Lethal Company

Lethal Company

Soos20211 Sep 24, 2024 @ 12:11pm
Any Challenging Mods? Like Hard Ones.
I was playing this game and got kinda bored, I realized shortly after this game has mods. I got the launcher for it. I wasn't looking for anything much so I looked for hard mods and found something called Brutal Company Minus. It wasn't that hard (Or at least to me maybe its the minus) Any other mods I can pair it with to make it harder?
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Showing 1-6 of 6 comments
Cloakshire Sep 25, 2024 @ 5:41am 
The brutal company minus mod should have some settings in the config if you want to ramp the difficulty up more without adding in more mods.

If you're wanting to add more, are you wanting mods that make LC a different game for the sake of difficulty or do you want to keep the core LC gameplay intact?
Soos20211 Sep 25, 2024 @ 11:28am 
Originally posted by Cloakshire:
The brutal company minus mod should have some settings in the config if you want to ramp the difficulty up more without adding in more mods.

If you're wanting to add more, are you wanting mods that make LC a different game for the sake of difficulty or do you want to keep the core LC gameplay intact?
Keep lethal company core aspect (collect scrap, etc) make it harder. Even if I changes some things like custom mobs interiors etc.
Cloakshire Sep 25, 2024 @ 10:00pm 
Originally posted by Soos20211:
Keep lethal company core aspect (collect scrap, etc) make it harder. Even if I changes some things like custom mobs interiors etc.

I'm just going to makes some recommendations based off a modpack that I put together months ago, and have been playing on for a while now. My pack doesn't include any variation of brutal company but has standalone mods that cause a bit of feature overlap. A couple of the mods I'm going to list don't sound hard on their own, but can become very challenging when combined with others.

Group 1: WesleysMoons, LethalLevelLoader, LethalMoonUnlocks, ProgressiveDeadline, DiminishingReturns

These five mods work very well together when configured properly.

1. WesleysMoons: adds 13 new moons to the game. These moons are very well done and many of them have their own unique gimmicks. More "unfamiliar" territory to learn.

2. LethalLevelLoader: Required to load WesleysMoons, but also allows you to adjust moon pricing in the configs. I personally set all moons except Experimentation to 99,999 credits in order to "lock" them. (Don't worry, this gets explained next).

3. LethalMoonUnlocks: Configured so that whenever a quota is met, one moon is randomly selected and has its price permanently dropped to 0 for the remainder of the run. This is the answer to the 99,999 pricing I set. Moons are no longer bought but rather earned/unlocked. All runs start on Experimentation, and the randomness of the unlocks will make no two runs the same; especially since there's 13 added moons.

4, ProgressiveDeadline: Makes the deadline scale with the quota size. I have it configured so that your first 5 or 6 quotas will only have one day deadlines. Once your quota reaches around 850, the deadline will increase to two days, and finally three days around a quota of 2,200. This not only serves to raise the difficulty, but compounds with LethalMoonUnlocks. Since your first handful of quotas are only single day deadlines, this will let you meet your early quotas quickly and unlock a handful of moons early.

5. DiminishingReturns: Makes it so visiting a moon too frequently will cause less scrap to spawn. I have it configured so that if you visit the same moon twice in a row, you will get zero scrap. It is also configured so that moons will regenerate their scrap by 12.5% per day meaning it will take 8 in game days for a moon to recharge. This mod is in place to balance out the high profit moons by removing the ability to spam them should you get lucky and unlock one. It also forces you to visit and deal with a variety of moons which again are unlocked at random.


Group 2: FacilityMeltdown & LethalRadiation

These two mods work together very well to make pulling the apparatus a high risk high reward choice.

6. FacilityMeltdown: Increases the apparatus value, but upon pulling it, 5 enemies instantly spawn with equal weights regardless of whether the moon's power cap is already met. The facility enters into a meltdown and you have 2 minutes before it blows up. The ship will auto leave when it explodes too.

7. LethalRadiation: Makes it so the interior of the facility becomes radioactive if the apparatus is pulled. Pulling the apparatus costs 10HP and the player will take damage over time the longer they stay inside. The player's vision is also blurred and the blur will get worse the longer the player remains inside. I have it configured so that a player at full HP can only survive for about 80 seconds if they remain inside.

My pack does include more mods that raise the difficulty even higher, but these are the big 7 at the core of my pack. I should note that mods like BetterStamina, ReserveSlots, etc are NOT included as I do not like how they offer straight benefits without a significant tradeoff.
Last edited by Cloakshire; Sep 25, 2024 @ 10:20pm
Soos20211 Sep 26, 2024 @ 1:45pm 
Thanks ill try these mods out and see if they provide a more challenging experience for me.
Cloakshire Sep 26, 2024 @ 3:09pm 
Originally posted by Soos20211:
Thanks ill try these mods out and see if they provide a more challenging experience for me.

You're welcome. Keep in mind that I described these mods based off of how I personally have them configured. Your experience will differ with their default values.
Last edited by Cloakshire; Sep 26, 2024 @ 3:09pm
Drawn Sep 27, 2024 @ 2:48am 
Facility meltdown combined with JohnPaularatus is nice, it may spawn a fellow that is going to pull out the apparatus (and start the meltdown). He also gets angry once he gets the apparatus and tries you slam you with it.
In LethalLevelLoader you can edit the minimum/maximum scrap spawns. For example I lowered Wesley's Asteroid-13 scrap from minimum of 18 to 14.

You can also increase the average size of dungeons in LethalLevelLoader.

By the way, the random moon settings sound fun Cloud.
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Date Posted: Sep 24, 2024 @ 12:11pm
Posts: 6