BaconRPG
Company careers: earn XP for doing the job, get promoted, and spend points on Lategame Upgrades' personal upgrades and department passives. A career screen with a ready check after each day.![]()
BaconRPG
Climb the Company ladder.
XP for doing the job · A promotion every level · A points tree of Lategame Upgrades, or a random draft of level-up cards · Six departments with their own skills on the X key · A career screen, a ready check and a quarterly review
How a run works
- Do the job. You earn XP for the scrap you carry onto the ship, coming back alive, the crew's haul, kills, bringing bodies back and meeting the quota. Teamwork and the day's awards give bonus XP on top.
- Get promoted. You start with 3 points. Every level is a promotion with a new job title, and gives you one more point, with a banner and the game's rank-up sound. Levels have no top. Your level, department and badge show under your name above your head.
- Spend points. After each day the career screen opens in orbit (or press K). Points buy Lategame Upgrades' personal upgrades, for you alone even where Lategame Upgrades shares upgrades, and without its "is active!" chat lines, and your department's passives and specialty. Click an upgrade to see what each of its levels does, and hold it down to buy the next level. Every fifth level also deals you a hand of perks to take one from.
- Ready up. With two or more players, the lever stays locked until everyone clicks I'M READY. The host can hold the lever for 3 seconds to start anyway. Everyone's mark floats above their head.
- Getting fired ends the run. Levels, points and departments start over, and everyone gets a Termination Notice. Achievements, badges, records and unlocked departments stay on your PC.
Hold P for the crew list, a small see-through list at the top of the screen: everyone's Steam picture, name, department, level, ready mark and ping. All keys can be changed in the game's keybinds.
The career screen looks and sounds like the ship's terminal: green text on black, square corners, the pause menu's > cursor and the game's own sounds. It has a light flicker and a faint echo of the text, which you can turn down or off.
The X key
Every player has two skills, and each department adds its own.
- Tap X for a Callout. It marks what you're looking at, up to 80 m away, for the crew: a monster, scrap with its value, an item, a teammate, a body, a door, an exit, a trap or just a spot. Teammates within 40 m see it, and farther ones too when you both carry a walkie-talkie that's on. A monster's name and an item's value show only within your scan range. Marks last 8 seconds, a monster's 6, and you can have 3 up at once.
- Hold X on something to use your department's skill on it. The first match wins, in this order: a teammate, a body, a trap, a door, the radar monitor, a button, looking up with an item, the item in your hands, then nothing at all in front of you. A square reticle fills as you hold and shows what it will do. The skill strip under it shows each skill's wait and uses left. A skill that can't go shows DENIED and the reason.
- Crouch and hold X for 2 seconds for a Mayday, with no teammate, body, trap or door within 6 m in front of you. Once a day, on the moon and not from the ship. For 45 seconds, the ship's radar switches to you and every teammate gets a marker that follows you, and stays on your body if you die. The first teammate who was 20 m or more away to reach you gets 10 bonus XP, if you really were in trouble (under 50 health or chased). While your Mayday is on, an Operator's Lifeline beams you up as soon as a hit leaves you under 50 health.
- While dead, a tap of X places a spectator bet, and holding it uses Guardian Ghost if you have that perk.
| Department | Skill | Hold X | What it does | Then |
|---|---|---|---|---|
| Scout | Point Man | 0.8 s on a door, or an exit from inside | You hear how many monsters wait within 12 m on the other side, how close and how big. The crew sees CLEAR or CONTACT on the door for 20 seconds. | 6 s |
| Scout | Lure | 0.6 s on a spot 6 to 25 m away, standing | Running footsteps start there and run 8 m on, away from you, for 4 seconds. Monsters that hunt by sound go after them. Not from the ship. | 60 s |
| Hauler | Heave | 0.4 s with an item in your hands | It flies in an arc to a spot 2 to 10 m away (6 m for two-handed items), or lands at a teammate's feet. Not into or out of the ship or the facility, and not bodies. | 3 s |
| Hauler | Express Delivery | 2 s, looking straight up with an item in your hands | The ship's teleporter beams the item onto its pad, and it counts as scrap you brought in. Needs the crew's teleporter, ready, and starts its cooldown. | once a day |
| Security | Cover | 0.75 s on a teammate within 6 m | For 12 seconds, half of every hit of 2 or more they take lands on you. Falls and instant kills aren't split. | 40 s |
| Security | Taunt | 1.5 s with nothing in front of you, standing | The monsters near you come after you for 5 seconds. | 90, 70 or 50 s |
| Operator | Overwatch | 1 s on the radar monitor, alive in the ship | For 45 seconds, the teammate it shows gets danger warnings from up to 14 m and the way out, and you see the monsters near them. | 3 a day |
| Operator | Insertion | 1 s on the inverse teleporter's button | For 20 seconds, the next beam-down lands everyone 2 to 6 m from the teammate the radar shows inside the facility. | once a day |
| Medic | Pry Off | 0.8 s on a teammate within 4 m | A Snare Flea drops off, Tulip Snakes let go, the Cadaver growth shrinks by a third, and heavy bleeding stops. You see an orange ! over teammates within 20 m who need it. | 25 s |
| Medic | Field Medic | 1.5 s on a hurt teammate | Heals 30 and stops their bleeding and limping. | 20 s |
| Medic | Revive | 1.5 s on a teammate's body on the ship | They come back next to you. | once per quota |
| Engineer | Field Hacker | 1.5 s on a working turret, mine or spike trap | It switches off, like typing its code at the terminal. | 15 s |
| Engineer | Reprogram | 1.2 s on a switched-off mine, 1.5 s on a turret | A mine is rigged: only monsters set it off, and its blast still kills players within 6 m. Two at a time. A turret shoots monsters for 12 seconds, once per turret a day. Kills by either count as yours. | 20 s |
| Unemployed | Fill In | 2 s on a dead teammate's body within 4 m | Until the next landing, or until they're revived, you have every department passive they had. | once a day |
Security's Deer in Headlights needs no key: keep a monster within 6 m in your lit flashlight's beam for 1 second and it freezes for 2.5 seconds, for 10% of the battery. Then it needs 30 seconds.
Crunch Time
Doing your department's job fills a Crunch meter, shown above the skill strip. A Scout fills it by exploring and listening at doors, a Hauler with scrap carried in, Security with hits, kills and taunts, an Operator with Lifeline, Overwatch and the radar, a Medic with heals and revives, and an Engineer with traps. The Unemployed get 60% of any of these. Full, your next department skill fires overcharged: half again as strong (a heal of 45, a 7.5-second taunt, a 15 m Heave and so on), without using its wait or its daily use. Revive is never overcharged. The meter empties at every landing and gives no XP.
Joint Ops
The departments lean on each other, with nothing to buy:
- Danger Relay: a Scout's Danger Sense warning also shows to every Operator in the ship room.
- Hack Feed: a trap an Engineer switches off with Field Hacker shows on the radar like a terminal code.
- Triage: Field Medic on a badly hurt teammate gives the Medic 6 bonus XP, 3 times a day.
- Escort Pay: a Security player who stays within 15 m of a Hauler out on the job gets bonus XP for the scrap the Hauler brings in, up to 25 a day.
The crew tab shows today's tally of each.
Departments
Pick one on the career screen, which opens by itself a few seconds after you join without one. Click a department to see its upgrades and passives, and hold it down to join. After each quota is met you can transfer, in orbit, and the points you spent in your old department come back.
| Department | Its Lategame Upgrades | Its passives (2 points each) |
|---|---|---|
| Everyone | Running Shoes, Bigger Lungs, Stimpack, Back Muscles, Strong Legs, Reinforced Boots, Climbing Gloves, Hiking Boots, Lithium Batteries | |
| Scout | Traction Boots, Carbon Kneejoints, Oxygen Canisters, Rubber Boots, Clay Glasses, Better Scanner | Pathfinder: the way and distance to the nearest exit. Point Man: listen through a door. Lure: send running footsteps down a corridor. |
| Hauler | Deeper Pockets, Mechanical Arms, Quick Hands, TZP Buffer | Heave: throw the item in your hands. Haul Bonus: +25% scrap XP. Express Delivery: beam an item to the ship once a day. |
| Security | Protein Powder, Hollow Point, Long Barrel, Silver Bullets, Sleight of Hand, Beekeeper, Fedora Suit | Stun Hits: shovel and knife hits stun monsters for 0.6 seconds. Cover: take half of a teammate's hits. Deer in Headlights: freeze a monster with your flashlight. |
| Operator | Walkie GPS, Malware Broadcaster | Radar Ping: monsters show on the ship's radar. Overwatch: lend a teammate your eyes from the monitor. Insertion: aim the inverse teleporter at a teammate. Overseer is built in. |
| Medic | Medical Nanobots, Effective Bandaids, Sick Beats, Weed Genetic Manipulation | Field Medic: heal a teammate. Revive: once per quota, bring a teammate back. Pry Off: tear off fleas, snakes and the Cadaver growth. |
| Engineer | Aluminium Coils, Jet Fuel, Jetpack Thrusters, Locksmith | Field Hacker: switch off a turret, mine or spike trap. Mechanic: the Cruiser takes 60% less damage while you drive. Reprogram: turn a switched-off mine or turret on the monsters. |
| Unemployed | none of its own | Odd Jobs: +15% XP. Fill In: once a day, take over a dead teammate's passives. |
Overseer: on days an Operator never goes into the facility and makes it back alive, their scrap XP is at least three quarters of the average of the crew members who went looting, and the game's "laziest" note costs them nothing. A solo Operator still has to loot. An Unemployed player can borrow it.
Unemployed is open to anyone, and it's where players go when every department is full.
Specialties
Each department also has a specialty, shown first and in gold: 1 point for the first level, then 2 a level.
| Department | Specialty | Its levels |
|---|---|---|
| Scout | Danger Sense: a warning with a sound when a monster chases you or closes in fast | from 14 m, 20 m, then 26 m and which way it's coming from |
| Hauler | Tight Grip: when the ship's teleporter beams you up, you keep what you carry, the item in your hands first. Lategame Upgrades' Fusion Matter still keeps its tools too. | 1 item, 2, then everything |
| Security | Taunt: hold X with nothing in front of you, and the monsters near you come after you for 5 seconds | within 8 m, needing 90 seconds after; 12 m and 70 seconds; 16 m and 50 seconds |
| Operator | Lifeline: while you're on the ship, a teammate on the moon who would die is kept alive at 10 health and beamed up by the ship's teleporter, if the crew has one and it's ready. They can't be hurt until they land, and drop what they carry. It's their death save for the day | once, twice, then three times a day |
| Medic | Field Surgeon, which needs Revive: Revive works more often | twice per quota, three times, then three times and also on the moon and in the facility |
| Engineer | Overclock, which needs Field Hacker: traps stay off longer and you reach further | 30 seconds and 2 m more; 60 seconds and 4 m; 90 seconds and 6 m, and every trap within 8 m switches off with it |
| Unemployed | Jack of All Trades: buy passives from the other departments. A transfer gives back their points. | 1 passive, then 2 |
An upgrade's points follow its Lategame Upgrades price: under $400 is 1 point a level, under $700 is 2, more is 3. Upgrades that only help with one item or one monster cost less: Clay Glasses, Jet Fuel and Jetpack Thrusters at most 1 point a level, and Hollow Point, Long Barrel, Fedora Suit and Aluminium Coils at most 2. The tree's upgrades aren't sold in Lategame Upgrades' store any more. Its crew upgrades, such as Shutter Batteries or Lightning Rod, still are, for credits.
Random draft
The host can make a save a random draft instead, with Career mode in the Game Rules window:
- Each player gets a random department for the whole run as they join, spread evenly over the departments. Every department can come up, unlocked or not.
- Each level-up deals three cards, and you hold one down to take it: a level of one of your upgrades, one of your department's passives, a level of its specialty, or a perk. There are no points to spend. In place of the 3 start points you get 3 cards to pick as soon as you join, and the career screen opens so you can take them.
- Your own department's cards come up about twice as often as the rest. A hand holds at most two Lategame Upgrades cards, two perks and one cursed perk.
- Don't like a hand? REROLL deals a new one. You start with two rerolls and get another for each quota met, up to three.
- A player who joins a run already going gets the 3 start cards plus one for each level they start above 1. With department slots, the players who join after every department is full become Unemployed.
Perks
Perks add what Lategame Upgrades doesn't have: none of them does what one of its upgrades already does. In a random draft they come in your level-up hands. When you pick your own, every fifth level deals a hand of three perks to take one from, and REROLL works on it too. Cursed perks give more, with a catch. Music Box, Web Walker, Yippee!, Shortlist and the cursed perks come up half as often as the rest.
| Perk | What it does |
|---|---|
| Rally | after a monster hits you for 5 or more, 40% of the hit heals back over the next few seconds, until something hits you again. Not for falls, gunshots, blasts, shocks or bees |
| Second Wind | once a day, dropping under 20 health heals you 30 |
| Painkillers | being badly hurt doesn't slow you down |
| Neck Brace | Snare Fleas and anything else that chokes you hurt you half as much |
| Steady Nerves | being alone gets to you 40% slower, so the creepy sounds start later |
| Whisperer | monsters hear your voice from 40% less far |
| Insured | dying costs you no XP |
| Quick Learner | 10% more XP |
| Pest Control | 50% more XP for monster kills |
| Undertaker | double XP for bringing a teammate's body back |
| Mentor | teammates of a lower level earn 20% more XP while you're in the crew |
| Hot Streak | 3% more XP for each day in a row you make it back alive, up to 15%. Dying starts it over |
| Comeback | after you die, each day you make it back pays up to 25% extra XP, until what dying cost you is paid back |
| Spotter | your callouts on monsters follow them, and scanning calls out up to 3 monsters in sight within 35 m in front of you, once every 25 seconds |
| Barricade | doors you close take monsters twice as long to force, until someone opens them, and you're told when one breaks through within 60 m |
| Lucky Step | once a day, the first mine you step on clicks, then switches itself off for the rest of the day |
| Ear to the Vents | inside, you see the nearest vent on your floor within 30 m that a monster will come out of in the next minute: how far, which way, how soon, and what it is within 15 m |
| Music Box | a Jester winding up within 20 m of you cranks at 75% speed, for up to 13 extra seconds to run |
| Web Walker | spider webs you walk into snap without a sound, so the spider isn't alerted |
| Yippee! | Hoarding bugs ignore you, even when you take their loot. Hit or stun one, and it holds a grudge for the rest of the day |
| Foghorn | pulling the ship's horn raises a green beacon over the ship, and teammates who can't see the ship get its direction |
| Graveyard Shift | scrap first picked up after 5:20 PM gives 30% more scrap XP, 60% after 10:10 PM, and lifts your scrap XP cap from 200 to 240 |
| Black Box | when you die, every teammate's HUD shows how far your body is and which way, and it blinks green, until it's back on the ship |
| Guardian Ghost | while dead, aim at a monster within 30 m of the teammate you watch and hold X for 1 second to warn them. 3 warnings a day |
| Martyr | when you die and leave a body, every monster within 12 m that can see the spot is stunned for 4 seconds |
| Stowaway | once per quota, if the ship takes off while you're alive and off it, you're pulled aboard at the last second. What you carry drops where you stood |
| Shortlist | your hands of cards deal 4 instead of 3 |
| Daredevil (cursed) | 25% more XP, but 15% more damage taken |
| Bookworm (cursed) | 35% more XP, but stamina runs out 15% sooner |
| Hoarder (cursed) | 30% more XP for the scrap you carry in, but heavy loot slows you 20% more |
| Close Call (cursed) | once a day, a hit that would take your last health leaves you at 1, but 10% more damage taken |
| Butterfingers (cursed) | 40% more XP, but a hard hit can knock what you're holding out of your hands |
| Loudmouth (cursed) | 20% more XP, but monsters hear your voice from 50% further |
| Claustrophobic (cursed) | 20% more XP, but being alone inside the facility gets to you 50% faster |
| Bloodthirsty (cursed) | every monster kill credited to you heals you to full and ends bleeding and limping, but your health never heals back by itself |
| Burnout (cursed) | your skills with a wait recharge 40% faster, but each use costs 10 health, and they can't be used under 15 health |
XP perks stop coming up once yours add up to +100%. Burnout only comes to a player with a skill that has a wait, and Bloodthirsty never comes with Medical Nanobots or Effective Bandaids, which it would make useless.
One death save a day
Close Call, Lifeline and Stowaway share one death save a day for each player, so they never add up: whichever saves you first uses it. A Mayday's early Lifeline beam uses it too. Second Wind doesn't go off on the hit a save turned around. Revives are separate and keep their own limits. Lucky Step's dud mine stops the blast instead of saving you, so it doesn't count.
XP
About a third of the XP is the crew's, the same for everyone, and two thirds is yours.
| Source | XP | |
|---|---|---|
| Crew | Back on the ship when it leaves | 15 |
| Crew | The crew's haul that day | up to 30, for a day's share of the quota |
| Crew | Quota met | 40, plus up to 20 for overtime |
| Yours | Scrap you carry onto the ship | 100 for your fair share of the day (quota / players / days, and the day's share counts as at least $100), more for more, up to 200 |
| Yours | Monster kills | 15 per point of the monster's power level, from 8 to 60 |
| Yours | Bringing a teammate's body back | 40, for a body from outside the ship |
| Yours | Getting the apparatus to the ship | 30 |
| Yours | End-of-day notes | Most profitable +20, most paranoid +5, most injuries +5, laziest -10 |
Scrap XP counts against your share of the quota, so a solo player carrying the whole quota and a crew of 8 each carrying an eighth level at the same pace. With BaconGameRules, the extra scrap value a small crew gets doesn't count toward XP.
XP perks and Odd Jobs add up rather than multiply, to at most double XP. Haul Bonus, Hoarder, Pest Control and Undertaker are on top of that.
Levels: level 1 to 2 needs 100 XP, and each level after needs 20 more. Dying costs a quarter of your progress toward the next level, or an eighth if a teammate brings your body back to the ship. You never lose a level or an upgrade.
Bonus XP
Teamwork and the day's awards give bonus XP, in its own BONUS section on the day's report:
| Bonus | XP |
|---|---|
| Employee of the Day | 10 |
| Sole Survivor / Under the Wire / By a Thread | 25 / 10 / 5 |
| Commended by a second teammate in one day | 10 |
| Answering a Mayday | 10 |
| Cover taking 20 or more damage for a teammate | 5 |
| Pry Off | 10 |
| Overwatch, when the teammate you watch gets past a monster alive | 5 |
| Insertion | 5 for each player it lands |
| A Revive you took over with Fill In | 15 |
| Triage | 6, 3 times a day |
| Escort Pay | up to 25 a day |
| A spectator bet won / on a Last Stand / proved them wrong | 5 / 10 / 10 |
| Review grade S / A / B / C | 40 / 25 / 15 / 5, plus 20 for finishing a PIP |
Each player gets at most 40 bonus XP a day. Review grades are paid once a quota, on top of that. XP perks never raise bonus XP, but the save's XP speed and other mods' XP factors do. The host can turn bonus XP off: the stamps and badges stay.
Days and quotas
- Quarterly review: when a quota is met, each player who worked gets a letter grade on the REVIEW card. Scrap counts up to 40 (full for a quarter more than your share of the quota), survival up to 30, teamwork up to 20 and hazards up to 10, and each write-up costs 5. 88 is an S, 72 an A, 56 a B, 40 a C and 25 a D. Under that is an F, which puts you on a PIP for the next quota. Three write-ups in one quota cap the grade at C. The Company adds three lines of feedback.
- Employee of the Day: with two or more players, the best day of scrap, kills, bodies, the apparatus and saves wins a plaque on the ship wall and a star on the name tag. In a crew of 2 or 3, nobody wins two days running without leading by a quarter. The crew tab keeps the last five.
- Clutch moments: the last player alive outside the ship is the Last One Standing: scrap they pick up then counts twice, up to 360 scrap XP, and spectators see it. Making it back alone after that is a Sole Survivor. Under the Wire is boarding after the ship started leaving. By a Thread is making it back after being badly hurt outside.
- Spectator bets: a dead player watching a teammate taps X to bet that they make it back, or don't. A bet locks 5 seconds after the last change, 3 a day, and only counts while the teammate is inside the facility or 40 m or more from the ship. A teammate who makes it back after two or more bet against them proved them wrong. Bets cost nothing.
- Commendations: in orbit, on the crew tab, everyone who worked that day can give one teammate one stamp: SAVED MY LIFE, CARRIED THE TEAM, BEST CALLOUT or BEST DEATH.
- Write-ups: workplace violence, abandonment by the lever operator, failure to observe gravity, and reckless driving of the Cruiser. Each is an incident slip and 5 points off the review.
- Ship log: REPORTS > LOG, the run written down as it happens: landings, quotas, deaths, revives, bodies, Lifelines, promotions, awards and BaconCards' picks. Older days fold into one line each.
- Last photo: when you die, a small photo of the last thing you saw goes on the day's report and in CAREER > PHOTOS. The newest 40 stay on your PC.
- Personnel file: CAREER > FILE, with your employee number, totals, records, the causes of your deaths and a file on each moon. Beating a record shows NEW RECORD on the day's report, and after landing a site briefing sums up your record on that moon.
- Badges: earned nicknames, kept on your PC. Wear one as a third line on your name tag, and it shows in the crew list and on the plaque.
- Tenure: a run with two or more quotas met adds them to your tenure in that save. Every four quotas add a chevron after your level, up to five.
| Badge | How |
|---|---|
| Pack Mule | Carry $10,000 of scrap into the ship |
| Exterminator | Kill 100 monsters |
| Lazarus | Be revived 3 times |
| Guardian Angel / Workhorse / Hawkeye / Crowd Pleaser | Get 10 SAVED MY LIFE / CARRIED THE TEAM / BEST CALLOUT / BEST DEATH stamps |
| Graveyard Shift | Carry in $2,000 of scrap first picked up at night |
| Lone Wolf | Be the Sole Survivor 5 times |
| Door Dasher | Make it Under the Wire 5 times |
| Problem Employee | Collect 10 write-ups |
| Teacher's Pet | Get an S grade in 5 reviews |
| Employee of the Month | Be Employee of the Day 10 times |
| Bookie | Win 20 spectator bets |
| Lifer | Meet 10 quotas in one run |
| Frequent Flyer | Die to a fall 5 times |
| Minesweeper | Die in an explosion 5 times |
| Left Behind | Be left behind by the ship 3 times |
Achievements
Your career is kept on your PC and goes with you to every lobby and save.
| Achievement | Goal | Unlocks |
|---|---|---|
| Body Bag | Bring 5 teammates' bodies back to the ship from outside it | the Medic |
| Code Monkey | Switch off 50 working turrets or mines with terminal codes | the Engineer |
| First Promotion, Middle Management, Vice President | Reach level 2, 10 and 20 | |
| Survivor | Make it back to the ship alive on 25 days | |
| Quota Crusher | Meet 10 quotas |
Settings
Each player's own, in BepInEx/config/baconrpg.cfg under [Interface]:
| Setting | Default | What it does |
|---|---|---|
| Open the career screen after each day | on | opens it in orbit after each day. K opens it any time in orbit |
| Animations | Full | Full, Reduced (quick fades and moves only) or Off (the screens change at once) |
| UI sound volume | 70 | BaconRPG's screen and HUD sounds, from 0 to 100 |
| Hover sounds | on | a soft blip when the pointer moves onto a button or tile |
| Department colors | off | gives each department's icon its own color. Off keeps every screen in the terminal's one color |
| HUD events | on | the event lane (promotions, awards, briefings) and the live XP feed |
| Site briefing | on | your record on the moon after landing |
| Last photos | on | keeps a photo of the last thing you saw when you die |
| CRT effects | on | a light flicker, a faint echo of the text and a faint rolling bar on the career screen. Reduced animations keep only the echo |
| CRT effects strength | 60 | from 0 to 100 |
| Show crewmate skills | on | when a crewmate uses a skill: a small label over their head, a square pulse at their feet and a short emote, within 60 m |
| Skill sounds | 80 | the volume of the sound a skill makes where it's used, from 0 to 100. Players hear it, monsters don't |
For hosts
The host's game keeps every player's file in the save and decides everything, so a player can't join with edited levels. Each save file has six rules, in BepInEx/config/baconrpg.cfg and, with BaconGameRules, in its Game Rules window:
- Career mode: pick your own department and spend points in the tree, or a random draft. A save keeps the mode it started with until the crew gets fired, and the Game Rules window shows it as LOCKED.
- Department slots: how many players can share a department: unlimited, one each or two each. A full department shows FULL, and players left over become Unemployed. Good for big lobbies.
- Late joiner level: a player joining a running save starts at level 1, the crew's lowest level or its average.
- Level ceiling: the highest level anyone can reach. None by default.
- XP speed: 25% to 400%.
- Bonus XP: on by default. Off, teamwork, awards and review grades stay stamps and badges with no XP.
A player who leaves and comes back keeps their file in that save. A save from 1.0.0 carries over: see the changelog for what it gives back.
Playing together
- Everyone in the lobby needs BaconRPG. With LobbyCompatibility, a player with another version gets a clear message.
- Hosting a public lobby fills in the lobby tag
careers1, and the server list searches it, so players with BaconRPG find each other. Clear the box to see other lobbies. - With LobbyImprovements, BaconRPG turns on its Validate Steam Sessions once, so nobody can take someone else's file by faking their Steam ID. The lobby tag makes it work in public lobbies.
Required mods
Lategame Upgrades, with Convert all upgrades to be shared set to false in its config, so the tree's upgrades are each player's own. InputUtils for the keys.
For other mods
BaconRPG.RpgApi, called on the host where it matters:
AddXpFactor(Func<float>)multiplies all XP while it returns more or less than 1, bonus XP included. XP is given on the host, so the factor only needs to be right there.AddBusyGate(Func<bool>): while it returns true, BaconRPG's after-day screens wait, for at most 30 seconds.AddScanFactor(Func<float>)multiplies the scan range Callout uses for names and values.Log(string)writes a line in the run's ship log, on the host.
BaconCards uses all four: its XP card and hazard pay, its quota cards, its scanner debuff and its picks.
Feedback
Found a bug, or want another department? Message me on Discord: bac_kun.
AI disclosure
The code and this README were generated with Claude Code, Anthropic's AI coding agent. The author directed the work and tested the mod in game.
