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.Changelog
1.4.0
- For other mods:
RpgApi.GiveXpandRpgApi.GivePointsgive every player in the game XP or skill points right away (a card pick each in a random draft). BaconCards' new Free XP and Skill point cards use them. - Pings reach 30 m (it was 100 m), and 50, 70 or 90 m with Signal Booster's levels (it was 140, 180, 220 m). You can only ping as far as they reach, and they're clear within 40% of the reach. Everything that goes by a ping's reach, such as Danger Sense's pings and Point Man's door tags, does too.
- Pathfinder has levels: it shows the way out when the nearest exit is within 50 m to walk, then 100 m, then 150 m. Overwatch still shows a watched teammate the way out from anywhere.
- New skills. Sonar Sweep (Scout): from its SONAR tab, a pulse shows the monsters and crewmates around you through walls on the tablet. Loot Sense (Hauler): from its LOOT SENSE tab, the three most valuable pieces of scrap nearby are marked on the tablet with how far they are to walk. Mark Target (Security): click a monster, and every hit on it, from anyone, does 25 to 50% more damage while every crewmate's tablet shows it. Vital Signs (Medic): with the tablet up, hurt teammates show through walls with their health.
- Saves pay XP, with a note at once: a Lifeline save or a Revive 50; a critical heal, a Pry Off, beaming a teammate out of danger from the Ops Console, or killing, stunning or taunting away a monster that was going for a teammate 30 (any stun the game knows the player of: Stun Hits, Deer in Headlights, the Taser, a stun grenade, the zap gun). Once a day for each teammate and kind of save, on top of the day's 40 bonus XP. Pry Off's own 10 XP is part of this now.
- The skill tablet. Hold Q past a tap and a see-through tablet comes up in your left hand, with scanlines and a glitch now and then; your crewmates see you holding it. It locks on to what your skills work on: the crosshair first, then what's on the screen nearest the middle. Hold left click to use the skill, right click to ping, and the mouse wheel picks a skill (AUTO, or a tab per skill with its seconds left). A tap of Q still pings, and the number keys stay the hotbar and emotes.
- Marks show only through the tablet: you hear a ping at once and see it on the tablet, with arrows at its edge. After death they show on the whole screen.
- Its signal is clean most of the time. It breaks up when the facility's power goes out (the apparatus pulled, the breaker off), outside in storms, fog, rain or an eclipse, far from the ship or deep inside, near monsters and under 30 health; a hit shakes it, and now and then it drops for a few seconds. The top bar names the worst of it.
- While the tablet is up, the game's health, stamina, control tips, clock and hotbar step aside, with whatever other mods add to those corners (LethalHUD's health number), and BaconRPG's own briefings and XP lines wait for it to come down. The chat stays.
- The Ops Console, for every Operator: on the ship, with the tablet up, hold left click on the radar monitor and the radar fills your whole screen, with a cursor. Left click a teammate to put the radar on them, or scrap to ping it for the crew with its value; right click anything else to ping it or the spot. Your teammates' names show on it, and the monsters' while the radar shows them (Radar Ping). A bar along the bottom lists every action with its key and its wait, or the upgrade it needs. Q or Escape closes it.
- Overwatch is W in the console. A borrowed Overwatch still works with a hold on the monitor.
- Three Operator upgrades work from the console. Remote Override, 2 points a level: left click a turret, mine or spike trap to switch it off, every 20, 12 or 6 seconds. Taser Uplink, 3 points a level: left click a monster within 10 m of a teammate to stun it for 2, 3 or 4 seconds, every 60, 45 or 30 seconds. Turret Hijack, 3 points: right click a turret and it shoots monsters for 15 seconds, once per turret a day.
- The Hacker's tablet shows the codes of traps and big doors, and the doors, within 25 m, through walls, and locks on to them through walls. Lockdown reaches 25 m from it.
- Three Hacker upgrades work from it. Trap Codes, 2 points a level: hold left click on a turret, mine or spike trap within 25 m to switch it off, every 30, 20 or 10 seconds. Spoof, 2 points: hold left click on a teammate within 15 m and the monsters within 15 m of them can't see or hurt them for 4 seconds, every 45 seconds. Map Download, 2 points: on the MAP tab, a click shows the ship's radar view around you in the tablet's corner for 10 seconds, every 60 seconds.
- The Ops Console and the Hacker's tablet also come with any of their upgrades, so an Unemployed player who borrows one can use it.
- Every wait counts down in seconds: the skill strip under the crosshair, Mayday's too, and a skill that isn't ready says how long.
- Ghost Signal jams the monster: for 4 seconds it can't see you or hurt you, and a crossed-out eye with the seconds left shows over it on every crewmate's tablet. Two new levels, 2 points each, make it 6 and then 8 seconds, and at level 3 it can't hurt anyone. It needs a 0.4 second hold instead of 0.8, on a monster the tablet has locked. It used to only drop you as its target, so the monster came straight back.
- Skills are quicker to use. With no one locked, Field Medic heals the nearest hurt teammate within 4 m, and Pry Off takes the nearest one with something on them.
- Sticky aim: a teammate or monster within a few degrees of the crosshair counts as looked at, so a moving one doesn't break the hold.
- Shorter holds: Field Medic and Taunt 1 second (from 1.5), Pry Off 0.5 (from 0.8).
- Skill hints: with the tablet down, looking at something one of your skills works on shows Q + LMB and what it will do over the crosshair, or how long until it's ready. The Skill hints setting turns them off.
- Lategame Upgrades' terminal store sells nothing for now: its upgrades come from the career tree and BaconCards' cards. The tree no longer lists store prices.
- An Engineer's Reprogram sentry runs its full 12, 18 or 24 seconds: the turret's code timer could turn it back on and end the sentry early. A Turret Hijack's 15 seconds hold the same way.
- The notice about mods a pack dropped no longer names one that another installed mod still needs.
- The Employee of the Day poster's scrap and kills line prints in the same dark ink as the name: in the ship's light it was faint grey on grey.
- The department cards show the name and a line; click one for its specialty and passives. The longer lists ran off the cards.
- Your own body holds the tablet on the ship's cameras and body cams, as your crewmates see it.
- The tablet has its own item slot at the bottom left, opposite the reserved flashlight slot, with the key that raises it. The tablet in it is iron, then bronze, silver and gold with Tablet Refit's levels. With the tablet down, the tablet in it lights up when there's something to show: orange while Danger Sense warns of a monster, red and pulsing while a crewmate's Mayday is on, green for a moment after a ping. Danger Sense's line, arrow and box show on the tablet now, not over the whole screen.
- Mayday is red, works from the ship too, pulses the crew's tablet slots and the light on their tablets red, and the Ops Console names it with its seconds left. The game's big warning tip for it is gone.
- The Ops Console beams a teammate up: middle click them, and the ship's teleporter beams them as soon as the radar shows them. The bar shows its wait, or that the ship has no teleporter.
- The first time you have a department, a short guide shows where to start. An Operator's station, the radar monitor, is marked on the tablet.
- New upgrade for everyone, Tablet Refit: each level takes a fifth off the tablet's interference and off every glitch, and spaces the glitches out, from MK II up to MK V, with a bronze, silver and gold tablet in your slot.
- Lure marks its spot once, with the tablet's lock: a second mark of its own sat on the same spot, blinking out and popping back ten times a second, and a blocked aim said TOO CLOSE twice. New locks glitch the tablet less. A skill that aims at your look (Lure, Taunt, Heave) shows no lock while it cools down; its tab counts down instead.
- 1.3.0 was never uploaded: its changes, below, come with this version.
1.3.0
- Bigger Lungs costs at least 2 points a level after the first. Points you already spent come back as they were paid.
- The Employee of the Day plaque is a printed poster: the ship's lights and flashlights light it, and it goes dark with them, where it used to glow like a screen. It hangs higher, clear of the item charger, which its bottom overlapped.
- Lure: looking further than its reach (25, 32 or 40 m) no longer says TOO FAR: the footsteps start at the reach, on the floor along your look, so a long corridor just works. A wall closer than 6 m still says TOO CLOSE. The skills' aim also notes up to 128 things on its line instead of 16, so a busy room can't shorten it.
- Every department is open from the start: the Medic and the Engineer no longer wait for the Body Bag and Code Monkey achievements, which stay as achievements.
- A host and players on 1.2 can't share a lobby with 1.3, so everyone sees the same prices.
1.2.1
- The notice about mods a pack dropped shrinks its text to fit a long list, so every name shows in the box.
1.2.0
- Transfer to another department any time the ship is in orbit, not only after a quota is met. The points you spent in your old department still come back.
- RESET POINTS, at the top of the upgrades: in orbit, every point you spent comes back so you can buy again from scratch. Click it twice. Your department and perks stay. Not in a random draft.
- Veteran bonus: after a firing, you start the next run with 1 more point for every fifth level of the best level you reached in that save, up to 4 more (in a random draft, as many more cards). The Termination Notice shows it, and CAREER > FILE shows your best level.
- Played from the BaconPackRPG modpack with LobbyCompatibility, a lobby also needs everyone on the same pack version. The server list shows a host on another version, and joining says why it won't work, where the game used to drop the join without a reason.
- The notice about mods a pack dropped shows at every start while any is still installed, not once: until they're removed, joining friends can fail.
1.1.3
- A ping on a Masked looks like a ping on a crewmate: it shows the name of the player it copies, with no monster box, so pinging is no longer a free way to spot one. Danger Sense, Point Man, Radar Ping and Overwatch still count it as the monster it is.
- Heave aimed past its reach throws as far as it goes, instead of saying TOO FAR.
1.1.2
- Crunch Time is gone: no meter, no CRUNCH % on the HUD, no overcharged skills.
- Heave throws along your look, as far as you aim, up to 10, 15, 20 or 30 m with its 4 levels. A wall stops it, and it falls into holes and down cliffs, so from high ground it can land far below. No more "TOO FAR" or "NO LINE".
- Express Delivery has 3 levels: once, twice, then 3 times a day.
- More skills have 3 levels: Cover (12, 18, 24 s), Overwatch (45, 60, 90 s), Field Medic (heals 30, 45, 60), Reprogram (sentry 12, 18, 24 s), Lockdown (20, 30, 40 s) and Fill In (1, 2, 3 a day). What you own now is level 1, as before.
- Lure no longer counts as a second Scout specialty: it's a skill with levels, at 2 points a level, dealt as a skill card.
- Settings: numbers and choices have < and > arrows, and you can click a number to type it. Click a key to rebind it right there, and each action can have a second key. The mouse wheel scrolls a step at a time instead of a whole page.
- New setting, Always ready: marks you ready by itself every time you're in orbit. Pressing the Ready key turns it off until the next landing.
- The Employee of the Day plaque hangs on the wall above the item charger (it falls back to another clear wall when there is no room).
- Spectator bets explain themselves: a line under the strip names who you bet on, what tapping the key does next, when the bet locks and what you win.
- The department panel no longer runs its text into the unlock line or the button.
1.1.1
- Skills moved to Q: tap Q to ping (Callout), hold Q for your department's skill. Mayday is on X: hold it for 2 seconds. Crouching no longer turns a skill into a Mayday, so Lure, Taunt and Heave work while crouched.
- Mayday recharges 30 seconds after it went out, shown on the skill strip, in place of once a day.
- A ping can be sent every 3 seconds, so it can't be spammed.
- Pings have a reach: clear within 40 m of the spot, garbled more the farther you are from it (your own pings too, updated as you move), and out of sight past 100 m until you walk closer. Two walkie-talkies carry it clean to half again the reach. A new upgrade for everyone, Signal Booster, adds 40 m a level and at level 3 halves the garbling.
- A ping on a monster puts a box around it that follows it and shows through walls.
- Danger Sense also pings the monster coming for you, for the crew by the ping's rules, at most every 8 seconds per monster. Your box lasts 3, 5 or 8 seconds by level, garbled at level 1, faintly at 2, clean at 3.
- New class: the Hacker. Backdoor (specialty) opens and closes big secure doors from 8, 12 or 16 m, and from level 2 unlocks locked doors. Lockdown locks a door for 20 seconds. Ghost Signal makes a monster lose track of you for 4 seconds. NV Headset Batteries is its upgrade.
- M opens the settings anywhere (only the SETTINGS tab away from orbit), with every setting a click away and your keys as they're bound. A Performance list has the frame-heavy settings of other installed mods: Immersive Visor's effects, OpenBodyCams' camera, Blood FX and Lethal Elements' particles. In orbit a hint line shows the keys.
- R readies you up in orbit without opening the career screen.
- Click a crewmate on the CREW tab to see their profile: class, level, skills, upgrades and perks.
- The level-up screen after a day closes the terminal first, so it isn't missed.
- Spotter: pings on monsters last twice as long (all pings on monsters now follow them).
- Photos: click one in CAREER > PHOTOS to see it big, and SHARE WITH CREW sends it to everyone in the lobby. They get a note on the HUD, and the career screen key opens it right after. One share every 30 seconds per player, checked by the host too, and only the last 12 crew photos are kept, in memory. The Crew photos setting turns them off.
- Lifeline works without a ship teleporter: the teammate it saves freezes in a column of golden light for a moment, then is beamed onto the ship (on the teleporter's pad if the crew has one). Before, it only worked with a teleporter that was ready, and the radar on them.
- Lure has 3 levels: the spot can be up to 25, 32 or 40 m away, the steps run 8, 12 or 16 m for 4, 7 or 10 seconds, and it waits 60, 55 or 45 s. Dogs follow the longer runs much farther.
- New saves start with one player per department (Department slots 1), each picking their own. Existing settings stay as they are.
- A modpack can list the mods it dropped (BepInEx/config/<Pack>.removed.txt). On the main menu, once per pack version, the game's notice names any of them still installed and advises removing them, since mod managers keep dropped mods and lobbies then say incompatible.
- Scrap XP has no daily cap: 100 XP for each fair share, half rate past 2 shares. Scrap you found that a teammate carried in gives you 30% of its value, taken from theirs; only the first pickup and the delivery count, so passing it along gives nothing.
- Kill XP goes by how tough the monster is, from 3 to 100: a Hoarding bug about 7, an Eyeless dog about 36, a Forest Keeper 100. Everyone else who hit it in its last 30 seconds gets a kill assist worth 40% of that, on top.
- New setting, Photos kept: how many of your last photos stay on your PC, from 10 to 100 (40 to start).
- The skill strip shows each skill's name and what to aim at inside its square, and the skill holding Q would use is filled in.
1.1.0
"Field Manual": every department gets skills of its own on the X key, and the days and quotas get awards, reviews and records.
The X key
- Tap X for a Callout: a mark on what you look at for the crew within 40 m, or farther over walkie-talkies.
- Crouch and hold X for a Mayday, once a day: the radar switches to you and every teammate gets a marker.
- Hold X uses your department's skill on what you look at, in a fixed order: teammate, body, trap, door, radar monitor, button, item, then nothing in front of you. A square reticle shows the hold, and a skill strip shows each skill's wait and uses left.
- New skills: Point Man and Lure (Scout), Heave and Express Delivery (Hauler), Cover and Deer in Headlights (Security), Overwatch and Insertion (Operator), Pry Off (Medic), Reprogram (Engineer), and Fill In (Unemployed).
- Field Medic, Revive, Field Hacker and Taunt moved onto the same key with the same hold times. Field Medic only works on a hurt teammate, and Field Hacker only on a working trap.
- Crunch Time: doing your department's job fills a meter, and a full one overcharges your next skill by half again without using its wait or daily use.
- Joint Ops: Danger Relay, Hack Feed, Triage and Escort Pay, shown on the crew tab.
- Skills you use are seen and heard by your crew: every X skill plays one of the game's own sounds where it's used (Taunt is an airhorn and a clown horn, also over walkies), a short label over your head, a square pulse at your feet and, for some, the game's dance or point emote. Monsters don't hear these sounds. Settings: Show crewmate skills, Skill sounds.
- The ready check on the career screen shows each crewmate's Steam picture: green with a check when they're ready, dimmed with an orange frame when not.
Departments
- Every department has three passives. Light Feet, Steady Load, Bodyguard and Hustle are gone, as they did what Lategame Upgrades already does.
- Overseer is built into every Operator, and Unemployed players can still borrow it. On an Overseer day the "laziest" note no longer costs XP.
- Danger Sense reaches 14, 20 and 26 m (was 10, 15 and 20).
- Tight Grip has 3 levels: 1 item, 2 items, then everything (was 4 levels).
- Mechanic saves 60% of the Cruiser's damage (was 40%).
- A specialty's first level costs 1 point.
- Some upgrades that only help with one item or one monster cost fewer points: Clay Glasses, Jet Fuel and Jetpack Thrusters at most 1 a level, Hollow Point, Long Barrel, Fedora Suit and Aluminium Coils at most 2.
Perks
- 36 perks (was 20). New: Rally, Spotter, Barricade, Lucky Step, Ear to the Vents, Music Box, Web Walker, Yippee!, Foghorn, Graveyard Shift, Black Box, Guardian Ghost, Martyr, Stowaway, Shortlist, and the cursed Bloodthirsty and Burnout.
- Rally replaces Tough Skin.
- Picking your own now gets perks too: every fifth level deals a hand of three perks to take one from.
- XP perks add up instead of multiplying, to at most double XP, and stop coming up once yours reach that.
- Mentor gives 20% (was 10%). Loudmouth and Claustrophobic give 20% (was 30%).
- Insured: dying costs no XP (was half).
- Comeback now pays back what dying cost, up to 25% extra a day (was 25% more XP the day after).
- Neck Brace halves choking damage (was 40% less from Snare Fleas).
- Stowaway uses the day's one death save, shared with Close Call and Lifeline.
- In a random draft, your own department's cards come up about twice as often, and a hand holds at most two Lategame Upgrades cards, two perks and one cursed perk. You start with two rerolls (was one).
XP
- Scrap XP is capped at 200 (was 300), and the day's share of the quota counts as at least $100, so one item can't reach the cap on the first quotas.
- Kills give 15 per point of power level, from 8 to 60 (was 10, from 5 to 40).
- A body brought back gives 40 (was 25), and only counts if it was outside the ship.
- Bonus XP: teamwork, the day's awards and the review grades pay bonus XP, at most 40 a player a day, in a BONUS section of the report. It's on by default, and the host can turn it off.
- Body Bag needs 5 bodies (was 10), brought back from outside the ship.
Days and quotas
- Quarterly review: a letter grade from S to F for each player when a quota is met, with Company feedback. An F puts you on a PIP.
- Employee of the Day, with a plaque on the ship wall and a star on the name tag.
- Clutch moments: Last One Standing, Sole Survivor, Under the Wire and By a Thread.
- Spectator bets for dead players, commendations in orbit, and write-ups.
- The ship log, a last photo when you die, the personnel file, a site briefing after landing, 18 badges to wear on the name tag, tenure chevrons, and a Termination Notice when the crew is fired.
- A promotion now plays a banner, and teammates see it over your head.
Screens and sound
- The career screen looks and sounds like the ship's terminal: square corner brackets, the pause menu's
>cursor, DENIED stamps with the reason, receipts for the day's reports, and points that fly into what they buy. - Four tabs: UPGRADES, CREW, REPORTS (TODAY, REVIEW, LOG) and CAREER (FILE, BADGES, PHOTOS, ACHIEVEMENTS).
- After a day, the screen fills your XP bar through each level you reached.
- Department icons, your Steam picture and an employee number on the header. Card flips and a cursed card's WAIVER SIGNED stamp in the draft.
- A light flicker and a faint echo of the text on the career screen, with a setting to turn them off and one for their strength.
- New HUD: warning lines at the top, the event lane, a status line, a live XP feed and markers that also show for spectators.
- Every sound is one of the game's own. New settings: Animations, UI sound volume, Hover sounds, Department colors, HUD events, Site briefing and Last photos.
- The ready marks over players' heads are now in the world, and scale with distance.
- The screens fit wide monitors.
Saves from 1.0.0
- Light Feet, Steady Load, Bodyguard and Hustle give back their points, or their cards in a random draft.
- An Operator who bought Overseer gets its points or card back.
- Tight Grip at level 4 becomes level 3, which keeps everything, and gives back the extra level.
- Tough Skin becomes Rally.
- A hand holding a removed card is dealt again.
- Picking your own: a file gets the perk hands for the fifth levels it already reached.
For other mods
- New in
RpgApi:AddBusyGate,AddScanFactorandLog.
Fixes
- A body that died in the ship no longer counts as brought back.
- Heals stop at your real maximum health, Stimpack included, and clear a bad injury on every game.
- The after-day screen waits for the new quota and for BaconCards' cards, for at most 30 seconds.
- After a firing, switching the save to random draft now deals the start cards.
- The host drops messages only it should send, and tells a player why it refused what they asked.
1.0.0
- First release: XP, levels and promotions, a points tree of Lategame Upgrades' personal upgrades with six departments and their passives, the career screen with a ready check, the crew list, achievements, and a lobby tag for public lobbies.
- A specialty for each department: Danger Sense, Tight Grip, Taunt, Lifeline, Field Surgeon, Overclock, and Jack of All Trades for the Unemployed.
- A random draft mode: a random department for the whole run as you join, three start cards, three level-up cards to pick from at each level with rerolls, and twenty perks that Lategame Upgrades doesn't have.
- Department slots for big lobbies, and the Unemployed department with its own passives for players left over.
