#Employee Classes [Public Beta]
1487 messages ยท Page 2 of 2 (latest)
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
incase using an appy from another run
I guess power and breaker is on
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
would suggest not costing the entire battery to shock, then
like mayb 2-3 shocks before its flat
I'm thinking the shock wouldn't even be used every landing
I would just temporarily disable all the benefits of the battery and then that's your "cooldown"
so for like 30 seconds you go fully dark and lose all your buffs
A rare apex of action
That's neat
mhm
i pulled the appy im gonna shock every dang landing w that appy >:^(
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
my original idea for the appy bonus is just unlimited power on all tools or something
no idear
That makes sense yea!
if the appy supplies passive recharge to your gear then that's functionally unlimited power but you can also charge your friends gear
BOMB???
YOU'RE INSANE THAT'S THE BEST IDEA I'VE EVER HEARD
I think it's an ok nerf, if you don't wanna anger a dog you just take it out and hold it normally
I agree
I think the big con being extra weight and sound would be sufficient
It might be fun if Maintenance can't put it on their own back or take it off without help
I still don't think making you noisy is needed really
not taking it off period would be a good con imo
but if we went with that I'd can the noise making thing, cuz otherwise you're just fucked
needing someone else to take it off your back would be funny
Portable charging station....
*proceeds to charge up a shovel
It would be hilarious if metal objects made it explode
Charging your shovel to boost your next swing damage sounds like a good separate mod idea if not something someone made already
me omw to charge up my shovel 30 times in a row to instakill the giant 
but honestly that does seem like a pretty cool idea (the charging itself, not the fact that it'd have infinite charges)
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
eletricity enchanted shovel
I meant the latter but the first is also an idea
Not sure if it's been asked for in the past, but is there any possibility of config options in the future?
There will be config
five, hundred configs
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
i know that its still beta
I think that might be the plan, although it won't be a terminal thing rather a separate menu iirc
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
mhm
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?
It is not designed to be used alongside lategame upgrades since it will feature its own run progression features
disable those few player upgrades (i think carry weight as well?) and it won't functionally have any friction afaik.
What about LCLegDayMod?
It technically upgrades your stamina usage, but it's supposed to do that based on your current stamina
would recommend also avoiding that as well. i think lethalGym and lethalEXP would fall under that umbrella, too. easiest way to know is to try!
If it alters a player's stamina usage, max health, or carry weight, they will clash
Thankfully I'm in the know for that, altho that's not out now? So I'm trying to get some workarounds to allow for some progression for the group.
And Thanks Jade and vodka, I disabled/adjusted what I could as yeah I noticed some overlap/overwriting. I'll fuss around and see what else causes issues
gotcha gotcha
AccurateStaminaDisplay doesn't work properly with this mod either
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
Hi all, I didn't realize this thread was here but I'd been looking for a place for feedback about the mod!
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
Not the paid aspect tho, just another way to pick classes that isn't custom ui dependent since that breaks in VR
Ooh that's really interesting, good to know
Yea, I've noticed this as well and disabled the scan range upgrade in lategameupgrades
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
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
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
(Full disclaimer that I'm not a programmer and only a lil familiar with coding, I look at spreadsheets all day for a living)
generalimprovements scan stuff breaks it, gooditemscan breaks it, only one i found that lets me keep scan qol and not break researcher's scanner range is https://thunderstore.io/c/lethal-company/p/QERT2002/ScannerFix/
anything that adds scan nodes to doors/dropship/traps also causes redlogging lol
That makes sense. I hadn't thought about that
I feel like the footstep noise issue for dogs came back, or has persisted
my nephew as a Brute just sprints by them, no fear
I'll add that to the list for 0.1.4
I might break the carrying compatibility in the next update, but I'll try to find a way around that
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
Though if it's an on pickup effect and it's trying to apply them all at once who knows
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
And I had a flashlight that weighed -2 billion lbs somehow
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?
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
LGU = Late Game Upgrades
weights for bodies are off as well
I've noticed that modded weapons that deal more damage than vanilla's shovel do not work as intended
Instead, they will always deal the same damage as one hit with the shovel
Brute's offensive bonus is gonna be reworked to an attack speed increase in a future update so that's not even a concern
The Yield Sign (which is vanilla) is the only weapon that doesn't seem to be afected by this
Yeah the reason was so that the knife wouldn't deal double damage per stab
Knives aren't a strength weapon after all
I wasn't talking specifically about the brute tho
It's something that happens with all classes
Oh, hm
Including the Employee one, which is meant to be the "vanilla" option afaik
Also, while testing stuff for my modpack I noticed that Imperium's infinite sprint do not work at all
Even if you change the load order?
Uh... I don't know how to do that :P
You're using thunderstore right
Gale
Oh then idk
Didn't know that moving the mod's possition actually had an impact in its load priority lol
Assuming that's what you mean
Yeh
It's a thing I learned from Darkest dungeon
If two mods affect the same file, whichever gets loaded last overwrites the first file loaded
I'll see if that solves the problem.
Is the order ascending or descending?
Idk just make it the opposite of what you're at currently
Ok, just discovered it's possible to do the same with Gale. Sort type must be custom.
And... it did nothing :P
Ah damn must be a more involved incompatibility then
It probably wouldn' t be too hard to fix the shovel thing
As for this, no
Got it, thank you for the response!
yeah but again, if you go ahead with the "Brute swings faster than normal instead of bonus damage" idea, it wouldn't be an issue anyway
funny enough swinging faster would probably equate to the same DPS than having +1 damage
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
mhm but requires you land more individual hits so the skill ceiling is higher
more hits == more chances at a redemption hit, it's just a win win
you miss a sniper shot for the 1 hit, but a spray and pray gets the whole room
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
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
I'd argue the opposite is true, since the hits feel like they have more weight behind them
yeah but there's not any feedback on the player's side
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
for brute's kick, would it be possible to make it do 0 damage and simply stun enemies?
this would be true if we actually like, changed the hit SFX and stuff
like adding a frying pan clang noise or something
perhaps also changed the animation
anim changes are apparently super annoying and janky to implement so I wouldn't recommend it
an sfx change would go a Long way but I prefer the faster swing speed
Easier to balance too
they don't get the privilege to see the mighty foot
the other option is custom animation that only affects 1 leg
yeah custom emote, that just plays on skill use. just need the EmoteAPI as a depend
There was a mod for punch in the game
Yeh, literally the mod I mentioned :P
Ahah i didnt read it
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?
Also will it be possible to tweak the Scout's beacon sound without compromising its effects? It can be insanely loud
they are going with their own progression tree, it will work somewhat with LGU, but not everything
right now stamina, health, weight, and damage changes from LGU don't work with tthis
but other stuff from LGU works just fine
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
It's low on the priority list, this mod is meant to offer a different experience from those ones
Compatibility might not be impossible but it's not happening soon
Sounds good yo ๐
Scout's beacon is temporary rn. Most of the audio is
People always snicker when they hear the harvesting sound effect
Me and my group were laughing non-stop when we first heard it
Awful situation, somebody crouches and then...
is it a slurping noise
You can guess the kind of jokes we made about it xD
I should make it a config option when this is done
This is incompatible with AccurateStaminaFixes right?
Team fortress two
๐คฏ
I finally have time to get some work done with this
All that's left is the lockpicking system
Decided yet on what kinda minigame you'll do?
I'm thinking a little directional memory game
Figure out the correct order to do all four inputs (up, down, left, and right)
No penalty for failing and you can cancel anytime. If you mess up, it just resets to the initial state immediately
Oh! I want to change fall damage calculation to be linear in this update too
No fucking way dude:
https://vxtwitter.com/zaminationyt/status/1852433413413748861
"FOLLOW THE ORDERS!" ๐ข
#LethalCompany #FollowTheOrders https://t.co/PsTqrS4quH
I cannot overstate just how awesome this mod is
I hope it receives more updates in the future
It tickles literally everything I want out of a mod in terms of gameplay changes
@simple sonnet Btw just wanted to mention
If you need anyone to playtest anything or recommend balance changes, I'd be more than happy to help
I appreciate it. School's been crazy, but I'll be working on the next update over Thanksgiving break
Awesome
Lemme know if you need anything
I've been getting my whole playgroup into this mod and it's been really incredible so far
Is it alright if I can give feedback on my experience to help the development of the mod? @simple sonnet
i hope brute doesn't get nerfed into the ground i love beating things to death
Brute will still be the ultimate ass beater
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.
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
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
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
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!
I saw next update somewhere on here, please tell me it's very soon ๐ญ That error it gives is the only reason it's not in my mod pack. It's a cool mod fr ๐
Indeed! :)
I think the only thing I really disagree with is taking away brute's ability to be the mule
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
Yeah that's fair
I was mostly just talking from a point of "there could be potential for more classes with more specific niches"
But you're right, a big strong guy needs to be able to carry heavy objects
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
It could counterbalance his major advantage with carrying heavy objects by having him be able to carry less at the same time
And I feel it would still be better than him being slower
I also want to mention that I love the idea of certain classes having specific interactions with enemies
The baboon hawk interaction with brute is really inspired tbh, and I hope there will be more interactions like that in the future
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
Just a idea :)
please don't take away the brute's hotbar slots
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.
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.
i wonder if this could give everyone a small visual change for each class
like scout being skinny or brute being wider
Fair
unless you give em a dedicated shovel slot so it's like
you can carry 4 items but only if the fourth is a weapon
shovel or signs
and maybe the shotgun can hang idk Brute has a doomguy-esque quality to him
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
I am so psyched frfr
Is that error fixed in it?
That's awesome
Psyched to see the changelog
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
0.1.5 is for the Maintenance class
-85% weight on two handers is nuts but it'll feel so potent
Hefting a 100+ pound cash register or whatever and it weighs as much as like, a stop sign
super cool stuff
Sounds really awesome
does brute still have the damage boost?
his damage boost is going to be changed to an attack speed increase at some point idk if it's in yet
easier to balance increased attack speed than just a raw +1 damage
Would lgu scan upgrade cause interference?
prolly, think it was mentioned previously that most of the LGU stuff that touches the player should be avoided
for the classes mod specifically?
I didn't hear of this ;-;
also what's wrong with GI scan and gooditemscan?
both break researcher's scan
tested and lgu better scan upgrade with gooditemscan with researcher scan causes no errors
works just fine so far
sry I meant scannerfix
scanner fix, lgu, and employee classes
yea lol i posted abt this up further in the thread
i cant speak of what in lgu breaks classes, i dont use it, but its a known incompat
Not yet
LGU'll behave unpredictably with anything that touches the classes, but I don't believe it outright breaks everything
I think it replaces stats instead of adding onto. Though I'd have to test it later. Idk
Also, is this getting updated today? I saw a text saying how there isn't much for the update so I was curious.
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
I had some of the same thoughts about Brute, it feels like the best class hands down and running a full party of them works well, researcher is so useful that it's worth having them, scout struggles a lot and maintenance just feels niche with its abilities (I'll reserve maintenance talk for now since it's a future update)
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
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
His small virgin arms struggle to support the mass
Probably over thanksgiving weekend
Employee class is there just to be the normal employee without any modifications. It will be disabled entirely by default (via a config option)
It doesn't feel clunky even under a full load because the sprint speed plus default movement boost are a dramatic increase. Where you really start feeling it is stamina consumption. Scout needs to drop everything if you want to guarantee escape
I think the new weight changes make complete sense
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
Btw I should ask, are these rebalances subject to change or are these roughly the final changes in 0.1.4
Those are the currently planned values for 0.1.4
They'll need more playtesting for balance after release
Phew, is that like sunday of next week or saturday of next week lol. They techinically thanksgiving : D
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
In my opinion I think Maintenance guy is probably the best overall
He's just a employee but with a lot of beneficial upsides and almost no downsides
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
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
And one of his major downsides, which is his -10% sprint speed is entirely compensated for by his 15% increased stamina
Sure you can say that he has the loudest footsteps, but that doesn't really come into play that often imo
And might even be a benefit in some cases, like luring away dogs
I think compared to Maintenance guy, either Brute or Researcher comes in at a close second
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
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.
Brute is OP right now and not specialized enough. v0.1.4 will fix that
I hadn't considered the spike traps since you can't disable them from the ship. I'll add it to the list
Huh, I thought you could disable spike traps from the ship. Very interesting
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?
DaJadeNinja has stated that by default, employee will not be selectable in later versions
What?? What if someone doesn't want the pros and cons? They are being forced to choose?
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
This
I figured the purpose of the mod was to give alternate options, not force them. But I am glad vanilla will be a config
The idea is to change the way the game is played and make synergies between roles on the team
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
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
If the classes cons were heavy enough, it could make people have to really think on if choosing a class is worth their route.
In the ideal situation, everything would be built so you want an even spread across the teamโone of everything.
Yeah but despite classless having no cons, they have no pros either so it doesn't sound like it would hurt anything
Hence the config option
It doesn't fit the default vision, but I know people (including some I play with) want it
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
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.
By no pro or con class, I'm meaning vanilla
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.
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
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
True that is a good point. But with a team full of classes thatt aren't balanced around vanilla will make the team just better in everyway. the game will lose a huge portion of difficulty
If the classes are being balanced around the other classes, we won't see a big difference in cons then we have now
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
I mean, in my experience playing the mod, the classes haven't really broken the challenge
Sure it's been a bit easier, but they aren't going to get you out of insanely fucked situations
They just make those situations more interesting, and it makes general gameplay more interesting because of each classes specific role and utility
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.
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.
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.
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.
If I wanted to play the vanilla employee, I'd just play vanilla lethal company
But what if I wanted a choice between vanilla and classes inbetween sessions?
A balanced choice I mean
Well if it helps, I still think employee is perfectly viable compared to the rest of the classes
Vanilla employee is perfect for bracken matchups because of his speed
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
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
They have their cons but their abilities make up for it to a certain degree
I just want a chance to play what I'm used to sometimes without knowing they are better choices.
But that is kind of impossible if they aren't balanced with vanilla in mind
I don't know about others so i won't speak for them, but that is a recommendation from me
The goal is to entirely break away from the feel and style of vanilla gameplay
The team is only better in every way if they work together and play off of eachother
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
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
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
There are plenty of mods that make LC more difficult if the classes do baseline make things easier for your squad
Anyways, I'm stoked to drop v0.1.4
And I do appreciate the feedback
I mean worst case scenario we just give the default scav +1 item slot to compensate but that defeats the point a lil
mhm
is this gonna work with morecompany
It does, in fact, work with morecompany
Yes
Ofc it does lol
Why wouldn't it
you'd be surprised
I very easily could have accidentally made it incompatible
@simple sonnet Quick question, will researcher be getting a different downside to compensate for the health increase or not?
They will not
The health debuff didn't very well follow the spirit of the class. It was kind of superfluous
If it's okay to ask, what's the progress on this mod atm?
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
I hold down f to hack em and it plays the sound,,, but the turret/mine just stay active 
Other than that, everything else seems to work
I'm lovin the mod btw 
Did you hold F for the whole 3 seconds? It displays the countdown
Planning to release the next update this weekend
I did! It played the deactivate sound after the three second count down but it didn't actually shut down at all
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.
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
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.
The latter might be a late join issue since i use LobbyControl
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.
Other than that, cool mod! Lookin forward to the stuff that comes next.
ah you see this is because the brute is just scooping up the item with their foot and piling it on top of the 2h item, clearly this is lore-friendly
Oh my god so true
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
being able to like, strap the apparatus to your back and swap to shovel without actually dropping it would be cool
Found out why!!! Seems that it was conflicting with a mod called blackouthazards
I disabled it and I was able to hack turrets normally 
Thank you muchly. I'll get those fixed
Concept: findable rare shovel scrap with battery and wires attached that deal extra damage (for a few hits until the battery runs out and needs charging). A sort of invention left behind by past employees who were craftier than you.
Yea apparently it's a known issue that the other mod overrides any other attempt to disable hazards
the lc music video thing literally has this mod installed
WAIT THATS SO TRUE
Check out the alternate ending! ๐
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/
_______________________...
At what point are the models for this mod?
Beautiful
There are no models yet
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
Am I cringe for saying this song is kinda straight ass
Like entirely ignoring the animation, which I love and adore
What about the freaky hydrogere
Don't ask the smut artist what they think about the freaky anything
.>
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?
im just imagining brute picking up an entire car to beat the EVERLASTING HELL out of a poor eyeless dog
lol
iirc each class would have a "Driving style"
was an idea we played with at least
Brute would just be reckless have more sensitive speeding up
And turning
Scouts being able to drive faster, Brutes able to ram things while taking less damage, and then either researcher or engineer got better handling
I forget what the fourth cruiser bonus for the fourth class would be
but a jump boost (even if just a lil extra hippity hop without weed killer) was probably it
throw the car at em like baseball
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!
That is not currently a priority. In the end, it will be configurable and also not ugly white text at the bottom
Functionality is the goal right now
Alrighty, thanks for the reply
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.
Wdym extracting ability?
If I'm correct they aren't extracting for loot, they extract for a stim shot.
yeah its not a stim you can hand to other people either, it just charges your active ability
then ig the problem becomes "how does the game know what can be extracted"
because if it's the actual corpse of the enemy, sellbodies deletes them
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
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
Ok so sell bodies would be a no go then most likely. Is the late join bug fixed or is it still an issue?
Wasn't the mod supposed to be updated around thanksgiving?
The creator kept mentioning it would be thanksgiving weekend
but that didn't happen lol
Tbh the mod is unbalanced. Some classes are just too strong, if anyone wants to stay as the vanilla class (they don't get any unique traits) so they are a hinderance to the team, the ui is bad
I'm sure content wise it would be fun
Me when the mod that is in very early beta is both unbalanced and using placeholder assets:
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.
And to make it balanced, all it takes is changing numerical values that has already been programmed in by the mod
so not that hard to do
but not trying to push or anything, just stating some facts
Ye.... The OP already said he'll release the next update when it's done
That's not how balancing stuff works lol
In some cases, tweaking some numbers might do the trick
But for that you already need to have some solid ideas about the balance itself
Initially it was said the weekend of thanksgiving.
And when that was said, there was like a week or over a week until that time
And your right about the numbers thing, but the majority of the balancing will be numerical changes
holy shit i played solo researcher for like one quota and goddamn is the scanner buff insane
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
hoping a config comes soon
You can make an entire career out of doing this, It's not as easy as you think
I was saying changing values that a mod creator already implemented aren't hard to do.
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
Editing is easy and creating isn't in a sense.
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
Got super busy
I assure you that I have not dropped the project
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
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.
I said from what I knew of
Not that I knew it all
The UI (and all assets) are fully temporary and the development goal is functionality before balancing
Anything I say about dates is tentative and a guess. This is a fun side project, not an obligation
I do appreciate that you're interested in the project
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?
The one with nametags or is it something else? @scarlet coral
Someone said that if a player disconnects and rejoins the host gets their class role onto of their own causing issues since multiple abilities share a keybind then.
I'll take a look and fix it before the next update
@simple sonnet here is the post I was referring to about the bug in question.
Thank you for your response and willingness to look into it. Remember take your time and enjoy the holidays. If you need any help with host to client testing please feel free to DM and I can help out.
was it ever fixed? 
i dont see it in the change log
awesome sauce
Sorry for no updates. I have not forgotten EmployeeClasses
Just have been taking a break this semester for my studies and some other personal projects that have been neglected
Super underatandable Jade, no worries!!!
Does the Brute's kick get buffed by the +100% attack damage?
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
iirc it's just a stun?
It says it does one point of damage
And I've tested it and it does damage
oh interesting
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
The kick is unaffected. Why do you ask?
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.
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
you should tell us about this Minecraft project
