100% weight penalty for two-handed items
  • Increased health (50% => 80%)

Brute

  • Removed blanket weight buff
  • Set -45% weight penalty for one-handed items
  • Set -85% weight penalty for two-handed items

Researcher

  • Removed health penalty
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0.1.5 is for the Maintenance class

random pier
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-85% weight on two handers is nuts but it'll feel so potent

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Hefting a 100+ pound cash register or whatever and it weighs as much as like, a stop sign

hidden tundra
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super cool stuff

dusky tree
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Sounds really awesome

jade lagoon
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does brute still have the damage boost?

random pier
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his damage boost is going to be changed to an attack speed increase at some point idk if it's in yet

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easier to balance increased attack speed than just a raw +1 damage

finite cape
chrome jay
finite cape
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I didn't hear of this ;-;

finite cape
chrome jay
finite cape
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works just fine so far

finite cape
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scanner fix, lgu, and employee classes

chrome jay
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i cant speak of what in lgu breaks classes, i dont use it, but its a known incompat

simple sonnet
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LGU'll behave unpredictably with anything that touches the classes, but I don't believe it outright breaks everything

finite cape
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I think it replaces stats instead of adding onto. Though I'd have to test it later. Idk

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Also, is this getting updated today? I saw a text saying how there isn't much for the update so I was curious.

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And lastly, I think the cons so be a bit more extreme to make up for employee not having an ability. I don't think employee class should have an ability but I feel like a lot more cons are needed to balance it out

meager flint
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The changes to scout and brute are interesting, I don't mind the tweaks to brute but scout having any penalty on one handed items still feels a little punishing

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I'd have to play with them to see how they feel though cause there are so many light one handed items as is, it'd really be gold bars that would be killer for scouts

random pier
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His small virgin arms struggle to support the mass

simple sonnet
simple sonnet
simple sonnet
dusky tree
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I think the new weight changes make complete sense

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The changes establish even more of a distinction between them by having them be polar opposites in what scrap they're proficient at carrying, which is great, and helps set them apart and specialize them

dusky tree
simple sonnet
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Those are the currently planned values for 0.1.4

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They'll need more playtesting for balance after release

finite cape
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Also what class do y'all think is most broken? Brute sounds op. double health, double attack, can carry more, has built in weapon, and only downside is slightly slower speed

dusky tree
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He's just a employee but with a lot of beneficial upsides and almost no downsides

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He's versatile, he's got 100 HP just like a employee, he has extra bullet resistance, he can hack pretty much anything he can get his hands on (except spike traps for some reason, I hope that gets included in v0.1.5) and make the environment safer for his team

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He sees better through fog, which means less getting caught by landmines while searching for a valve. This also means that he can better traverse the environment in fog to find the valve or better traverse the environment in general if he can't

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And one of his major downsides, which is his -10% sprint speed is entirely compensated for by his 15% increased stamina

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Sure you can say that he has the loudest footsteps, but that doesn't really come into play that often imo

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And might even be a benefit in some cases, like luring away dogs

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I think compared to Maintenance guy, either Brute or Researcher comes in at a close second

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Sure, brute has got brawn aplenty, but he is far less versatile in terms of his abilities, and he's overall much slower than the maintenance guy but without the stamina increase to compensate for it.

In terms of gameplay in lethal company, speed is generally a very important factor. Not just for hauling scrap and getting through the day efficiently, but in combat too. Brutes lack of speed hinders him greatly against Brackens despite having twice as much damage (unless you know how to use the kick), and makes it so killing Maneaters is practically impossible since Maneaters resist all forms of damage that deal more than 1 shovel hit. Brute vs Maneater usually ends with Brute being a free meal even if you execute door strat effectively simply because he's slow and clunky

dusky tree
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Now keep in mind, I'm not saying that maintenance guy can pull off the awesome stuff that brute can, just that he's versatile and can thrive in many situations where other classes can't.

He has 100 HP, which means he's more tanky in a fight than researcher or scout, he's still got reasonable speed so he can keep pace with enemies that require speed and wit, his stamina works wonders to make sure he isn't caught winded, and he's got a weightless flashlight in his toolbox. That doesn't sound like much, but try fighting enemies in total darkness vs having a light source and see which situation is easier to deal with.

simple sonnet
simple sonnet
dusky tree
finite cape
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Will you balance them around the vanilla claseless? Like if they have all these perks and vanilla has none, there no reason to play the classless, but giving classless a close or gimmick makes it not as vanilla? Are you giving more cons to the classes to balance this?

dusky tree
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DaJadeNinja has stated that by default, employee will not be selectable in later versions

finite cape
simple sonnet
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You are not supposed to play as the default class. That's not the purpose of the mod. That said, enabling the vanilla employee will be a config option

finite cape
simple sonnet
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The idea is to change the way the game is played and make synergies between roles on the team

finite cape
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Just a suggestion but if the cons were heavier enough, people could choose between the 4 classes with heavy cons to them or stay vanilla. Despite it not technically being a class, if they cons and pros where balanced around that, it would give way to the vanilla option. Idk, just making it to way I can no longer go vanilla while all the other classes pros (and abilities) outweighs the cons, makes it feel like there isn't a reason to stay vanilla. Even with a config

simple sonnet
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The idea isn't to just provide multiple options though. It's to provide multiple options that play off of eachother. A class with no pros or cons doesn't fill in any weaknesses or provide any of their own for other classes to fill. The cons don't exist to nerf a class, but to require other classes to fill in the gaps

finite cape
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If the classes cons were heavy enough, it could make people have to really think on if choosing a class is worth their route.

simple sonnet
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In the ideal situation, everything would be built so you want an even spread across the teamโ€”one of everything.

finite cape
simple sonnet
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Hence the config option

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It doesn't fit the default vision, but I know people (including some I play with) want it

dusky tree
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I see no reason why you'd want to play employee when you have a set of awesome and unique classes to choose from, but that's just my opinion though

finite cape
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Config won't matter if the classess pros and abilities outweigh their cons, because that wouldn't fill a gap, that would just straight up make a no pro or con class useless.

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By no pro or con class, I'm meaning vanilla

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With their abilites and filling each other's gaps, if 4 people where to choose 4 different classes, the entire team would just have WAYYY better synergy and stats, and abilites than a team that chooses to stay vanilla (Sometimes a team might not want a class though that is unlikely due to their uniqueness. A vanilla would have 0 cons and 0 pros so it would be 0, but a class could have -2 cons but +5 (regarding both pros and abilites) so that's what I'm meaning. That would be a +3 (number as in positive outright better or negative outright worse) than a vanilla class which would be a balanced 0. Just my take on it. The mod itself is a different take on things and is looked forward to by me and others.

dusky tree
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I don't think the classes are intended to be balanced around vanilla, they're intended to be balanced around each other to provide a unique and fun experience where every person has a role and various strengths and weaknesses that need to be accounted for

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I feel like if every class was balanced around the basic employee then they'd probably have to have major weaknesses in order to keep the employee viable, and I think that would make things less interesting

finite cape
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If the classes are being balanced around the other classes, we won't see a big difference in cons then we have now

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But if they were around vanilla or at least with vanilla in mind, it would be a lot more balanced, allow for a fifth option for those that feel like playing vanilla, and won't have a team that will just breeze through every moon. it'll still be a challenge like vanilla LC but with pros and cons to spice it up instead of making it easier

dusky tree
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I mean, in my experience playing the mod, the classes haven't really broken the challenge

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Sure it's been a bit easier, but they aren't going to get you out of insanely fucked situations

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They just make those situations more interesting, and it makes general gameplay more interesting because of each classes specific role and utility

finite cape
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I beg to differ but not as much, since abilites are pretty strong if you ask me though it is true that it won't get you out of extreme situations. But that depends and the amount of people playing, what classes are chosen, and what's around. Really situational.

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But the decision is for the mod creator. I just hope a lil of rhis made some sense and hopefully kept in mind when making the next update.

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And not dissin the mod or anything, I really like and looking forward to see how it'll turn out, just didn't expect the vanilla to be taken out which led to me thinking how balancing would still make vanilla useless since they balanced around each other.

dusky tree
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Personally I'm on the opposite spectrum, I like not having to play vanilla, I like how each class has its own unique traits and differences that make them interesting and fun to play, even if they're stronger. I love the variety each class brings to the table. I love the idea of class synergy etc.

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If I wanted to play the vanilla employee, I'd just play vanilla lethal company

finite cape
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A balanced choice I mean

dusky tree
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Well if it helps, I still think employee is perfectly viable compared to the rest of the classes

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Vanilla employee is perfect for bracken matchups because of his speed

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He has the second highest HP of all the classes and is tied with maintenence in that regard, so he's relatively decent in a fight

finite cape
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I won't be able to say anything regarding that until the update comes out. As they are now, every single class is just better in almost everywhere than vanilla

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They have their cons but their abilities make up for it to a certain degree

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I just want a chance to play what I'm used to sometimes without knowing they are better choices.

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But that is kind of impossible if they aren't balanced with vanilla in mind

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I don't know about others so i won't speak for them, but that is a recommendation from me

simple sonnet
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The goal is to entirely break away from the feel and style of vanilla gameplay

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The team is only better in every way if they work together and play off of eachother

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A team of vanilla employees (as is in the default game) has little more teamwork than "you go that way and I'll go this way" when it comes to effectively clearing a facility. Sure, you can have a ship mom and people carrying tools (a shovel, et cetera), but it does not match the same kind of experience as relying on your teammates to fill specific roles and playstyles based on unique abilities

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My ultimate priority is to generate moments where you think, "Man, I wish we had an [INSERT CLASS HERE] right now," when you play with an incomplete team

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There will never be a moment where someone wishes there was a default employee there to solve a specific problem when there's a class more specialized for it

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There are plenty of mods that make LC more difficult if the classes do baseline make things easier for your squad

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Anyways, I'm stoked to drop v0.1.4

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And I do appreciate the feedback

random pier
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I mean worst case scenario we just give the default scav +1 item slot to compensate but that defeats the point a lil

hidden tundra
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mhm

molten flame
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is this gonna work with morecompany

random pier
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There's no class restrictions

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So you can run 13 copies of the same class

molten flame
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oh

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ty

simple sonnet
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It does, in fact, work with morecompany

dusky tree
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Ofc it does lol

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Why wouldn't it

hidden tundra
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you'd be surprised

simple sonnet
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I very easily could have accidentally made it incompatible

dusky tree
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@simple sonnet Quick question, will researcher be getting a different downside to compensate for the health increase or not?

simple sonnet
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They will not

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The health debuff didn't very well follow the spirit of the class. It was kind of superfluous

dusky tree
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Fair enough

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Sounds good :)

finite cape
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If it's okay to ask, what's the progress on this mod atm?

proven belfry
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Idk if it's just a mod conflict with me or what, but the maintenance class doesn't seem to be able to hack turrets/landmines at all

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I hold down f to hack em and it plays the sound,,, but the turret/mine just stay active agony

proven belfry
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Other than that, everything else seems to work
I'm lovin the mod btw yoiled

simple sonnet
simple sonnet
proven belfry
gleaming stream
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Is there a list of known issues for this mod? I found a couple bugs while playing but wouldn't wanna just repeat something others have already mentioned.

simple sonnet
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I know that the mines don't make any confirmation when they power down (I think that's a vanilla thing, but idk). I've never had a problem with a turret though

gleaming stream
# simple sonnet Go ahead

So a couple things ive noticed, although i will do a test with only employee classes outside a modpack to confirm its not a mod incompatibility.

When holding a 2-handed item, if you tap the Brute kick charge keybind and scroll your mouse wheel, youre able to switch to another inventory slot. This is also do-able without scrolling if youre holding a 2-handed item and quickly press E on another item to pick it up.

If a person DC's after both the host and client picked a class, when the person rejoins, the host will get the ability of both the class they selected and the client's, being tied to the same button.

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The latter might be a late join issue since i use LobbyControl

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There is also a minor mod incompatibility with Diversity and the bracken pocket dimension, where you don't get the infinite sprint in it. Meaning its completely impossible to actually escape.

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Other than that, cool mod! Lookin forward to the stuff that comes next.

ripe flare
gleaming stream
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Oh my god so true

ripe flare
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honestly giving the brute an additional 2h item slot or allowing him to stow a 2h item to climb ladders or what-have-you would really cement the class as the heavy lifter

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being able to like, strap the apparatus to your back and swap to shovel without actually dropping it would be cool

proven belfry
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I disabled it and I was able to hack turrets normally greed

distant eagle
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Employee classes

simple sonnet
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Thank you muchly. I'll get those fixed

wooden plover
wooden plover
stark kettle
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the lc music video thing literally has this mod installed

analog iron
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Check out the alternate ending! ๐Ÿ‘€
VERSION B: https://youtu.be/_1uioai9yI4?si=zLGf-VAO5GFh2L78


This music video is based on Lethal Company, created by Zeekerss.
Go check em out!

Zeekerss: https://zeekerss.itch.io/

Play Lethal Company: https://store.steampowered.com/app/1966720/Lethal_Company/
_______________________...

โ–ถ Play video
reef pike
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At what point are the models for this mod?

simple sonnet
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Beautiful

simple sonnet
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Also, idk if I'm actually going to have time to get the update released this weekend. It'll be ready when it's ready

random pier
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Like entirely ignoring the animation, which I love and adore

analog iron
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yeahhhh i kinda agree with that tbh

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song meh

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graphics im in love with

stark kettle
random pier
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Don't ask the smut artist what they think about the freaky anything

rose mesa
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.>

keen lichen
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Do you ever see yourself implementing cruiser interactions? Like engineer repairs it, researcher dampens engine noise, scout can super boost, brute can pick it up and use it as a shovel etc etc?

analog iron
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im just imagining brute picking up an entire car to beat the EVERLASTING HELL out of a poor eyeless dog

random pier
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lol

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iirc each class would have a "Driving style"

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was an idea we played with at least

stark kettle
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And turning

random pier
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Scouts being able to drive faster, Brutes able to ram things while taking less damage, and then either researcher or engineer got better handling

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I forget what the fourth cruiser bonus for the fourth class would be

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but a jump boost (even if just a lil extra hippity hop without weed killer) was probably it

cinder sierra
distant eagle
misty adder
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Hi hi, I was wondering if there was any way or maybe fork of the mod to hide the text and cooldown from appearing at the bottom of the screen? for immersive HUDs packs
Not sure if a config file should appear but there are none, anyway amazing mod though!

simple sonnet
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That is not currently a priority. In the end, it will be configurable and also not ugly white text at the bottom

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Functionality is the goal right now

misty adder
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Alrighty, thanks for the reply

scarlet coral
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So I'm preparing to run some tests with this mod.
A few questions though.
Does the sell bodies mod work with the extracting ability?

Are there any known mod conflictions?

Any known issues being worked on?

My community thinks this mod sounds amazing and I'm willing to pull some main staple mods for this.

analog iron
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pretty sure you can loot dead monsters

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as researcher

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which sellbodies alr does

scarlet coral
# analog iron

If I'm correct they aren't extracting for loot, they extract for a stim shot.

analog iron
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ahhh i see

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thats cool

random pier
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yeah its not a stim you can hand to other people either, it just charges your active ability

analog iron
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then ig the problem becomes "how does the game know what can be extracted"

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because if it's the actual corpse of the enemy, sellbodies deletes them

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and if its the space where the enemy has died, it'd be weird bc you can move the enemies' dead bodies around from said space, so youd be extracting stim out of thin air

random pier
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yeah I mean it just sounds like that'd be a crossmod compat thing that gets written in so it actually uses the sellable body objects you get from killing monsters

scarlet coral
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Ok so sell bodies would be a no go then most likely. Is the late join bug fixed or is it still an issue?

finite cape
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Wasn't the mod supposed to be updated around thanksgiving?

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The creator kept mentioning it would be thanksgiving weekend

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but that didn't happen lol

finite cape
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I'm sure content wise it would be fun

warm prawn
finite cape
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I don't know if that was geniune funny or an attempt at passive agression but the mod has been out for awhile and updates were, in a sense, promised.

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And to make it balanced, all it takes is changing numerical values that has already been programmed in by the mod

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so not that hard to do

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but not trying to push or anything, just stating some facts

analog iron
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the one thing i rlly want in this mod rn is a config

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surprised there isnt one tbh

rancid galleon
rancid galleon
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In some cases, tweaking some numbers might do the trick

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But for that you already need to have some solid ideas about the balance itself

finite cape
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And when that was said, there was like a week or over a week until that time

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And your right about the numbers thing, but the majority of the balancing will be numerical changes

junior tulip
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holy shit i played solo researcher for like one quota and goddamn is the scanner buff insane

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you can go in and out and meet early quotas in a single day by afternoon if you sniff out one of the item rooms

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hoping a config comes soon

unborn cloak
finite cape
unborn cloak
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changing values isn't hard at all

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improving them absolutely can be

finite cape
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that's true. But from what I remember, the majority of the update was those said value changes. Changing how fast one class is, changing a value of another. That's what most of it was. Even it there was more to be added, a decent size wait period was given. Thanksgiving weekend. it's christmas now. And the creator hasn't said much regarding it since then from what I've seen

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Editing is easy and creating isn't in a sense.

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I'll was simply stating what was actually said regarding the update. Unless there was a message after thanksgiving that says otherwise. Even then it's been quiet. No disrespect, just mentioning the time frame it's been

simple sonnet
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Got super busy

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I assure you that I have not dropped the project

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Finals just ate all my time and I'm recovering over break. I'm taking fewer credit hours next semester, so I'll have more time this January

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If you don't know what you're talking about, please don't. The update is not just value changes. It changes values that did not exist as changeable values at all, implements a new UI for the lockpicking minigame, and contains bugfixes.

finite cape
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Not that I knew it all

simple sonnet
simple sonnet
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I do appreciate that you're interested in the project

scarlet coral
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Hey @simple sonnet Welcome back! Don't sweat it, your personal life is way more important! I don't think people intended to come off rude sounding, but at the same time yes people please understand right now that finals were just happening and then the holidays. Lots of Devs have been busy lately cause of this and as long as we remain patient and supportive they will be more likely to return back to their projects. I haven't had a chance to really try out your mod yet but I have been watching over the thread waiting to see when you returned and I'm excited to see what you do next. My community loved the sounds of this mod and I intend on making a pack based around it.

Now I do have one question if you don't mind answering. If not thats understandable. I was wondering if the disconnecting and rejoining bug was fixed yet or if its on the list for the next update?

simple sonnet
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The one with nametags or is it something else? @scarlet coral

scarlet coral
simple sonnet
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I'll take a look and fix it before the next update

scarlet coral
dusky tree
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I hope this mod is still being worked on

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It's still incredibly fun to play :)

median coral
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hoorae

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this is cool

median coral
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i dont see it in the change log

cinder sierra
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awesome sauce

cinder sierra
simple sonnet
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Sorry for no updates. I have not forgotten EmployeeClasses

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Just have been taking a break this semester for my studies and some other personal projects that have been neglected

hidden tundra
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Super underatandable Jade, no worries!!!

foggy turret
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Does the Brute's kick get buffed by the +100% attack damage?

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Also I would really like a config for this mod, please, I would like to change the Maintenance's solar recharging to activate on some of the LethalElement's weathers

hidden tundra
foggy turret
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And I've tested it and it does damage

hidden tundra
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oh interesting

foggy turret
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So I'm wondering if it does one point buffed by the +100% attack damage or if it doesn't a fixed one point of damage

simple sonnet
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The kick is unaffected. Why do you ask?

simple sonnet
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Unfortunately, I've walked away from EmployeeClasses for the time being (as you've probably noticed) to focus on another longer term project relating to Minecraft that I've been developing for three years.

There's a pretty good chance that I'll return to EmployeeClasses when Lethal Company piques my interest again. (Though it'll require almost a full rewrite because I was still learning to mod when I made this much of it)

For now, I'm going to prepare what I have of v0.1.4 for release and put it on Thunderstore for anyone who enjoys the mod. I'll post here when it's up. All that will be missing is a lock picking mini game.

hidden tundra
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That's totally understandable Jade, I'm glad to hear from you again at least! I hope your Minecraft project goes well :>, I'd love to see it once you have something out

red garden