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The 4.3.1 Assist Shrine Update is now live!

We have a surprise feature update for you, just in time for the holidays!
The new Assist Shrine is the perfect way for you, and any new Barony adventurers, to get their feet wet in the dungeons, especially if youre having a hard time! Offering several new ways to ease the games difficulty, the Assist Shrine may be just what you need to finally be the hero that Hamlet deserves.
[quote]Each players candle is lit at the shrine when they claim an Assist Item. One at a time please![/quote] In the starting floor there is a now a new Assist Shrine interactable. Now you can have per-player handicaps with more options to lower the game difficulty, great for introducing new players to your party.

Accessing Assist Items


The old "+1 Life" game flag is now replaced with the new "Assist Items" game flag.
Enabling / Disabling If the host of a game wants everyone to play without Assist Items, they can be Disabled / Enabled in the Lobby Settings and Game Settings menus.

Assist Shrine UI Tabs


Items Tab:


  • If "Assist Items" are enabled for the lobby, you can claim up to 4 items which can be blessed to improve their effects further
  • Every item has a Assistance Point cost and reduces your leaderboard score by 10% per point (maximum of 95% reduction). Blessing/Cursing incurs higher costs.
  • Claiming 10 or more Assistance Points will disable achievements/online leaderboards
  • Items aren't shared, everyone can claim their own copy of the items so 16 total for a 4 player game
  • In multiplayer the score penalties are based on the sum of everyone's points, so everyone shares the same score penalties.

[quote]A full kit of Assist Items makes the game substantially easier and disables achievements, but still exposes you to all the games mechanics. Perfect for learning![/quote]

Assist Items Available


[quote]
Cloak of the Guardian [5 AP / +4 AP per blessing]
  • Provides 25% combat damage resistance and 50% trap damage resistance (up to 75%/75% at +2)[/quote] [quote]
    Ring of Resolve [3 AP / +2 AP per blessing]
  • Increases your Max HP/MP while worn by +10/10 (up to +30/30 at +2)[/quote] [quote]
    Marigold [3 AP / +2 AP per blessing]
  • Restores 5 HP over 30 seconds when eating food (up to 11 HP at +2)[/quote] [quote]
    Amulet of Lifesaving [4 AP / +2 AP per blessing]
  • Effect has been changed for all lifesaving amulets in the game, revival now restores +50HP (up to +150HP at +2) instead of full HP[/quote] With the Assist Items and their blessing status customizable for each player, youll have more control than ever over how difficult of an experience you want to have. You can even curse items in case youre playing an Incubus or Succubus! Item Assist Point costs are designed specifically to make sure that you can take a few combos of items without necessarily disabling achievements, especially useful if theres a particular aspect of the game you struggle with.

    Race / Class Tabs


    Now you can change your character Class or Race without having to exit and create a new lobby!
    Weve used the Assist Shrine to provide a long requested feature for players who want to change Race or Class without having to start a new lobby. Here you can change your character with the respective Class / Race tabs. Changes apply when the game is next restarted. [quote]Note, this does not require Assist Items game flag for this function to be usable![/quote] Now you can experiment with different playstyles and party makeups with your friends, without the need to disband! We hope that the Assist Shrine enriches your playtime with others, whether they be veterans, or newcomers to play with from the couch at your next family gathering. As for us, were going to exploit assist items to finally earn that Blessed Boots of Speed achievement.

    Happy Holidays from all of us Turning Wheel!


    [quote]Switch version coming soon. If you Crossplay with Switch users, use the Betas dropdown for V4.3.0 compatibility!


    [ 2024-12-13 06:46:22 CET ] [ Original post ]

  • A Present for Christmas

    Merry Barony



    There's less than twenty-five days until Christmas, and in Barony, the denizens of the dungeon like to celebrate in style. Starting December 1st and going through the end of the year, it's time once again for Merry Barony! For this festive month, Barony gets a festive makeover that decks the halls, adds all sort of seasonal treats, and sees some of your favorite enemies dressing for the occasion. Note that while disguised items might look different (and may bear a different name too!), the gameplay you know and love is 100% intact. [quote]Clicking the holiday banner at the main menu will take you to the settings "Online" panel. Here, you can toggle on/off the seasonal content as desired.[/quote]

    A Joyful Avatar Frame


    If you want to show off your Merry Barony spirit, don't forget about the Christmas themed avatar frame. This festive frame features a snowy tableaux complete with Christmas trees, presents, and even a gnome! This is available now on the Barony Points Shop!
    [quote]If you played last year, you'll remember a lot of what's here. There were a few small updates that were necessary following the Eat My Hat update. If you're new to Merry Barony, read on![/quote]

    Delightful Dungeon Makeover


    'Tis the season to hang lights, drape garland, and set up your tree. For Merry Barony, the dungeon gets a full makeover. You'll find fountains hung with stockings, garland lining gates, and treasure chests that look mysteriously like presents just waiting to be opened (Fair warning: Mimics are wrapped too!).

    Festive Fiends


    Just because you're a monster that lurks in the halls of Baron Herx's dungeon doesn't mean you can't be in the Christmas spirit! Several monsters are dressed for the occasion and bring some much-needed cheer to the otherwise lethal halls of this domain. Rats are dressed as reindeer, ghouls have gotten downright frosty, and even the demons love to wear an ugly Christmas sweater from time to time!

    Christmas Couture


    Everybody loves a good Santa hat and some warm earmuffs to keep out the cold, and given the chilly look of the dungeon, these cozy items are what every adventurer needs! Everything from hats to shields gets a makeover for the season. In addition to the changes from last year's Merry Barony, all of the icons for the themed items have gotten a brand new look. Additionally, some hats and masks have been reworked to support the recent Eat My Hat update.

    Seasonal Snacks


    The food items in Barony have been updated for the season. Keep your eyes out for candy canes and roasted turkeys. The food in the dungeons is downright delicious this time of year.

    Magical Music


    Hum along to haunting renditions of all of your favorite Christmastime classics, as Merry Barony replaces all of the music in the game with seasonally appropriate tracks. Most of the tracks were crafted by Nicolas Gasparini (Myuu). Myuu has offered his work on Barony under the CC3.0 License. We make no claims that his art is an endorsement of the game.


    [ 2024-12-03 20:35:57 CET ] [ Original post ]

    4.3.0 Hotfix Patch Notes

    V4.3.0 Hotfix Patch Notes - October 25th (Windows/Linux/Mac)


    • Fixed crash on Steam Deck/Linux when changing Compendium Tabs
    • Fixed blue slimes/scorpions models not animating correctly in multiplayer
    • Fixed colorblind mode player deathboxes being the wrong color
    • Fixed some typos in the Compendium


    [ 2024-10-25 22:15:31 CET ] [ Original post ]

    "Keep Your Secrets" 4.3 Update -- Available Now!

    Psst... we have a secret to share! The Keep Your Secrets update for Barony is now live! In this massive expansion, you'll gain access to one of our long-awaited Kickstarter features: the Compendium. Keep Your Secrets also features a complete overhaul of the Ruins, new breakable objects littering all the dungeons, a few new ambushing enemies, and even a new shrine. Every feature of the expansion makes Barony richer and more interesting to explore. So let's open the creaky cover of this update and reveal everything that hides within! View the Trailer below! [previewyoutube=wm-YbjU39HM;full][/previewyoutube]

    The Compendium



    The dungeon is full of secrets, but with the Compendium, just maybe you can find you way! Whether you want to know the strengths and weaknesses of a Cockatrice, learn what kinds of enemies you'll encounter in the Swamps, or discover the mysteries of Alchemy, the Compendium has it all.
    [quote]The secrets of the Dungeon lie within this ancient tome![/quote] As you explore, you'll organically reveal more entries to the Compendium when you encounter the subject of each entry. In addition to some intriguing lore, each entry offers additional helpful gameplay details, many of which may help you in your quest to master all the dungeons treasures, traps, and challenges. But these details require Research to unveil! As you earn more Achievements playing Barony, youll be awarded with Lore Points. Spend these wisely to research the most useful knowledge from entries thatll aid your future adventures!
    [quote]Sick of dying to the same foes over and over? Learn your enemies and adapt your strategy![/quote] For those of you who have already cleared a lot of the games achievements, dont worry! Youll receive full-credit for your research efforts.

    Ruins Overhaul


    Deep beneath the Labyrinths, Baron Herx lurks at the heart of the Ruins awaiting his next challenger. But sinister movements are afoot amongst the inhabitants of the realm closest to him. Like the Mines, Swamps, Labyrinths, Underworld and Hell that came before, the Ruins has received a complete rework.

    Deadly Variety


    Further exploration has revealed ~170 new rooms thought lost to time. Ancient statues, abandoned gardens, seized manors, and arcane traps have been unearthed, awaiting the lichs challengers. While the fireplaces are still used by the palaces squatters, chandeliers hang darkly. Among the rubble, youll also find relics of Mechanist security systems. New caution is needed to succeed in the Ruins!
    [quote]Some new Ruins rooms are lethal. Will you survive?[/quote]

    Gnome Thieves


    In the destitute Ruins, ruthless gnomes have given up on mining, and are now on the hunt for gold from anyone they can mug. By their effort, most wayward Goblins have given up hope surviving here! The devilish gnome thieves wander with strength in numbers. In addition to attacking in groups with both ranged and melee weapons, theyll also drop traps when defeated! One would be wise not to underestimate a coordinated band of gnomish cutthroats, even in their deaths. Think carefully about how to approach these wily little creatures who like to whisper in the dark as they approach. A leader usually emboldens a debt of gnomes to more direct violence, compared to their more magic-oriented kin.
    [quote]Gnome thieves think they're so cool with their bycokets and pipes. But take out their leader, and their bravado crumbles.[/quote]

    Bugbears


    Trolls have finally been almost completely driven by the marginally smarter, but certainly tougher, Bugbear. These beasts wield a variety of weapons including battle axes, falchions, arbalests, and the mighty scutum shield. They'll get in close to attack, and then shield bash you when you try to counter! Try to pick them off from afar, and they raise their shield to nullify almost any attack. Bugbears like to to strafe around targets, dividing their attention, so you'll need to stay on your toes when a team of these monsters sets their sights on you. When you hear them approaching, get ready for a serious fight!
    [quote]Bugbears like to travel together. It'd be kinda cute if they weren't trying to kill you![/quote]

    Bells


    Leftover from a more sophisticated age, these finely crafted bells remain hanging, waiting to once again echo their song through the Ruins large chambers. What secrets can a bell keep? Unless its clapper is muted by a hidden item (or a colony of bats!), ringing one is sure to draw the attention of enemies within earshot. Its wise to be prepared before pulling on its dusty ropes. In return, its chime may also inspire those close by to take bolder action! However, its just as likely that these brass beasts havent seen proper maintenance. We wouldnt want to see what kind of damage a huge falling bell could do to an unwary adventurer.
    [quote]Ouch![/quote]

    Updated Ambushers


    Some enemies can now be a threat no matter where youre exploring.

    Slimes


    Slimes have been a menace in Barony since the very beginning. These pesky piles of oozing goo are a significant threat to adventurers in the early levels of the game, but now they're even more lethal. Several varieties of slimes have been added, each with their own unique ability. When they vomit on you, be prepared to be poisoned, set ablaze, covered in opaque or slippery goop, and watch your metal equipment dissolved by corrosive sludge. In addition to lurking within the dungeons plumbing, keep your guard up around water and lava too, as some have mastered sliding across fluid surfaces!
    [quote]Some slime vomit will slow you down. Good luck getting away when that happens![/quote]

    Bats


    Bats thrive in darkness... which means they can be found hiding anywhere shadows are deepest! They're a brand new enemy to Barony that are small, evasive, and like to attack in groups. Bat attacks cause Bleeding, which means in addition to being hard to hit, their bites can wound even the toughest adventurers. Bats nest in small colonies and sleep on the ceilings until disturbed. Any hapless hero who draws their ire should take care, or else find themselves exsanguinated on the floor amongst the squeaking suckers.
    [quote]Bats are evasive creatures. Can you take them out before you bleed out?[/quote]

    Dungeon Enhancements


    While you're doing battle with slimes and bugbears, you'll also discover that all areas of the Barony dungeons are richer to explore than ever.

    Breakables


    New breakable items have been added all over the Dungeon. From carts and sacks to sarcophagi and gibbets, Barony is now brimming with things to destroy. Each region has its own selection of containers, suited to the environment in which they are found. But busting them open isnt just a great way to relieve the stress of your last death, but it can be practical too! A variety of things will drop from breakables. Reliably, a few gold pieces have been stashed away, or often a random item, rewarding your destructive curiosity. But bust open the wrong coffin, and an angry vampire may emerge and attack in retaliation for ending his beauty rest! Enemies may sense you drawing near to their hidey-hole and give you a surprise, so stay sharp!
    [quote]That cart didn't stand a chance against my mighty fireball![/quote]

    Daedalus Shrines


    Daedalus Shrines appear when a Minotaur is near, seeking to guide adventurers away from the Barons deadly pet. When touched, its symbol orients toward the exit, offering you hope of escape. On floors where a Minotaur is about to spawn, these magical shrines provide light in the darkness. When discovered, interact with it to reveal the location of the exit. If the Minotaur is near, itll also offer enhanced speed, granting one more chance for a getaway!
    [quote]Let the mystical light guide your way![/quote] Keep Your Secrets offers some of Baronys biggest new features to date, and we cant wait for you to explore all of its secrets! Bugbears, bells, and bats all await you within, and were excited for you to learn and master it all with the help of the Compendium.

    V4.3.0 Changelog


    General


    • Ruins have been invaded by new Bugbear and Gnome Thief enemy types, as well as a new Bell dungeon feature to interact with
    • Slimes now appear in 5 different color variants
    • Slimes attack with melee and new magical spray attacks depending on the type
    • Slimes now scale with dungeon level
    • Certain variants can walk on water/lava, and have set ambush spawns on map generation when an enemy walks nearby
    • Breakables are now scattered throughout each biome, containing items, gold and monsters
    • Daedalus Shrines now appear on Minotaur levels (This replaces what was formerly a second standard exit)
    • Daedalus Shrines will appear in a different quadrant of the map from the standard exit
    • Dark maps now spawn groups of bats hiding on the ceiling
    • Several new achievements have been added to complement the new features of this update

    The Compendium


    • The Compendium has been added, listing monsters, items, and game mechanics that can be researched using Lore Points, a currency awarded from unlocking Achievements
    • Most entries start hidden and are revealed by interacting with the world, killing enemies, and identifying items
    • Research entries to reveal tips, monster stats, item tooltips, and records
    • New Records for every Compendium entry track thousands of game events to look back on
    • A list of all Achievements is now located inside the Compendium with categories and filtering options
    • Hotkey "P" is default to quickly access the Com(P)endium
    • Researched items show their tooltip for quick reference
    • Preview the blessing/status changes of any item using the arrow keys while hovered
    • Viewing item tooltips in-game will reflect your character's stats when held; otherwise, on the Main Menu, it will assume a character with 0 in every stat
    • Viewing the Compendium in-game with Hardcore mode enabled will show the relevant stat changes for monster entries

    Maps


    • Added a new dedicated exit room preceding the Hell bossfight
    • Caves base map size has been reduced to improve performance
    • Removed kobolds from the Citadel spawn pool

    Blocking Skill Changes


    • Shield items are now more durable, only rolling to degrade after a certain number of hits rather than on each hit taken
    • Higher quality shield materials/blessings increase the hits that can be taken before checking to degrade
    • Blocking now can only be increased by one skill point per enemy
    • Non-shields (Torches, Lanterns, etc) now only benefit from Blocking +AC up to skill level 40, but now can be used to level up beyond skill level 40
    • Arrows can now degrade armor, but also can provide Blocking skill ups when being hit as melee attacks do
    • Blocking now has the following bonus chances to level up:
    • Performing "block, attack" combos 3 times in a row ("Rhythm of the Knight" Achievement) awards 80% chance to level skill
    • Blocking an attack within a short time of raising your shield awards a bonus chance to level Blocking
    • Blocking an enemy hit and having ally players/NPCs kill the enemy ("Thank the Tank" Achievement) awards a bonus chance to level Blocking

    Spellbook-Casting Durability Changes


    • Casting from an equipped spellbook now only has a chance to degrade your book after a certain number number of casts
    • Higher Casting Skill and blessings increase the number of casts before checking to degrade
    • Torn blessed books will now lose a blessing point instead of being destroyed upon degradation

    Sustained Spell Leveling Changes


    • Sustained spells (light, levitation, etc) now only level Magic/Casting skills if a certain amount of MP has been used on sustained spells prior
    • Chance to level up is only checked when casting a sustained spell
    • 10 MP is required to be spent with Casting skill above 20, or 5 MP when below 20 Casting
    • MP consumed while spells are sustained and when fizzling casts counts towards the total
    • Example, casting Light for 1 MP, leaving it sustained for 9 MP. Recasting Light will now check for a skill increase as 10 MP has been spent

    Gameplay


    • Maximum character level is now 255, stats are capped to 248 to prevent desyncs in multiplayer
    • "Leveling up" beyond level 255 still grants stat rolls and +HP/MP
    • The Minotaur now spawns after 3.5 minutes in the Mines and Labyrinth levels (Previously 2.5 minutes)
    • Enchant Weapon/Armor scrolls are now targetable
    • Same targeting rules apply as previous updates, Weapon can target any item that can be held in the main-hand, Armor can target off-hand and other equipment apart from rings/amulets
    • Merchant class increased starting Remove Curse scrolls from 1 to 3, now also starts with 2 Identify scrolls
    • Slowed hunger tick rate in the starting floor before the Mines (Tip if you weren't aware, hunger is also slowed in Hamlet, biome transition floors and boss stages)
    • HP Regeneration effects (Ring of Regeneration, Troll's Blood, etc) now work when Hunger is disabled in the Game Settings
    • Regeneration rates are a bit slower than when Hunger is enabled
    • Starvation now deals 5% MAXHP damage per tick, instead of a static 4 damage, less punishing for early game and not irrelevant by end game
    • Starvation now also pauses HP Regeneration
    • Insectoid maximum Energy has been increased from 50 to 100
    • Food replenishment is still percent based to a maximum of 50 EN, so food doesn't provide any more energy than previously
    • Increased damage dealt to breakable walls
    • Human NPCs can now spawn with Maces
    • Greasy status effect now drops items when attempting to use/swing them rather than dropping randomly
    • Greasy status effect can now drop shields when attempting to defend
    • NPCs wielding Arbalests now attack 50% slower instead of default fast speed for crossbows
    • Removed monster drops from Baphomet minions
    • Minions award 0 XP after 25 have spawned [quote]Legacy leaderboard entries which utilized Baphomet farming will be de-ranked, removing them from the top-200 scores to improve leaderboard competition[/quote]
    • Hazard Goggles now protect against the secondary effects of Slime sprays

    Audio


    • Audio engine performance improved to remove many stuttering issues
    • May remove the need for Preload Music Files audio setting if your system had issues in previous updates
    • Reduced frequency of idle monster cries
    • Reduced frequency of liquid sound effects, improved sounds overlapping to reduce overall volume
    • Ambient noises now loop rather than repeatedly play to improve performance
    • Added sound effect when setting tinkered trap items
    • Added sound effect for Fear status effect on monsters

    UI / Visuals


    • Added transparency effect to invisible players and HUD models
    • Lobby visibility is now displayed in a floating banner for the server during online multiplayer character creation
    • Gold animates when dropped
    • Skillsheet and weapon tooltips now properly display the attack penalty % calculation from your current skill level
    • Added HUD text in splitscreen to notify when all characters are dead
    • Improved network speed for item tooltips to populate for ground items in multiplayer
    • Improved network speed for character models loading in on level change in multiplayer

    Modding/Editor


    • Editor can use shortcut arguments on launch to resize
    • E.g right click editor.exe, create shortcut, open right-click shortcut properties and add xres and yres to the target string: C:\Program Files\steamapps\common\Barony\editor.exe "-xres=1920" "-yres=1080"
    • No fix for drag-to-resize yet
    • Added AND logic gate sprites to the editor, these can be combined to create any logic needed (NAND/OR/XOR/Latches etc)
    • Added entity-specific options to pressure plates F2 options (players only, monsters only, items only etc)
    • Fixed "selected tile" in editor not displaying correctly
    • Fixed custom monster.jsons not spawning correctly with followers
    • Using /jumplevel -1 will always regenerate the same seed, use command /map_sequence_rng false to make this random each time for testing
    • Added tooltip for collider/floor/decoration models to show the mesh name chosen from models.txt
    • /cleanfloor command added to remove items from the floor
    • Readable books with no matching title set as their name will spawn random titled books instead of the same name
    • Fixed "XP" text in the EXP bar to support longer translation strings

    Translations


    • The Compendium translation files are found in the game directory, /lang/compendium_lang/ folder
    • Fixed item tooltips cutting off text in the top icon area for long strings
    • Fixed books not properly reloading/formatting when using modded font files

    Controls


    • Added command /player_can_move_in_gui true/false, set this to false to prevent character movement when the inventory is open if your keybind configuration requires
    • Added Quick Turn speed settings in Controls

    Bugfixes


    • Fixed multiplayer stats overflowing to negative beyond 128
    • Fixed starvation not processing correctly in 3/4 person multiplayer
    • Fixed ATK tooltip calculation on the character sheet being slightly incorrect due to rounding
    • Fixed holding space while opening inventory randomly causing items to be used
    • Fixed seed events requiring insectoid not displaying insectoid text correctly
    • Fixed rebinding left click to "use" closing sign GUIs on activation
    • Fixed slimes spawning inside walls from sinks
    • Fixed monsters being stuck in door frames when the walls next to them have been broken
    • Fixed client status effects HUD icons showing wrong icons for some of the newer status effects added in the last update
    • Fixed Accursed spellbook chest being overridden by a mimic
    • Fixed Salvage spell being able to target invisible/hidden map items
    • Fixed Appraisal skill not being synced to the server and sometimes resetting for clients
    • Fixed "Secret Weapon" achievement triggering when using Elemental Focus enhanced spells
    • Fixed local hiscores not being created after the host has closed the lobby before client has left
    • Fixed "I Want It All" achievement checking for all playable classes rather than just DLC classes
    • Fixed softlock in the Mystic Library with sleep spell wielding enemy
    • Fixed lich death sounds playing multiple times in splitscreen rather than once
    • Bounty Hunter hat no longer targets neutral tinkering bots on maps
    • Fixed depleted sinks not playing the depleted sound effect when using empty bottles
    • Added sound effect when breaking sex change amulet on use
    • Fixed crossplay logging in notification getting stuck at "logging in" after failure
    • Fixed achievement notification vertical text alignment
    • Fixed "DLC required" prompt crash at character creation in splitscreen
    • Fixed +HP amounts when using healing spells not showing for clients in multiplayer
    • Fixed some crashes for player names using % signs
    • Fixed minotaur warning not showing up on dungeon level 7 in the Swamps after exiting the Underworld
    • Fixed ally NPCs rotating incorrectly when backing up with ranged weapons
    • Fixed dropped gyrobots blocking boulders rolling
    • Fixed Magic skillsheet displaying duplicate spell names when using mods


    [ 2024-10-24 21:16:45 CET ] [ Original post ]

    The "Keep Your Secrets" 4.3 Update - Unlocking this October!

    We've got another massive update in the works for Barony! In addition to fulfilling our Kickstarter promises, this latest update has so much content that it's impossible to keep it a secret any longer. Without further ado, we introduce you to:

    The Compendium



    The Compendium is one of our Kickstarter promises, and it turned out better than we could have anticipated. Earn Lore Points by completing Achievements, and then spend those points to reveal details about every aspect of the game.

    New Enemies



    The slimes are multiplying! The oozy creatures now come in a variety of types, each with their own special attacks. What's more, bats now lurk in the darkness, hanging from ceilings until their slumber is disturbed. Bugbears and gnome thieves have invaded the Ruins, and are on the hunt for wayward wanderers!



    Breakables



    Every floor of the dungeon is now full of various containers and junk, making the environments feel richer and more lived-in. I wonder what would happen if you were to break one of them open...

    Ruins Refresh



    With hundreds of new rooms to explore, environment objects, and shiny textures, the Ruins looks more like its namesake than ever before!



    Daedalus Shrines



    Daedalus Shrines bear the mark of the builder of the labyrinth and only appear on floors where the Minotaur will spawn. What could it mean?

    Bells



    These majestic noisemakers won't spawn until you're deep in the dungeon. That dangling rope sure is tempting to pull.

    We hope you're as excited about this update as we are! The FREE Keep Your Secrets update is in final stages of testing and will be released before Halloween so keep your eyes peeled for our next announcement!


    [ 2024-10-18 20:32:04 CET ] [ Original post ]

    A Special Treat for Halloween and Update News!

    Barony Scarony



    Summer is over, the leaves have started to change, and even Baron Herx is in a festive mood. You know what that means: Halloween returns to Barony! Starting on October 1st and continuing through the end of the month, the realms of Barony receive a Halloween makeover filled with festive changes to celebrate everyone's favorite spooky season. Note, while disguised items might look different (and may bear a different name too!), the gameplay is 100% intact. [quote]Clicking the holiday banner at the main menu will take you to the settings Online panel. Here you can toggle on/off the seasonal content as desired[/quote]

    A Very Scary Avatar Frame!


    To celebrate the return of Barony Scarony, we've added a brand new animated frame for your Steam Avatar! The new frame features some of our favorite macabre dungeon icons of Halloween including a mimic, a ghoulish arm, and what is that peaking from behind a tree? Could it be...the creature?! This is available now on the Barony Points Shop!
    [quote]If you played last October, you'll remember a lot of what's here, with just a few small updates that were necessary following Eat My Hat. If you're new to Barony Scarony, read on![/quote]

    Terrifying Costumes


    Much of the game's equipment has transformed into wacky, goofy, or spooky costume pieces to celebrate in style. You'll find halos, butterfly wings, disguise masks, and other things to accessorize with as you descend further into the dungeon.

    Frightening Environments


    If the dungeon wasn't foreboding enough already, there's fresh layer of terror in the dungeons during Halloween season. Jack 'O Lanterns line the walls of the Mines, Hell has taken on an eerie green hue, and the water in the Swamps runs red...with blood!

    Monsters in Costume


    Adventurers aren't the only ones in the Halloween spirit in October. Many monster NPCs have gotten a makeover too! Ghouls don their best funeral suits? Succubi masquerading as alluring nurses? Trolls as Frankenstein's creature?! Is there no end to this horror?

    Ghastly Weapons


    Even Barony's weapons celebrate in style. For the season you'll wield cleavers, devils' pitchforks, monkey's claws, and even an axe shaped like a bat! A pointy mix of prop weapons you might bring trick-or-treating. Check the tooltips if you need a reminder of what weapon skill they use!

    Candy, Candy, Candy!


    What would Halloween be without some sweet sweet candy? Barony has you covered. All of the food items in the game have been magically converted into several different pieces of sugary delight. Ever fought a lich while under the effects of a sugar rush?

    Macabre Music


    Barony's candy bucket is stuffed full of visceral visual goodies, and you get to enjoy it all while hearing some fun new sound effects and listening to a completely remastered soundtrack by Nicolas Gasparini (Myuu). Myuu graciously provides his music to various indie projects, and he has offered his work on Barony under the CC3.0 License. His work is stellar, but we make no claims that his art is an endorsement of the game.

    Keep Your Secrets



    There's one final sweet treat for all of Barony's fans. We are thrilled to announce that our next update Keep Your Secrets will be launching soon! So stay tuned, this update will have you screaming in excitement there's so many new features and content to explore.


    [ 2024-10-02 19:58:53 CET ] [ Original post ]

    4.2.1 Hotfix Patch Notes

    V4.2.1 Hotfix Patch Notes - March 7th (PC - Windows/Linux/Mac)


    General:
    • Enabled the 5 new leaderboard specific achievements to be progressed while playing the weekend Challenge Event (Standard achievements are still disabled in this mode):
      • Bloom Where Youre Planted
      • Growth Mindset
      • Johnny Dungeonseed
      • Reap What You Sow
      • Sprouts
    • Added prompt when selecting locked race/class combinations to notify which achievement needs to be unlocked
    Modding/Translations:
    • Added higher resolution texture mod support:
      • Using new file /data/tiles.json
      • Include this file and modify the line tile_texture_size when creating higher resolution texture mods.
    • Added translation mod support for introduction/story sequences:
      • Files are in /data/story/ folder
    • Improved translation mod support for books:
      • Using new file /lang/book_names.json
      • To translate book content, edit the .txt files in /books/ folder but do not change the filename
      • To translate book names, edit the new /lang/book_names.json with your translated names in the right hand side
    Bugfixes:
    • Fixed crash on Conjurer Skeleton level up on Linux/Mac
    • Fixed One-Shot Challenge character selection defaulting to Barbarian when the class choice was predetermined
    • Fixed Wanted effect from Bandit Mask disappearing on entering Hamlet
    • Fixed Bloom Where Youre Planted achievement not triggering correctly for follower kills
    • Fixed Comedian achievement not triggering while wearing Funny Bones eyepatch
    • Fixed crash when unloading translation mods with edited books


    [ 2024-03-08 00:27:18 CET ] [ Original post ]

    v4.2 Update - Eat My Hat Is Live!

    They said it couldnt be done, but somehow, we managed to pull it off. Now you can have your hat and eat it too! The Eat My Hat update for Barony is finally here. With this latest update to the game, players have Hats, Custom Seeds, Mimics, and more to discover. There's so much great stuff to go over, let's dive right in and see how the latest update has made Barony bigger than ever before.

    Hats and Masks



    The first feature that inspired the title of the latest update to Barony, hats and masks further expand your characters loadout. The team has added over 30 items to the game which you can find during your quest or purchase from a hat shop.
    [quote]Mix and match to find that perfect look[/quote] Every hat or mask you equip comes with special themed game effects, so these fashionable new accessories are much more than cosmetics. Full helmets have been broken up into two pieces to ensure that that impressive eye patch you found isnt covered up by an iron mask. A musketeer tried it once. It didn't go well.

    Mimics



    The time has come. Mimics have long been in the works for Barony, and theyve finally brought their voracious appetites to bear on the darkest parts of the dungeon. These vicious foes are impossible to distinguish from a regular chest until you open it. Once unleashed, theyll pursue you relentlessly, causing serious damage to your adventurer while eating any armor you have equipped. Consider yourself warned!
    [quote]Run for your life once a mimic sets its hungry sights on you.[/quote]

    Game Seeds



    Custom Seeds


    The addition of Custom Seeds in Barony fulfills another of our Kickstarter promises! Each seed ensures that youll get the same dungeon layout every time you play. Seeds are perfect for speedruns or practicing strategies on a familiar map.
    [quote]Set Custom Seeds from the Lobby Settings Menu[/quote]

    Seed Events


    One-Shot Challenges One-Shot Challenges are what you'd expect from the name. You've got one shot to complete the challenge and get the highest score possible. Once you die or quit the game, your score is recorded for everyone to see. You won't be able to attempt the same One-Shot Challenge again, so make sure you're not throwing away your...yeah, you get it. One-Shot Challenges can only be played in a local game. Unlimited Challenges You can attempt Unlimited Challenges as many times as you'd like. Each time you complete the challenge, either through victory or death, your score is recorded. Can you break the top ten when you have an unlimited number of attempts? Unlimited Challenges can be played in single or multiplayer. Event Challenges Event Challenges are particularly exciting! These types of events might have you playing as a glass cannon armed with a super powered crossbow. Or maybe the game ends when you've destroyed enough furniture. The sky is the limit (or maybe we should say the dungeon is bottomless) when it comes to Event Challenges. Event Challenges can be played in single or multiplayer.
    [quote]How will you challenge Baronys dungeons?[/quote]

    Leaderboards



    Leaderboards have been fully implemented for the Steam and Epic Games Store versions of Barony! There are several filters you can toggle between to see exactly how you stand up to other players:
    [quote]Youre bound to be the best at something[/quote] Leaderboards are broken into two varieties: general, and Seed Event leaderboards. If you want to see how you stack up in a normal run-through of the dungeon, the regular boards are your destination, in the Adventure Archives. But if you have an incredible run playing as a skeleton in one of the Seed Events, use the View button next to that Seed Event menu.

    Redesigned Icons



    Starting with Eat My Hat, game icons have been completely redesigned! We now have wonderfully rendered, fully 2D, pixel art renditions of every item in Barony. Matthew Griebner has outdone himself once again with these subtle but highly effective icons.
    [quote]Everything from your inventory to stores look gorgeous with the new icons[/quote]

    Swamp Trees



    We're always striving to make Barony bigger, badder, and more beautiful, and just like our overhauls of the Labyrinths, Underworld, and Hell, the Swamps have gotten a little love.
    [quote]A Swamp Tree in all of its swampy goodness[/quote] Starting with Eat My Hat, Swamp Trees will begin to spawn in the second realm you visit. These new trees stand apart from the rest of the obstacles on these floors of the dungeon and go a long way toward improving the look of one of Barony's existing biomes.
    [quote]A lovely place to camp[/quote]
    [quote]But dont get too comfortable[/quote]

    V4.2.0 Patch Notes


    General:
    • New hats and masks added to the game, spawning in a range of locations throughout the world. New items will appear in Shopkeeper stock, chests, floor items and miniboss inventories
    • As part of this overhaul, some starting class hoods have been replaced with new effect variants for the Rogue, Wanderer, Arcanist, Ninja, Conjurer, and Mesmer
    • All full face headgear such as the Steel Helmet is now split into the helmet and mask portions for customizability
    • Custom Seeds are now supported in the lobby game settings - All map generation objects are now tied to the current map seed and will generate identically when reloading the same savefile:
    • This includes generation objects previously not tied to the map seed such as Shopkeeper stock, chest loot, Minotaur / Zap Brigade spawning, miniboss spawning, spell/arrow trap projectiles
    • Skills can now be modified by certain new items, check modifications to your skill levels in the Skill Sheet:
    • The colored sidebar numbers in the Skill Sheet will display your total of base + modified skill
    • The center area will show the breakdown of your base + modified values in the form of (X + 10) or (X - 10) when applicable
    • Modifying your skill levels grants all benefits displayed, including Legendary unlocks
    • The maximum total is still 100, exceeding this through modifications will not have any effect
    • Skills may still be levelled as normal while your base skill is below 100 but the total has been modified to 100
    • Mask slot items can now degrade on hit if they provide +AC
    • Destroy armor scroll now works on mask slot items
    • Khryselakatos attack speed improved from 0.9x to 0.75x (matching Compound Bow speed)
    • Crossbow and Arbalest now benefit from Swift ammunition and Draw Speed modifiers
    • Removed Alembic from the Tinkering Kit crafting menu and replaced with a new item
    • Chests now show health bars when hitting for 0 damage with projectiles
    • Wanted status effect is now also tied to your character sex in addition to race, providing another way to mask your identity
    • Slightly reduced frequency of follower idle noises
    • Added support for alternate sound setups, including surround 5.1/7.1.
    • Change the sound output type in the Audio Settings tab. Restart the game to apply
    • Added an HDR video setting. Toggle it on and off from the Video Settings tab
    Bug Fixes:
    • Fixed multiplayer clients not receiving current enemy status effects on top of their health bars
    • Fixed Goblin melee skill increase notification playing after reaching max skill levels
    • Fixed polymorph not working correctly when playing as a monster with Disable Abilities checked
    • Fixed tinker trap placement on chests not positioning correctly
    • Fixed Parashu proc message incorrectly playing when shapeshifted
    • Fixed a bug where Steam Workshop item images were not displaying properly on some platforms
    • Fixed a bug with Surround Sound where front and rear orientation was flipped
    Translation Notes:
    • Added character sheet attribute abbreviations to the lang/en.txt translation file (ATK/AC/PWR etc)
    • Fixed STR/DEX/CON/INT/PER/CHR in the character sheet class tooltip not using the translation already present in the game files
    • Individual files with updates that should be text diffd from the previous version, as many lines have been added (Make copies from the previous V4.1.1 version before updating):
    • data/skillsheetentries.json
    • Important - Changed internal tag MAGICSPELLPOWER to MAGICSPELLPOWER_INT
    • Important - STEALTH_BACKSTAB added line "realtime_update": true
    • data/status_effects.json
    • lang/en.txt
    • lang/item_names.json
    • items/items.json
    • items/item_tooltips.json


    [ 2024-03-01 04:56:21 CET ] [ Original post ]

    V4.1.1 Hotfix Patch Notes Part 2

    Bugfixes:

    • Fixed crossplay save games with Nintendo Switch not being able to continue. (Note: existing saves affected by the bug in the last week unfortunately couldn't be fixed, so new games will need to be created. Apologies to those that experienced this issue.)


    [ 2023-11-27 04:12:22 CET ] [ Original post ]

    Nominate Barony for the "Labor of Love" award!

    Barony wasn't the kind of game that made a big splash when it first released. While other indies seemed to get a lot more attention at the time, Barony remained the shadows. But, like a lurking lich, it grows stronger over time. Today, we're honored to be working on Barony, still making it as good as we can! We owe it to you for discovering the game, and spreading news about it with your friends. We couldn't do it without you. Thank you for sticking with us through all the updates.







    ... And more to come. Thank you again for your enthusiasm and support!


    [ 2023-11-21 18:00:33 CET ] [ Original post ]

    The "Eat My Hat" 4.2 Update - Coming January 2024

    We got another big update comin! Our primary commitment continues to be delivering on our Kickstarter promises while we add stuff to the game that we just think makes it more rad, and we hope youre as excited as we are.

    Introducing



    We are working hard on the Eat My Hat 4.2 Update as you read this (if you read it before it comes out), slated to release in January 2024. This is our second major update following the Nintendo Switch and Quality of Death releases for Barony! I hear you in the back: Thats the best name for an update Ive ever heard. But whats it mean?!? Lets get right into that! The first two items we have to tease actually have nothing to do with our Kickstarter promises. While we are delivering great new features from our Kickstarter as well, we have the sneaking suspicion that nothing satisfies you like CONTENT. So here it comes.

    Masks and Hats



    This is something we had originally planned on saving for our big DLC update, but we figured Why not sooner? Currently in Barony our face slot has very little viable variety, and that didnt sit right with us. So we decided to make a bunch of new items to fill that slot and give players more itemization choices!:
    [quote]Some of the new face-slot items coming with the 4.2 Eat My Hat Update[/quote] But this causes a conundrum! Part of the fun of having a bunch of stylish, cool or wacky face-wear is showing it off, either to your friends in co-op or on the in-game leaderboard. Most of the games best helmets cover your whole face, and you wont be able to see your cool face-slot item! What to do!? Well we just took all the visors off the hats and made them a separate face-slot item.
    [quote]Items which previously covered both the head and face shown separable into two pieces[/quote] Then we figured, while were in here, why not just make a ton of cool hats?
    [quote]Some of the new head-slot items coming with the 4.2 Eat My Hat Update[/quote] Each new hat and face-slot item will have a thematic gameplay effect for you to consider as you select your gear. So you can expect a few new strategies to emerge as hats and masks compete for your equip slot! With the ability to mix and match any headwear with any face-wear, were excited to see what your favorite combinations end up being. And maybe then the shopkeeper youre most excited to see show up will be the one in the Hat Shop.

    Mimics



    Part 2 of this updates namesake is obviously the hats, and heres Part 1! Ill be honest, I was tempted to not announce this at all, and just let yall discover it when it showed up in-game as it murdered you. But in the end, probably only like 5% of our players are reading this, so consider this a special warning just for those of you who are paying attention! In 2021, (yeah its been two years already!) you all voted for the Mimics from our Barony Scarony Halloween mod to become a functional part of the base game. In the Halloween holiday theme, its just a cosmetic change to chests, but now the surprise at seeing teeth in the box will have consequences, all year round!
    [quote]Animation previsualization of a Mimic in action[/quote] [quote]FUN FACT: Mimics were intended to be part of the base game prior to its launch in 2015, but we just never got around to putting them in. Were excited to finally be adding them your list of horrors to watch out for. There are other such monsters which may be making their way into the game[/quote] As youve come to expect from Mimics in other RPGs, theyll look just like a chest, waiting for incautious adventurers to stumble face-first into their jaws. Theyll have a few fun quirks as well, like their ability to EAT your equipped items... such as your brand-new HAT. Were looking forward to seeing what kinds of strategies you employ in discovering and defeating Mimics!

    Seeded Games



    This one is from our Kickstarter bonus goals!

      Whats a Seeded Game?


      Randomized aspects of procedurally-generated content in Barony are selected by using a seed value. The seed is different every game, so the randomized result is also different every game. This means, if you use the same seed youll get the same result, eliminating a lot of the games randomness! So, seeded games in Barony are ones where the players can select games that have a predictable outcome in terms of the content and challenges presented to the player.

    [quote]Custom seeds, accessible in Lobby Settings by the games host[/quote]

    Some great applications for seeded games:


    [olist]
  • Speedrunning Many games with procedurally generated content have categories for seeded runs. Knowing the content thats going to be in the game allows players to find and select the best seeds for completing the game the fastest! With infinite seeds to explore, and reliable pathing finally at their fingertips, speedrunners will be able to optimize Barony speedruns far, far more than ever before. Were fans of speedrunning here at Turning Wheel, and we hope this enriches our already awesome Barony speedrunner community!
  • Periodical Challenges With seeded runs supported, well be able to host periodical challenges which allow players to participate in daily or weekly challenge runs, where every player is running the same seeded dungeon. This allows us to have more competitive leaderboards, knowing that each player faced the same challenges!
  • Practice Try new strategies in a predictable environment, maybe to get your first victory or even farm achievements! Be Tom Cruise from Edge of Tomorrow and deftly avoid every threat by memorizing exactly what to do![/olist]
    [quote]Compete in daily runs with one attempt![/quote] We have some other ideas of what well do with seeded runs that we may share on more later!

    Online Leaderboards



    Online leaderboards are making a return! You mayve noticed that since the Quality of Death Update there havent been online leaderboards to see how your runs measure up against the rest of the world, since none of our solutions allowed players to compete across all online platforms. We now have a new solution, just in time for the seeded run competitions to take place!
    [quote]Online leaderboards menu with new leaderboard filter options (WIP)[/quote] Combined with Seeded Runs, were hopeful that checking your performance on the Leaderboards will be something that more of you are interested in doing! Barony is a co-op game, but thats no reason not to flex on your friends! Show off your sweet new hat & mask combo in your end-of-game character portrait, too.

    Inventory Item Icon Improvements


    Another bonus addition thats coming with this update is that were replacing all of our inventory item icons! Previously we took simple images of the in-game model. Due to the scale limitations of voxels, some models look better than others, and we knew we could do better. So weve commissioned the talented Matthew Griebner to overhaul all of our item icons with great, hand-crafted pixel art! Each icon is directly inspired by the in-game voxel model, so finding the items in your inventory is still a breeze!
    Matthew created the vast majority of our UI pixel art for the Quality of Death update, and his pixel art for these items fits right in and look fantastic!

    Thanks for Reading!


    We hope that this preview of The 4.2 Eat My Hat Update has given you a lot to look forward to! Now get back into the dungeon and slay some undead. The content of this announcement was copied from the Turning Wheel Blog. Check it out!


    [ 2023-11-19 04:40:33 CET ] [ Original post ]

  • 4.1.1 Hotfix Patch Notes

    V4.1.1 Hotfix Patch Notes - November 18th (PC - Windows/Linux/Mac)


    General:
    • Updated to V4.1.1 for compatibility with Switch version
    • Added /pennilessmode command to prevent gold pickup when aiming for the achievement
    • Automaton players now take take up to 5% of max HP damage per tick while in lava to offset the mana regeneration benefits
    Bugfixes:
    • Fixed rare crash when using teleporter tinkered traps
    • Fixed automaton players gaining infinite boiler amounts by standing in lava
    • Fixed WELCOME TO YOUR DOOM message not playing correctly
    • Fixed signal timer sprite in editor drawing incorrectly
    • Fixed unobtainable spells Ghost Bolt/Weakness displaying in the Magic skill sheet at max Magic
    • Fixed Bottlenosed achievement incorrectly triggering when polymorphed as a goatman rather than a true goatman
    • Fixed player ghosts remaining in-world after a player has disconnected
    • Fixed blindfold of telepathy effect in splitscreen to not affect other player viewports


    [ 2023-11-19 04:37:23 CET ] [ Original post ]

    Algernon the Boss Rat Plushie NOW AVAILABLE! [Video]

    [previewyoutube=Mww6eWSTGYM;full][/previewyoutube] Algernon the Boss Rat Plush is now available to purchase at Makeship! We know some of you were eagerly looking forward to a Barony rat plush! We've been working with Makeship to put together a plush since we had our new in-game design for Algernon locked in. After making sure he's everything we hoped and dreamed of, we're very happy to finally be delivering the final product to you. If you've never participated in a Makeship campaign before, it works like this:

    • For a month, Makeship takes orders for Algernon plushies
    • Once the purchase period has ended, production begins!
    • Makeship creates as many plushies as you ordered
    • Once they're all done, they are delivered directly to you!
    And that's IT! No more Algernon Plushies after that. So get yours while the gettin's good! Our share of the profits go straight to our development fund, so if you like what we do here and you want a plush, maybe this is a fun way to offer us a little extra support.
    Follow the link to buy your very own!:

    Buy Your ALGERNON THE BOSS RAT PLUSH at Makeship


    https://www.makeship.com/products/algernon-the-boss-rat-plush


    [ 2023-11-09 21:06:41 CET ] [ Original post ]

    The "Life After Death" Update is live!


    Were excited for you to enjoy Baronys first major update following our huge Quality of Death overhaul. The Life After Death 4.1 Update features more quality-of-life improvements, especially for multiplayer games of Barony. In this post, well go into detail about everything weve added, and how to take advantage of it! Not to oversell it, but we have some really cool stuff to share.

    V4.1.0 Patch Notes:


    Holiday Themes:



    Our Halloween and Christmas remix mods are now part of the base game! These automatically apply at launch in the months of October and December, respectively. They've also been improved and fully compatible with all the Quality of Death updates! [quote]Clicking the holiday banner at the main menu will take you to the settings Online panel. Here you can toggle on/off the seasonal content as desired[/quote] With the Barony Halloween Celebration theme enabled, youll notice things are much spookier! Some armor now looks like costume pieces to mix-and-match, food is replaced with candy, and even monsters are dressed up! Though the look and names of things may be different, the game rules are all the same as vanilla Barony.

    Player Callouts:


    Quick, context sensitive communication for online or splitscreen multiplayer.

    Quick Callout and Callout Wheel

    How it works:


    • The default Callout binding is [X] on keyboard or [Left Stick] on gamepad (rebindable) Just press the bound button to bring up the Quick Callout prompt
    • When the Quick Callout prompt is active, press the Use key to select a target at a distance to call out, or issue a call out without a target
    • Press the Callout binding a second time to open a radial menu with more options that change depending on what your cursor last targeted
    • Issuing a Callout will spawn an icon in the world, play a sound effect, and ping a minimap location with an accompanying message from the originating player
    • Callout sound effect volume is adjusted using the Notification audio slider in Audio Settings
    Callouts are enabled only in multiplayer! On PC / Mac / Linux, use the following console command to play with them in single-player: [quote] /callout_debug true [/quote]
    Quick Callout Prompt
    Quick Callout on an enemy skeleton
    Opened Callout Wheel while hovered over a boulder

    Callout Types:



      (North) Look - This is the default command when using a Quick Callout
    • No target: Notify a location in the world without a message
    • Targeted examples: Enemy X here!, Theres an X item here!, I found a chest!

      (East) Thumbs Up - Affirmative/Proceed
    • No target: Spawn a thumbs up over your player
    • Targeted examples: Attack the X!, This X item is good, Ill check the chest, Turn that switch on, Ill use the fountain, I think that boulder trap is safe, Thank you, player X

      (West) Thumbs Down - Negative/Avoid
    • No target: Spawn a thumbs down over your player
    • Targeting examples: Flee from the X!, Im not ready to use the exit, This item X is no good for me, Watch out for that boulder!, Nothing useful in that chest

      (North West) Help - Assist/Aid me
    • No target: Spawn an exclamation help icon over your player. If low on health, hungry, or affected by negative status conditions, they will be relayed in the message. You call for help! (Starving/Confused/Needs Healing)
    • Targeting examples: I need help with this monster X!, I need assistance with this item X, I need help by this object X

      (North East) Move To
    • No target: Lets move here!
    • Targeted: Same as above, but will follow moving objects

      (South/South West/South East) Wave - Get a players attention
    • Does not use targeting, will always spawn a wave icon over your player with the selected players color and message X waves to Y!

    Player Ghosts


    Dying in multiplayer now respawns you as a ghost! Help your allies from the other side with your illuminated self by using callouts, pushing items, chilling enemies, throwing switches and opening doors.
    • Upon death, clicking Dismiss from your gravestone will spawn your player ghost.
    • Swap between ghost and the previous player spectate mode using the pause menu.
    • Ghosts phase through ally and enemy NPCs without disturbing them
    • Ghosts have floating movement and bounce off walls and other solid objects
    • The ghostly afterlife is also steeped with an eerie fog If every member of your party has died, its Game Over as usual!
    Ghosts are enabled only in multiplayer! To play around in singleplayer on PC / Mac / Linux, enable cheats and use the console command: [quote] /respawnasghost[/quote]

    Ghost Abilities



    Ghosts have abilities, shown by a few icons replacing your hotbar in ghost form:
    • Push - Interacting with items will slightly push them in your facing direction. Pushing items too frequently will incur a short cooldown to recharge.
    • Sneak - Ghosts are self-illuminating and will light up the world for others to see. Sneaking turns off your emitted light to help hide your allies.
    • Haunt - Teleport to several waypoints in a cycle with a short cooldown First, teleport to alive or ghostly players in player order Then, teleport to where you died Then, teleport back to your starting location in the map
    • Chill - A short range magical bolt with a short cooldown. Inflicts knockback and slows monsters for a short duration In addition, ghosts can make full use of the Callout Wheel, can open doors and throw switches to traverse the world and help allies.

    Minimap Progress Sharing:



    All players now reveal the map for other players in multiplayer:
    • Traversed areas by other players are revealed in gray
    • Other players update the map in a minimum radius of 3 tiles, more if there are light sources along their vision cone
    • Due to how ambient light is artificially added for the local player perspective, the revealed minimap may not exactly match between player perspectives beyond the minimum 3 tile radius
    • Player ghosts also share minimap updates

    Online Ping Display


    Multiplayer lobbies will now show an indicative ping bar when joining a lobby, as well as warnings when a players connection is failing in the in-game player list.

    Ping values are configured as:
    • Green <100ms
    • Yellow <150ms
    • Orange <250ms
    • Red >250ms If the ping is green/yellow, then it will only show briefly on game start and hide itself until reaching a greater orange/red latency.

    Damage Numbers:



    Added new color and animation variations for different attack effectiveness:
    • If an enemy is weaker to a weapon type by 15% or more: Damage number will be pale orange and float up
    • If using a charged melee strike: Damage number will be pale orange and float up
    • If an enemy is weaker and using a charged melee strike: Damage number will be deep orange and float up
    • If an enemy is resistant to a weapon type by 15% or more: Damage number will decay in size as it falls

    Translations & Modding:


    Large amounts of unused text in lang/en.txt have been deleted and marked as DEPRECATED#, if you are working on a translation you can skip over these lines.
    • Mods using data/lights.json, lang/item_names.json, lang/en.txt now combine with the base game data entries, so when new content is added to Barony your mod will still work and fill in blanks with the base game data. For more information on creating Barony translations, refer to our Community Guide.

    General:


    • Improved chances of Automaton NPCs recycling items
    • Re-enabled and added a new sound effect when Polymorph effect is about to end

    Bugfixes:


    • Fixed player nametags not being visible behind walls
    • Fixed models.cache file crashing on startup instead of regenerating if there is a mismatch between .vox files and cached files
    • Fixed both Magic/Casting allowing levelling beyond 40 with the light spell if either of the values were below 40
    • Fixed Character Sheet ATK value/tooltip not calculating correctly and using the old damage/skill formula prior to Quality of Death
    • Fixed achievements Fluttershy, Wonderful Toys triggering incorrectly
    • Fixed incorrect deathbox item sprite coloring in multiplayer
    • Fixed Unarmed skill glove degrade chance displayed on skill sheet not scaling with Unarmed skill level
    • Fixed final boss sound effects playing for each player rather than 1 global instance in split-screen
    • Fixed messages in split-screen taking slightly more vertical space than needed
    • Fixed being unable to select an ally/follower list after losing an ally to the Charm Monster spell
    • Fixed some instances of % signs in chat not formatting correctly
    • Fixed ground items not removing burning particles after moving outside of lava
    • Fixed editor not copying all map properties consistently when creating a new map after opening an existing map
    • Fixed possible crash when changing level and drawing the minimap

    Thanks for Reading!


    We have more great stuff for you on the horizon. Well be announcing our next big update soon. Until then, we hope you enjoy Barony with the Life After Death update! The content of this page was copied from the Turning Wheel Blog.


    [ 2023-10-21 01:55:36 CET ] [ Original post ]

    V4.0.2 - Performance, Full Translation Support and Hotfixes

    24th September PC (Build V4.0.2.2023.09.25):


    Performance:


    • Added new settings option to preload music files in Settings -> Audio -> Preload Music Files. If you have stuttering issues during later dungeon floors this will improve performance. After enabling, restart the game client for changes to take effect. Note this will increase initial load times and will increase RAM usage to approx 2GB.

    Gameplay:


    • Fixed sustained spells consuming less MP than intended when casting skill was below 40.
    • Completing the game in splitscreen now awards end-game race achievements for all players participating, instead of only player 1

    General fixes:


    • GOG/DRM-free version - fixed DLC classes not unlocking for all races when you have the requisite complete game as X race achievement
    • Fixed mouse clicks in splitscreen interfering with gamepad player inventory controls
    • Fixed multiplayer client victory screens/scores being incorrect in Classic mode
    • Fixed "In Greater Numbers" achievement not awarding in multiplayer if host had skipped credits
    • Fixed stat tracked achievements not counting correctly in multiplayer
    • Fixed torches degrading while shapeshifted
    • Fixed Stealth skillsheet tooltip displaying incorrect light values
    • Fixed crash when pressing follower commands while reading a sign
    • Fixed camera lighting issues occuring at certain video resolutions

    Modding:


    • Added all main menu/settings text to lang/en.txt, now can be localized into other languages
    • Added support for "Fonts" folder to add missing text characters to the font files
    • Fixed "Limbs" folder not working correctly
    • Scripting: Fixed @class= tag not working correctly in multiplayer
    • Added /achievements_warning false command to remove achievement disabled popups when testing maps


    [ 2023-09-25 09:16:39 CET ] [ Original post ]

    Announcing the 4.1 Update "Life After Death"

    Were committed to delivering several major updates to Barony over the coming months (about once per quarter!), adding both features and content to make your next dungeon run more fun and exciting than ever. Each update will primarily focused on delivering work we promised in our Kickstarters bonus goals, stretch goals, and backer rewards. (And, because we just cant help ourselves, itll also include stuff we just think is cool)

    Were excited to share our plans!


    Read on for details about the first major update we currently have in the works. Our first major update to version 4.1 is coming this Halloween season and its called the Life After Death update!
    Our most recent update was called Quality of Death, so like this is the one after that. Pretty good word play, right? But thats not the only reason we called it that.

    Ghosts


    A Kickstarter bonus goal! Whether in single-player or co-op, death is a normal part of playing Barony. While in single-player, you may begin another run right away, if youre a member of a party, you may find yourself waiting around a while for your friends to finish the level. Even the most patient among us may be bored simply spectating. So bringing you life after death Co-Op Ghosts! After you die in a multiplayer game and youre viewing your gravestone, youll have the option to spawn immediately as a Ghost! Ghosts dont fight in the normal sense, but thats not to say they cant have a meaningful impact for the team!
    While haunting your party, ghosts can wander freely and use a few key abilities to offer utility in exploration and even some combat strategy. With the new Co-Op Callouts feature, Ghosts are also empowered to communicate important info to surviving team members.

    Callouts


    Another Kickstarter bonus goal! Teamwork in Barony looks different in every party. Maybe youre a tightly-knit squad who faces challenges together. Or perhaps youre elite agents who divide and conquer each floor. Alternatively, you might be a counterproductive band of trolling idiots. Whatever the case, a little contextual communication can go a long way, no matter your style. Whether youre on a mouse & keyboard, or a gamepad, our new co-op callouts system puts context sensitive commands at your fingertips. With just a couple of clicks, you can provide very specific messages that empower more team interactions. To name a few:
    • Let the party know that youre hungry or starving to death!
    • Point out that a certain item might be good for a teammate.
    • Warn your team of a looming trap you spotted.
    • Ask for help with a locked chest.
    • Beg your party to flee from an especially threatening foe!
    • Ask for a party member to pull a lever for you.
    • Let your Goatman buddy know about the fountain you found.
    • Thank your Healer for that clutch save!

    These callouts point to the indicated subject in-world, ping it on the map, and provide accompanying icons and chat messages with a high degree of specificity. So even if you have a keyboard or are on Discord voice, callouts make it easier to convey precise information quickly. Perfect for experienced teams, or pickup groups.

    Few Commands, Tons of Context



    With plenty of real-time surprises to adapt to, we wanted the callouts feature to be very accessible with a minimum of clicks to use. Just pick your target and then choose from a handful of callout ideas: Spot, Thumbs Up, Thumbs Down, Help and Move. And the chat preview banner lets you know exactly what youll say to your team before the message goes out!

    Holiday Integration


    This isnt anything we ever promised, we just thought it would be rad. Weve put quite a bit of work into a few Holiday mods that are available on the Steam Workshop. But we love this kind of stuff in games, and we want to make sure every player can have access to it. By integrating our offical Holiday mods into the game itself, everyone (including Switch players) will have access to this content! Our Halloween celebration mod Barony Scarony has been updated to account for the new content thats been added since the Quality of Death update, all in time for Halloween! In the future, well be making other holiday mod updates and integrating them into the game seasonally. And dont worry, if like to keep it vanilla, youll be able to turn off the seasonal events as a game option.

    Language Modding Support


    Part 1 of a Kickstarter Stretch Goal! Prior to Quality of Death, Barony had a lot of in-game text that was hard-coded, making complete translations impractical. After the QoD update, a lot more of it is available, but when the Life After Death update ships, all in-game text will have been moved into data and is, as a result, modifiable. There is already an exemplary Russian language mod thats available in the Steam Workshop. If you are interested in creating a Barony language translation mod, this would be a great model to follow! The second part of this Kickstarter Stretch Goal needs you! If you have a translation, or are working one, that youd like to see become part of Barony officially, we welcome you to discuss it with us in the Steam Discussions here.
    We will be seeking permission to distribute finished Barony language mods as part of the game. Were excited to support translator efforts as much as we can. It's our intent that complete translations will be available in the future without mods!

    More


    Were laying the groundwork for other exciting content. Were just not sure if itll be ready in time for Halloween or not. Well let you know at release what made it in! We look forward to sharing more with you! Happy adventuring. This announcement was reposted from the Turning Wheel Blog.


    [ 2023-09-24 23:10:19 CET ] [ Original post ]

    Barony now Verified on Steam Deck

    Just a quick, but important announcement!



    Steam's review team has VERIFIED Barony through their compatibility review of the Quality of Death build. Prior to the Quality of Death update, Barony was considered "Playable" on the Deck. Now since the Update has been launched, full controller support has been unleashed. Compatibility troubles have been resolved. All of your wildest dreams have come true. If you're a Steam Deck player, you'll find Barony has passed through all the red tape and will appear in your "Great On Deck" list. And we're not bragging that's just literally what it says. Somebody who works at Valve decided that, so maybe it's a pretty big deal IDK.

    Some Tips


    • Playing Barony on the Deck in handheld-mode is awesome. I recommend taking advantage of the Gamma feature in Barony's video settings if you're in a well-lit environment.
    • If you have a Dock or other USB-C connector to put your Steam deck on your TV, that's a great place for Barony too. The UI is large enough at the default scale that many players find it comfortable to read, and you'll benefit from your big sound system and vibrating controller.
    • Now that Barony has Split-Screen, we wholeheartedly recommend giving couch-co-op a try using the Steam Deck on your TV. With the Deck connected to 2-4 controllers, it's a great experience in Barony.
    • The Deck is rad because Steam has the Steam Workshop. Explore Barony's workshop, subscribe to a few items, and activate / deactivate whatever you like from in-game. The Workshop can be a great experience from the couch thanks to the Steam Deck, and we managed to get that feature into the game with this update!
    In the future we may be adding additional Deck-specific support, but for now it's a great experience. That's it for now. We hope you love playing Barony on your Steam Deck!


    [ 2023-08-02 00:00:39 CET ] [ Original post ]

    The Quality of Death Update for Barony is NOW LIVE!

    It's finally here!

    Barony has been upgraded to 4.0


    If youve been playing Barony for a while, youre going to notice a LOT of changes. Steam has been the lifeblood of our community. We thank you for continuing to play and spread the word about Barony! That said, please allow us to offer a warm welcome to the Nintendo Switch community. As Barony features Crossplay between Steam, Switch and Epic, you may find yourself rubbing elbows with a lot of new players, if you're into that kind of thing!

    Whats the Quality of Death Update?


    TL;DR


    • All New UI
    • 2-4 Player Split-Screen
    • Overhauled lighting solution
    • Full Steam Deck and gamepad support
    • Enhanced content, gameplay tweaks, and bugfixes
    If you like to go with the flow, go play it now and discover everything for yourself! We've also provided a more comprehensive run-down of what to expect. This blog post on the Turning Wheel blog breaks it down (in great detail):
    • New features for you to enjoy and utilize
    • Gameplay tweaks that may impact how you play
    If you're interested in the details, head over there now.

    View Quality of Death update details and changelists


    In the coming weeks and months we will have more updates, large and small, and they'll be coming a whole lot faster now that we've gotten this foundation underneath us. We're very excited to continue supporting Barony with new features and content. We'll be back to share more soon! Until then, happy lich hunting!


    [ 2023-08-01 12:00:45 CET ] [ Original post ]

    Quality of Death - Pre-Release Update: 4.0.1

    A few last important additions are new today to accompany the Quality of Death update release, adding in a few things beyond what is mentioned in our launch-day announcement. Check it out!

    Modding:


    • Mods and Steam Workshop integration are back!
    • To play with Workshop mods, subscribe to items in the Steam Workshop and once downloaded they will be visible in-game to load.
    • To play with non-Workshop mods, place the mod files inside the barony /mods/ directory

    Settings:


    • Added a preset profiles for gamepad controls
    • Added gamepad layout graphics to show all controls at a glance
    • Added per-player configuration of gamepad settings - sensitivity, look inversion, hotbar type
    • Added confirmation dialogue when Discard & Exit pressed in the Settings menu

    Misc:


    • Continued performance improvements to pathfinding
    • Tutorial 1 now provides a prompt on completion
    • On keyboard control, players are now allowed to drop items via dragging/shift clicking items in the inventory when a chest or alchemy menu is open
    • On keyboard control, players may defend/sneak/cast spells when inventory is open, provided that the action is not bound to a Mouse button or CTRL/SHIFT/ALT
    • Added hundreds of new names to the randomized player and NPC name lists

    Bugfixes:


    • Fixed Shopkeepers in Tutorial 10 having their Private Selection consumable items shuffled into their inventory grid
    • Fixed Skeletons receiving hunger messages when using Fruit Juice/Booze
    • Fixed quiver items not granting sneaking bonus light
    • Fixed follower wheel wrongly applying gamepad stick inversion
    • Fixed hand cursor being visible on Steam Deck when it shouldn't be
    • Fixed rare crash on level change on Mac/Linux/Steam Deck
    • Fixed rare desync on level change on Windows


    [ 2023-08-01 11:59:43 CET ] [ Original post ]

    "Price Gonna Go Up" Sale - Last Discount at Current Price!

    Been waiting for the right time to buy Barony?

    THE TIME IS NOW!


    The huge Quality of Death update coming down the pipe represents a massive increase in value to the game, and with it, the price is going up! We're running the subtly-named "Price Gonna Go Up" Sale to help amplify the message and make sure nobody is surprised and disappointed by the increase. So this is your opportunity to buy-in before it happens. We already tipped our hand a bit in the Nintendo eShop where you can preorder the game. No, it's not a Switch Tax! Barony's increased base price will be the same on all storefronts come August 1st. https://store.steampowered.com/app/371970/Barony/

    The Gift that Keeps On Giving


    As always, if you already own the game, you'll continue get all our sweet updates for free. Even when we come out with paid DLC, it is always accompanied by an update that everyone gets, which makes sure you always get a taste of new content, and ensures you can always play with anyone who owns Barony. Take it as our way of saying "Thank You" -- for buying the game in the first place, continuing to enjoy it, being part of the community, and maybe spreading the word to some cool friends you want to play with from time to time. Buy a trillion copies of Barony today and give them to friends as a gift! They'll be like "Wow this a super generous gift," and you'll be like "Yup" but then you'll know deep down inside that you paid like half of what they think you spent. Follow me for more friendship life hacks. It's important to us that Barony feels like a great value for what we're charging. When we can do that and still pay the bills, well that's our sweet spot. Thanks for your continued support!


    [ 2023-07-24 17:53:37 CET ] [ Original post ]

    Quality of Death Beta Pre-Release - 4.0.1 Patch Notes

    Prepping for Quality


    As we get closer to our August 1st release date of the Quality of Death Update, we continue to work toward making sure this is the best release we can manage. This update represents our latest efforts to fix bugs and improve some aspects of gameplay and UX.

    Newcomers


    As Barony is currently participating in the Steam Summer Sale, welcome to all new adventurers! In case you haven't heard, we are about to ship a massive update to the game that is multiple years in the making, and the build is available for all owners of Barony to play. If you're interested in participating in the Quality of Death Beta build, please observe the following instructions: [olist]
  • Go to the game's Properties in Steam
  • Select the Betas Tab
  • In the Betas Tab, select the "Quality of Death" build from the dropdown menu [/olist] Steam will then update the game to the latest 4.0.1 version of the Quality of Death Beta, and you're all good to play with the latest fixes, features, and Split-Screen along with the rest of the community. Without further ado:

    V4.0.1 Patch notes


    Settings


    • Added new Crosshairs option to General Settings: 12 options + Opacity adjustment
    • Rearranged some settings, moved Accessibility / Effects from Video to General tab
    • Added Enemy Health Bar scaling option to reduce size, if preferred
    • Message filter settings will now save when modified and confirmed
    • Lobby filters are now saved between successive game launches in the config.json file

    Character Creation


    • Added starting HP/MP values to the character class selection menu information panel

    In-Game UX


    • Hotbar slots are now rebindable on keyboard (1, 2, 3, etc); Glyphs are shown on the hotbar when rebound to a non-number key
    • Added support for Mouse 4/5 button glyphs when rebinding
    • Added tooltip for your Class on the Character Sheet: [quote]Lists the Class stat growth (as in Class Info during Character Creation)[/quote]
    • Added tooltip for your Race on the Character Sheet: [quote]Lists the racial Traits / Resistances / Weaknesses / Allegiances for your current form. Lists other Traits that carry over between forms and are active (e.g Skeleton self-revive still works if you polymorph into a human; Insectoid still requires EN as a human)[/quote]
    • Added more UI sound effects to the in-game HUD [quote]Clicking buttons / exiting menus has a sound prompt: Gamepad has additional navigation sounds when using the D-Pad or left / right bumpers[/quote]
    • Using a Spellbook from your Hotbar now removes the Spellbook from the Hotbar and places the newly learnt Spell in its place
    • Fixed certain default Class Hotbar item arrangements to account for new Spellbook Hotbar behavior
    • Added a close button to the Skills menu so it can now be closed with a mouse
    • Ladder-up interaction "You cannot go back that way" no longer blocks other more important interactions (EG: Equipment interactions, as items are frequently shared between players here)
    • Reduced interact priority of Rocks in the world
    • Increased interact priority of Gold in the world
    • Added minor delay when interacting with objects on level load to prevent issues caused by interacting with objects during level transitions
    • Autosort binding has been removed for Gamepad and replaced with the Paperdoll context menu on the player portrait area for more options: Autosort / View Status Effects / Rotate Portrait
    • Context menu on player portrait can be accessed on gamepad with "L3" (default)
    • Context menu on player portrait can be accessed on keyboard with "Hold Right Click"
    • Left clicking the paperdoll button will Autosort, as well as pressing the R (default)
    • Changed Paperdoll rotation behavior [quote] When active from Paperdoll context menu: Use the Right Stick, Left / Right, or Mouse Wheel to Rotate. Press R3 / Middle-click to reset paperdoll orientation to default. Press A / B / click anywhere to dismiss window focus. Paperdoll camera now is a fixed angle unless manually rotated; No longer rotates with the player's world orientation.[/quote]
    • Added View Status Effect window to permit gamepad users thumb-through Status Effects, also available to Mouse & Keyboard, and in Split-Screen[quote]Icons will draw on top of inventory in this mode. Press A/B/Click anywhere to dismiss window focus.[/quote]
  • Repair scroll prevents use on Unidentified items, no longer wasting the scroll

    Stealth


    • Sneaking now has a unique reticle and HUD status effect when active
    • NPC base vision increased in dark areas (from 2 tiles -> 3 tiles) as HDR lighting has increased the amount of dark pockets in the dungeon. This improves follower AI finding enemies to fight.
    • Sneaking mechanics adjusted - now reduces your visibility by half instead of a flat number. So in bright areas you are more hidden than before, and in darker areas slightly easier to see

    Appraisal and Item Value


      In the interest of encouraging players to experiment with unidentified items and overcome Perception deficits for some starting classes, some item interactions now have a way to help increase Appraise skill.
    • Using unidentified Scrolls or Potions now has a 25% chance to grant Appraisal skill when below 20 Appraisal skill
    • Apples now cost same as Cheese (5 gold)
    • Item Tooltips now show the full base Value of the item [quote]Previously Tooltips showed the sell price based on your Trading skill/CHR stat). This now matches the Appraisal skill "Maximum gold value able to appraise" detail in the Skills list. The item modified sell price is still shown separately in shop menus as before.[/quote]

    Savegames


    • Savegame labels now have time / date listed instead of dungeon level
    • Savegames now sort by timestamp, with newest game sorting first
    • In local games tab, book label has game name (first character name), on net games tab it displays save type (direct-ip server, online client, etc)
    • Cleaned up savegame label text so that it's more readable withe some padding and re-positioning
    • Max savegames raised from 10 to 100
    • When maximum savegame count is reached, the oldest savegame will now be overwritten (previously it selected the last savegame which was in use)
    • Savegame list now cycles from beginning to end when you go back at beginning / forward at end
    • Fixed navigating savegames after deleting a savegame in the middle of the list

    Hall of Trials


    • Statues are now loaded in the Hall of Trials garden
    • Tutorial videos now have reduced filesize to reduce storage space requirements and improve performance

    Race Changes


    • Goatman Drunk status effect tooltip will now mention correct details
    • Humans polymorphed from a goblin will now equip spellbooks from the hotbar correctly
    • Cursed Ring of Warning tooltip will now display correct info for Foocubi
    • Skeletons are no longer affected by Amulet of Strangulation

    Lobby Browser


    • Lobby Browser now shows private lobbies that are unjoinable to highlight multiplayer activity (only displaying games not yet started)
    • Increased Lobby Browser size to fit longer names and game version in the results list
    • Show / Hide lobby code toggle is now saved between successive game launches in the config.json file

    General Bugfixes


    • Gamepad vibration / Rumble will now properly receive boulder feedback in multiplayer
    • Dying while activating a switch will no longer cause the lever to endlessly flick back and forth
    • Closing the Pause Menu on gamepad using "A" will no longer try to immediately interact with an object in front of you
    • Character records with active invisibility will now show worn equipment correctly in the Leaderboards
    • Male / Female follower designations are now remembered between floors
    • Named monsters (Thumpus, Funny Bones etc.) now retain their special appearance when loading a savegame
    • Rings now apply Unarmed ATK bonus even if you have a weapon equipped while being shapeshifted (bonus previously would only apply if you had your main-hand slot empty)
    • While using a Mouse, the hand cursor will now properly animate on click in all relevant menus
    • Fixed Leaderboard gamepad controls when more than one page of leaderboard data is available
    • NPC skeletons holding light sources will now illuminate correctly
    • Fixed "You destroyed the null" message when digging Hell rock formations
    • Fixed Audio Device not reverting when discarding changes in audio settings
    • Fixed story music not always playing at correct volume on first launch
    • Legacy default.cfg config file no longer is read on startup to prevent issues migrating when updating from V3.3.7 and below
    • Fixed crash when fountains tried to spawn an Incubus with no space available
    • Deathbox colors are now correct on the Minimap in Split-Screen
    • Shared Minimap in 4-Player Split-Screen no longer draws over player 3 and 4's inventory


    [ 2023-06-30 23:07:27 CET ] [ Original post ]

  • Quality of Death Update - Launching August 1st!


    Imminent Release


    At long last, we're pleased to announce that the Quality of Death update is finally ready to release on August 1st! For those of you who have been awaiting the release, your wait is almost over. We at Turning Wheel LLC thank you for your patience! If you've been playing our QoD Betas, first let us offer you a huge thank you. To briefly recap, the Quality of Death update includes a complete UI overhaul, split-screen, tons of gameplay tweaks, new improved lighting, performance improvements, bug fixes, and hundreds of new dungeon rooms and decor to make your dungeon exploration richer than ever. This release marks the completion of the primary goal of the Kickstarter that we launched in 2020. Since then we have been committed to making sure Barony feels at-home on both a mouse & keyboard and controllers, particularly the Nintendo Switch and Steam Deck. It is with great pleasure we're ready to announce that Barony is launching on the Switch simultaneously with the Quality of Death Update here on Steam. With crossplay, you'll be able to play online with your friends who own the game on Epic or Nintendo Switch, from your Windows, MacOS or Linux PC.

    Read the press release here!


    Party Like It's 1999



    Even the biggest companies in the game industry are canceling their couch co-op support, and the games which do support it are often limited by their split-screen implementation, only allowing one or two players to mess with their inventory, or character sheet at a time. With Barony's Quality of Death update, whether you're docking your Steam Deck, streaming to your TV from your gaming PC, or using Remote Play Together, you can enjoy Barony in split-screen with 2-4 players, provided you have some controllers lying around. Each player will have access to their inventory, skills, shopping, and all the other interfaces you've come to expect from Barony. All in real-time.

    Screenshots











    Thank you!


    Mark your calendars! We'll keep you posted as the release date draws nearer.


    [ 2023-06-14 17:01:36 CET ] [ Original post ]

    Quality of Death Beta - V3.9.1 Hotfix 1

    Big thanks to all our players faithfully testing the Beta build! You've made a lot of the items in this hotfix possible. Due to some technology changes, the current Linux build is no longer capable of using Crossplay services. You can still use Proton through Steam to play the Windows version and use Crossplay that way. The Linux build now works however, but it will be updated later today with the rest of the changes from this hotfix.

    • Fixed the Linux build; This build is now built to target SteamOS instead of Ubuntu
    • Fixed crashes caused by cutscenes
    • Removed HDR toggle (for now) due to unintended behavior when turned off
    • Gave unique ambient and sneaking lights to all Shaman Forms
    • Made explosions less bright
    • Wall hit particle has been made bright regardless of area lighting
    • Fixed Blindfold of Telepathy
    • Made player weapons invisible while under the Telepathy effect
    • Fixed interactables not being highlighted while in interaction range while blind
    • Fixed lever Activate / Deactivate prompt not updating when toggling
    • Blocking skill increases with torches / non-shield off hand items capped at 40
    • Increased Blocking skill-based durability of Shields by 2x
    • Light spell particle now rotates smoothly for multiplayer clients
    • Magicstaff of Light no longer clears the player's Light spell when casting a new one
    • Gave all named NPCs an in-world nametag visible to their leader
    • Made exits no longer appear behind breakable walls when a breakable wall is the only path
    • Gauntlets of Strength renamed to Gauntlets of Might
    • Push effect is now granted by Gauntlets of Might
    • Fixed Push effect not being properly granted by Potion of Strength
    • Added Potions of Strength to certain reliable locations
    • Added new Might status effect icon


    [ 2023-05-16 20:06:03 CET ] [ Original post ]

    Quality of Death Beta - V3.9.1 Update & Changelist

    Since our last Beta update in March, we have been busy, busy, busy. I implied last time that we were very close to release, and that is unfortunately still the case. We are going through certification and have some external technology dependencies that no amount of work on our end is going to speed up. But we don't sit on our hands here at Turning Wheel LLC, so we're doing everything we can to continue making Barony more rad. We are in pursuit of the biggest, best launch possible once we finally pass through some of that red tape. This build represents what we expect to release to everyone. Aside from some hotfixes we may need, discovered through faithful Beta player feedback, we don't expect to push another big update before we finally release this build to the entire Barony audience. To let you know that I mean it, internally, some of our time has already moved onto development of content for our next DLC. Not gonna show you any spoilers yet though.

    Lighting & Rendering


    One of the great things about making a game with your own game engine is that you can rip out its guts and replace them when it seems like a good idea. In this update we've included a complete overhaul of how the game's environment and voxel mesh geometry is lit and rendered. This not only means the game will look better, but it should also run better, and it gave us some opportunities to change how lights work all through the game.
    • Barony now features HDR, allowing the game camera to adjust to different lighting conditions [quote]What to Expect: From a distance, dark areas may appear darker, and bright areas may appear brighter. Enter these areas and your vision will adjust.[/quote]
    • An HDR On / Off setting has been added to the Video options if you prefer a static range of lighting (note, the lighting of the game has been tuned for HDR, and we recommend playing with HDR on)
    • The Gamma setting now correctly adjusts Gamma, making it more appropriate for use on glossy screens in brightly lit rooms
    • Voxel meshes are now lit from the lightmap instead of based on their tile's light value [quote]What to Expect: Previously, any individual voxel model would be rendered with 1 light value, based on how much light the tile it's in was receiving. Now meshes receive light much like the rest of the environment, so they blend in much better with the environment. Big decorative meshes and characters alike now fit much better into the world.[/quote]
    • Light values have been uncapped (they no longer have a maximum / 100% value) [quote]What to Expect: Previously, Barony's lighting would only display art at its original authored value, or lesser / darker. So no matter how many torches you had in the room, the grey stones in the wall would only ever be as bright as the texture defined. Now, if you have enough light sources in a small room, things may appear seriously bright (HDR will adjust to these conditions).[/quote]
    • Lights may now contribute different color (R/G/B value) to the subjects they are lighting
    • All lights in the game have been given a color profile appropriate for gameplay and aesthetic [quote]What to Expect: Previously, all lights were "white", so no mesh or texture would ever vary in color, just brightness. Thanks to the new lighting method, fire gives of a warm yellow/orange glow. Shadowy areas near the player now show up in a cold blue-gray, and spells give off bright colors depending on the spell projectile. The dungeons in Barony are now a much more colorful place thanks to colored lights. (Disclaimer: Light sprites in the level editor still only emit white light)[/quote]
    • Torches and other light sources have been given increased falloff to reduce light-source overlap and the blowout that would result from too many light sources hitting the same subject
    • Light spell range has been slightly improved
    • Sneak light bonus has been made dimmer than the standard player ambient light, but longer range
    • Some areas of the game have been populated with additional torches to account for an overall average reduction torch lighting influence [quote]What to Expect: There should be fewer areas that have no light at all (though dark levels do still exist), but fewer rooms that are completely lit up by torches.[/quote]
    • The PER stat no longer aggressively adds to the player's ambient light; The player now receives up to +2 visibility range depending on how high their PER is, and then the effect of PER on visibility is capped [quote]What to Expect: In previous Barony builds, once your PER hit a certain level, your local visibility was so bright that darkness was no longer a part of the game. This meant that light sources became irrelevant, but also the game just looked very flat, and the most interesting lighting was only visible in the early game while your character had poor PER. Now, every area has interesting lighting, and light sources may always be handy.[/quote]
    • Players in split-screen no longer see each other's ambient lights
    • Lights have been attached to Death Boxes
    • Ceiling lights have been added to the Citadel to add variety and brightness that doesn't depend on Crystal Shards mounted on the walls
    • Dithering is now used to fade meshes in / out when they cross visibility thresholds
    Overall, light is much more part of the game thanks to these changes, and the game has a lot more screenshot-worthy moments. But your experience with light and dark is likely to feel quite different, especially in the late-game, making the Light spell, or hot-bar torches, important for more of the game, especially for shield-toting melee playstyles. It may take some getting used to, let us know how you adapt!

    Level Design


    After revisiting the Mines, Swamps, Underworld and Hell, the Labyrinth is the next tileset to get a major overhaul. That means your next trip through the Labyrinth will contain a richer aesthetic, built off the foundation of what we had before, and you'll run into brand new traps and puzzles.
    • Every existing level has been revisited, made compatible with our second stage of room randomization (sub-maps!), and redecorated
    • 150+ brand new rooms have been added
    • 30+ new Labyrinth tile textures added
    • Several new Labyrinth pillar and ceiling decor meshes added
    • Destructible wall, wood barricades, and webs added to some areas of the game
    • Wallmake sprite given a visual effect
    • Submaps now respect the following map settings in the editor: Disable Loot / Traps / Monsters
    • Many maps updated where traps would previously break submap behavior or cause softlocks

    Allies & Followers


    • Ally humans now receive a random name when recruited, which is displayed in-world for their leader
    • Followers no longer attempt to occupy the player's tile, instead following in a checker pattern to the sides and behind [quote]What to Expect: You should experience far fewer scenarios where NPC followers are stepping in front of your attacks (such as when breaking down a door) and managing them passively is more viable.[/quote]
    • Ally / follower characters now have a different and much smaller hitbox when testing for hits (also applies to enemies who are allied with one another), making it much less likely to accidentally hit friendlies with Friendly Fire on (positive thrown potions use the standard hitbox) [quote]What to Expect: Fighting side-by-side with a friend, or shooting between two NPC followers who are attacking a foe in melee, is now a much more viable strategy. Your followers are less likely to friendly-fire each other (though it's not impossible), and named NPC groups are now much less likely to friendly-fire and kill each other when fighting with you.[/quote]
    • NPC pathing optimizations; NPCs will no longer continually attempt to, and fail, to get to locations where there is no viable path, improving performance and making them look a tad smarter

    Brewer


    • Brewer stat growths changed to better facilitate the class' playstyle, making INT far rarer in favor if greatly increased CON and even more DEX

    Misc. Tweaks and Fixes


    • Updated default controller bindings [quote]What to Expect: Our previous default gamepad control scheme required you to take your right thumb off the thumbstick in order to press the bottom face button (A on Steam Deck) to interact / activate. We have changed that to RB, so you can pick up items, open doors, and flip switches while running and turning. As a result, Cast Spell has been moved to LB, and Quickturn has been placed on LS-Click. To give it a try, go to your Bindings in the game and click "Restore Defaults". If you're comfortable getting used to a new scheme, play a while and let us know what you think! You can, of course, stick with whatever bindings you prefer.[/quote]
    • Updated skill-increase sound effects, so some are more or less attention-grabbing depending on the context where the skill is typically increased
    • Blocking with a torch now may improve Blocking proficiency
    • Colorblind preferences are now updated for all players in-game to change Deathbox / XP Bar / Nametag / Chat colors when a player in the lobby has it activated
    • Item Tooltip Height slider 50%-100% added to General settings
    • First-person fist positions updated; Fist is no longer held out in front of your face at all times
    • First-person fist models for all humans, incubus, succubus and goatman improved
    • Kobold mesh updated to have more visual contrast, and permit the wearing of more helmets
    • Added 3D voxel gate meshes to every area of the game where planks were being used to signify a large door or drawbridge
    • Ring of Strength has been renamed to Ring of Might
    • Boulders no longer require 5 STR to roll, but a Ring of Might, or Potion of Strength is required, each providing the `Push` ability [quote]What to Expect: Since the Gods of Sokoban will always clear your path to the exit if a boulder gets in the way, rolling a boulder is never required to complete the game. Rolling boulders thus becomes a much rarer ability for players who seek it out, rather than something every character does by the end of every successful run.[/quote]
    • Barbarian now starts with Ring of Might
    • Class / Race descriptions updated, and set to load from JSON
    • Minimap scaling / resizing behavior adjusted
    • Fixed Shaman form hotbars not saving properly
    • Equipped spells now remain equipped when you quit and reload a game
    • Hotbar layout set to "Classic" by default when launching for the first time with mouse & keyboard
    • Rotation Speed Limit option removed, mouse isn't capped anymore
    • Using a Magicstaff of Light now removes existing lights cast from a Magicstaff by that player
    • Fixed issue with aim assist tooltips not updating making Trial 7 difficult to complete when recruiting a follower behind a gate
    • Added console command `/noxp` to disable xp gain
    • Fixed mouse cursor being temporarily visible when opening the follower menu on gamepad in singleplayer
    • Thrown +10 weapons count for #Blessed achievement
    • GUI Scaling values are now more precise so that 75% / 50% scaling on more common resolutions will reliably result in square pixels

    Gyrobot Plush Shipped!


    Last bit of news, we're excited to see that Barony fans who bought a Gyrobot are starting to post pictures! We had a blast doing this with Makeship. Do you have a fun picture of your Gyrobot you'd like to share? Show us in the #fan-art channel on Discord, or Tweet at us!
    It looks like we're going to be doing another plush, and we're super excited for it.

    That's all I'll say for now!


    Thanks!


    As always, thanks for hanging in there with us! We hope you love this new build. Feel free to post on the Steam Discussion board, or hit us up on Discord to give some feedback after you've given it a try!


    [ 2023-05-15 04:32:39 CET ] [ Original post ]

    Quality of Death Beta - V3.9.0 Changelist

    As we work toward our final release of the Quality of Death update, we're fixing some persistent performance issues and bugs that we don't want to ship with. In the meantime, we continue to add polish, quality-of-life improvements, and content. It's time to give you a new and improved build with a lot of our work from the last couple months! A big THANK YOU to everybody who has participated in these Quality of Death Beta tests. We appreciate your ongoing support and feedback. It's really helped make the game better. For those who play on big monitors, I want to draw your attention to the new HUD Scaling slider. We've received feedback that some of our veterans prefer the old UI because it feels less cluttered. At 1920x1080, I personally recommend playing with the new UI at 75% HUD scale, giving all those UI elements a lot more breathing room. At 4k, 50% HUD scale might be the right choice if you have a huge screen and can read the tiny text! When I play the QoD Beta on my Steam Deck, I'm grateful the 100% size is as large as it is; it's great to have options! We know we can't please everyone, but we're doing our best. Thanks to everyone for hanging with us throughout this process of transformation.

    Hell


    Reworked Hell to be a more threatening and distinct tileset, in gameplay and aesthetic.
    • Added several new natural and architectural meshes to make Hell look more rad
    • Added new, and reworked existing hell textures to provide a more varied and consistent palette
    • Improved the lava bubble particle's look
    • Added a 3-tile skirt to the exterior of Hell levels to help facilitate its look as an outdoor location
    • Set Hell to operate with the room-adjacency generation method
    • Reworked all existing rooms to fit in the multiples-of-seven size required by the generation method
    • Added a full complement of ~180 total room variants to Hell
    • Demon model is now slightly smaller to fit in 1 tile ceilings
    • Demons no longer break ceilings [to keep Hell looking pretty]
    • Arrow traps no longer spawn procedurally in Hell
    • Added high-threat traps to Hell rooms

    Goatman


    • Booze lasts 2.5-3.5 minutes rather than 30-60s for Goatmen
    • Drunk status is no longer cured by Cure Ailment (Goatman only)
    • Succubi and Incubi are now also recruitable by throwing booze while drunk, in addition to humans + goblins
    • Fountain potion drop chances improved, chance of 2 potions 20 -> 30%, chance of 0 potions 30 -> 20%
    While Drunk, Goatman gains:
    • 20%+ to all resistances
    • Free Action status (immunity to mobility impairing effects)
    • +25% STR/CON/CHR (or +4, whichever greater)
    • -25% DEX (or -2, whichever most negative)
    • -25% INT (or -8, whichever most negative)

    Polish Work


    • Many splitscreen layout adjustments
    • Resize GUI slider added to settings, shrink the drawn size of UI (recommended values 75% or 50% for pixel art accuracy)

    [quote]Screenshot of the game set to 1920x1080 with the HUD scaled to 75%[/quote]
    • New FPS mode - AUTO when slider maxed to attempt to match monitor settings
    • Added status effect icons + tooltips for all item intrinsic effects (e.g Warning, Conflict, Waterwalking)
    • Added new level up fanfare with numerical stat increases shown
    • Added new skill up notifications
    • Added new spell learned notifications
    • Added "Notifications" audio slider to adjust level up/skill increase/new spell volume
    • Inventory tooltips scroll with right stick/mouse wheel when expanded (video). Now shouldn't overflow the screen and are kept within maximum height ranges (roughly inventory + backpack size)
    • Reworked on-screen messages, many basic messages are now filtered out ("you hit the skeleton!") to focus on important events
    • (All filtered messages will show in the log window (hotkey L) or Open Log on the character sheet)
    • Messages now display in the center by default [quote]Log HUD placement can be changed using console commands (for now): /alignmessages left, /alignmessages center, /alignmessages top[/quote]
    • XP bars now include current character level and class
    • XP bars, chat messages, nametags are now colored per-player to match the minimap colors
    • Player nametags now draw through walls like enemy HP bars
    • Added unique MP bars for Automaton and Insectoids
    • MP bars now flash when attempting to cast a spell without the appropriate MP
    • Added "Next Interaction" prompt to inform when you can use "Cycle Interation" (default R) to swap the targeted item
    • Added new directional damage indicator art to match pixel art style and increase visibility
    • Blocked damage now also has a directional indicator
    • Directional damage indicators now correctly scale to the screen
    • Last characters are reloaded when entering new games - separate characters saved for LAN/Online/Splitscreen
    • Newly added spells blink the Spells menu button until scrolled over
    • Hotbar tooltips are now small compact labels when scrolling through
    • Removed "Minimap scaling" hotkey, now minimap is drawn bigger by default. Use "Expand Minimap" hotkey to see larger view in middle of screen.
    • Added negative sound feedback when failing to do inventory actions (item is cursed and unequippable, no room in chest, can't learn spell etc)
    • Gamepad item tooltips now have a smaller grab/drop icon rather than text
    • Many optimisations drawing player UI and drawing the world

    Gameplay


    • Multiplayer EXP sharing is now global range
    • Added Death Boxes - Dying in multiplayer now drops all your items in a new "Death Box" item, containing all of your equipment (only when Keep Inventory gameflag is turned off)
    • Death Boxes are player color-coded, and can be inspected to determine how many items it contains
    • Opening the box delivers all the items into your inventory, and destroys the container
    • Death Boxes have a weight of 100, and reduce your speed by 20% per box carried
    • Bones icon shows on map if a death box is on the floor
    • Bones show on map for 10 seconds when someone dies with keep inventory on
    • You can now see your inventory when dead in multiplayer, and will spawn without items on the next floor
    • Multiplayer high scores that are recorded while dead now show the character with equipped gear
    • All minions with the Interact or Attack command should now be able to touch underworld shrines
    • Interacting with an exit will send a message and ping other players the location
    • Appraising is only possible if your skill/PER is high enough for the item, auto-appraise will check before trying
    • Appraising an item no longer has a chance to fail
    • Gems and worthless glass now have matching weight/gold value when unidentified
    • Axe weapons now deal bonus damage to furniture/doors/chests like Unarmed skill (+1 per 20 skill points)
    • Unarmed no longer deals bonus damage to chests, limited to furniture/doors
    • "Critical hits" on furniture now properly doubles your damage instead of adding a +1 to the final amount
    • Items now bob/float in water, and sink/burn in lava
    • Charisma stat no longer affects item buying prices from shops as items could reach buy/sell 1:1 ratios early with minimal Trading skill (only Trading skill affects this, selling items uses Trading + CHR stat still)
    • Potion of Strength now increases STR by +25% (or +5, whichever greater), PER -50% (or -5, whichever most negative)
    • Vampiric Aura (when learned from spellbook) now increases STR by +25% (or +5, whichever greater) and gives DEX +5 + 25%
    • Entering Hamlet clears all Wanted! status effects from all player forms
    • Tinkering kit default right-click action is Tinker
    • Drunk hiccup effect longer intervals, 3 -> 6 seconds
    • Music volume reduced to better suit other sound effects when set to the same percentage
    • Spells of Dominate and Charm Monster clear Confuse status when successfully making new friends
    • Every player now receives their own story sequences based on their race rather than using the host's race
    • Healing spells/potions now show +HP sprites in-world when used on allies

    Auto Hotbar Adjustments


    Default settings for auto-add-to-Hotbar behavior have been reset to Thrown, Spells and Tools. These may still be manually adjusted in the Inventory Sorting > Customize menu.
    • Unidentified items are no longer added to hotbar automatically
    • Broken items will remove themselves from the hotbar, provided they were on the hotbar before breaking
    • Thrown category now includes returning consumables such as tinkering tools/beartraps/quivers
    • Items in the "Thrown" category now remember what slot they were assigned to when thrown / deployed, so that when you pick it back up, it returns to the correct spot on your Hotbar if that slot has not been overridden in the meantime
    • Tool category now includes only a few items: Empty bottles, Orbs, Lockpicks, Lanterns, Torches, Crystal Shards
    • Lore books removed from the Books inventory category for Auto-Add-to-Hotbar

    Multiplayer Lobbies


    • Lobbies are now private by default, requiring a room code or Steam Invite
    • Continuing a saved multiplayer game is public by default
    • Improved connecting to lobbies with clearer error messages
    • You can connect to a hosted multiplayer game from either the Continue or New game prompt, selecting a lobby to join will automatically find your compatible save file, if it exists
    • ^ Also applies to Steam Invites and when using room codes
    • Accepting Steam Invites while already in a game properly connects you to the lobby instead of only taking you to the main menu
    • Spidercrab bug fixed, lobby and chat will announce if the game has turned on the setting (if any client has arachnophobia on = on for everyone)

    Editor


    • Added now "Collider" decor sprite type, to place custom art objects in maps with configurable collision
    • Added "Gen Border" property, allowing maps to have a custom specifiable, impenetrable border as defined by the level designer, where generated rooms do not override the border area

    Performance


    • Added vismap to all cameras rather than map so culling particles works in splitscreen

    Bugfixes


    • Fixed Succubus/Insectoid followers getting stuck constantly casting their signature spells
    • Fixed camera shake not having a sensible limit
    • Fixed loud volume when dropping a stack of items, only produces 1 sound per game tick
    • Fixed Interact Aim Assist resetting to the first interactable in the list when picking up items, now properly remembers the item you looked at previous
    • Fixed Interact Aim Assist not allowing cycling between items when scrapping items by blocking with a Tinkering kit
    • Fixed clients not gaining Tinkering skill when salvaging using the tinkering kit in-world (bug ever since we first put in splitscreen - oops)
    • Fixed tinkering UI not displaying correct repair cost for very blessed items (the cap is 99 but UI would incorrectly exceed that)
    • Fixed Confuse spell working on bosses
    • Fixed side-by-side doors not opening correctly
    • Fixed "use" binding triggering while text chatting if it was bound to a keyboard button
    • Fixed right clicks not resetting during level change, potentially interacting with objects across the map
    • Fixed minimap pings requiring 2 clicks when first opening the map
    • Fixed desync in multiplayer when unequipping an item while having a full inventory
    • Fixed item in-world tooltips not showing Broken status correctly
    • Fixed Parashu crit applying when Shapeshifted
    • Fixed being able to Polymorph allies into Shadows
    • Fixed Blood Vessels achievement not working
    • Fixed Secret Weapon achievement not working for all classes
    • Fixed Gyrobot being able to deploy broken Tinker bots
    • Fixed telepathy working on the main menu when viewing hiscores
    • Fixed duping mail/readable books when taking items out of chest in multiplayer
    • Fixed repairing Tinker bots while equipped causing them to disappear
    • Fixed duplicate Minotaur roars in splitscreen
    • Fixed splitscreen individual log windows displaying messages for every player
    • Fixed gaining Stealth skill increases when attacking other player from behind
    • Fixed Aesthetic monster skins not playing the Human story sequences
    • Fixed Acid spell not awarding XP when the lingering poison status effect deals the final blow
    • Fixed joining multiplayer games as client overriding your default game flag options in solo play
    • Fixed game flags desyncing in multiplayer when restarting the game
    • Fixed client cycle next not working when bound to follower command
    • Fixed blindfolds being stackable

    Thanks!



    [ 2023-03-11 02:48:16 CET ] [ Original post ]

    Gyrobot Plush NOW AVAILABLE for a limited time! [VIDEO]

    Gyrobot Plush Functionality Demonstration


    [previewyoutube=u9XU0qltOVc;full][/previewyoutube] We're very pleased to announce that the Gyrobot Plush is now available to purchase from Makeship! Here's how it works!
    • We at Turning Wheel LLC worked with the Makeship design team to make a unique Barony plush we thought you would love!
    • Makeship made prototypes of the Gyrobot until we were all happy with the design.
    • They go on sale! >>THAT'S NOW!<<
    • Enough of them sell, and they go into production, and they'll ship it right to you!
    • Turning Wheel gets a cut of the sales and adds that to our development budget! If MORE sell, we get a bigger percentage.
    How cool is that? We're excited to be working with Makeship to bring a piece of Barony into the real world.

    In case you missed the link, follow the link to buy your very own!: Buy Your GYROBOT PLUSH at Makeship


    https://www.makeship.com/products/gyrobot-plush


    [ 2023-01-26 22:00:13 CET ] [ Original post ]

    Chance to win a FREE Barony Gyrobot!


    GYROBOT PLUSHIE GIVEAWAY


    Behold, the Gyrobot!


    We worked closely with Makeship to bring Barony's own dungeon assistant to life as authentically as possible in plush form, and we're giving away one of these cuties.

    To enter the giveaway:


    Follow @Turning_Wheel and @Makeship on Twitter. Like & Retweet the Tweet linked below! Giveaway ends Wednesday the 26th at 11:59pm EST https://twitter.com/Turning_Wheel/status/1617596062130372608?s=20&t=zarf4hmrQT3iXQXGeVVtTA


    [ 2023-01-23 19:12:33 CET ] [ Original post ]

    Barony Gyrobot Plushie Hype! Mark your Calendars!

    Back in May, we asked our Discord community which Barony character they'd want to buy as a plushie. We gathered the results and found that those goofballs picked "Rat". So instead of making a generic stuffed rat, we worked with Makeship to create their 2nd place pick, Barony's iconic and charming Gyrobot!
    Starting on January 26th you'll have the chance to obtain your very own LIMITED EDITION Gyrobot plushie. We'll post again here on Steam so you're sure not to miss out. If we sell enough, the life-size Gyrobot will become a real thing and a share of the profits will go to Turning Wheel's game development fund. If we sell a LOT of them, we'll get an even bigger cut, and the likelihood we'll get to make MORE plushies will go *way up*. Maybe a Gnome next time? We're super excited about this plushie! The most unique piece of Barony merch ever; all the cool kids will be crawling out of the woodwork asking you "Wait is that a Gyrobot from hit co-op action RPG Barony?" and you'll say "You bet your sweet sentries, it is!" Bam, instant best friends to go dungeon delving with. Put one in your car! Hang one from your ceiling fan! Think of all your friends and family, and how much better their lives would be with a Gyrobot in it. A great gift for the dungeon nerds in your life. This gyrobot stuffy is cute as heck. We'll show you more when the plushie sales campaign officially begins. For now, enjoy the teaser image. The QoD Beta has been going extremely well, and we've got release candidates in the oven. It's coming along very well and we'll have news about Ship dates available for you soon.


    [ 2023-01-17 01:46:58 CET ] [ Original post ]

    Quality of Death Beta - V3.8.6 Changelist

    As we work toward release, the amount of new features we're adding, and the severity of the remaining fixes become lower. Aside from the fixes discussed here, in the background we're working on some other issues we need to deal with, including some performance and split-screen improvements that must be done prior to ship. You may continue to see other content improvements along with these fixes and performance updates since not everybody on the team works on the same stuff! BIG THANKS to everyone who has played these betas and has offered feedback. It really helps. You may've noticed, the game is on sale right now! Barony is a great gift, especially when you want to play Barony with somebody in your life! Also celebrate the holidays with our own Barony Christmas Steam avatar frame!
    In case this is the first news post you're reading about the Quality of Death public beta, it's easy to opt in: - Go to Barony in your Library - Go to the game's Properties (in Steam) - Activate the Quality of Death Beta build in the Betas tab)

    TL;DR


    Several of the most common kinds of crashes and softlocks have been fixed. Some level generation and design features have been done to pave the way for future content adds. Quality of life issues that plague new players remain a high priority for us to address, so we've done some work there,

    Beta Changelog - (V3.8.6)


    • The game version has been updated from V3.8.5 to V3.8.6.

    Level Improvements


    • Generated map rooms will now respect the "Disable Traps" checkbox within the Map Properties
    • Added a new sprite for decor meshes that can have collision properties
    • Added a map perimeter value to the map properties that is not overridden by generated rooms
    • Turned off generated traps in rooms that had potential to cause softlocks and disrupt triggers
    • Boulder Traps no longer spawn in the Underworld since they could cause many new softlocks and unwelcome teleportation beacon surprises
    • Underworld teleporter beacons will now try their best to not put you on a randomly generated spike trap
    • Minor rework of the Mystic Library secret level
    • Added an item to the Haunted Castle secret level
    • General bugfixing and minor improvements to many generated map rooms
    • Generated room doors placed close to walls now only delete wall tiles in the direction they're facing

    Quality of Life


    • Improved Gyrobot's "Return & Land" behavior
    • Allowed deploying of Gyrobots on non-walkable floor tiles
    • Infighting between NPCs who are friendly to each other is now reduced
    • Added new default hotbar layouts for every race / class combination which includes racial spells [quote]NOTE, if you have saved your own custom hotbar with '/saveclasshotbar`, you may not see these new defaults and you can delete the `class_hotbars.JSON` in the `Barony/config` directory if you wish to revert to the defaults.[/quote]
    • Spells no longer state they are Learnable in their tooltip if the player is a Goblin
    • Skeletons can now no longer become oversatiated by drinking from sinks
    • Improved in-game Log font for attractiveness, better readability and more visible lines on-screen
    • Added both X and Y axis inversion for gamepad thumbsticks
    • Video settings have been rearranged to put more commonly accessed options first
    • Transition floors now have a reduced hunger rate. Take that bio break!

    Crash and Softlock Bugfixes


    • Herx's orb is now moved to the center of the map if it would be inaccessible on a pit
    • The cutscene fire effect was causing crashes for some players and has been temporarily removed
    • Fixed crash that occurred when moving amulets in the inventory
    • Fixed extremely small generated maps not having an exit by deleting a wall and allowing the exit to be placed somewhere accessible beyond

    General Bugfixes


    • Boulder traps are now deleted if the ceiling is destroyed
    • Fixed issue with Steam invites when continuing multiplayer games not working
    • Fixed issue loading old saves wiping character progress
    • "Wanted!" status effect no longer triggers on a follower attacking a shopkeep (but will trigger if follower has killed a shopkeep)
    • "Wanted!" status effect no longer checks if other players are inside a "shop tile", and instead only uses line of sight check when searching for other players to incriminate (fixes an issue in minetown when you could be Wanted! inside an unrelated shop)
    • Vials of blood now drop for monsters killed by ranged/magic (was only melee/bloodletting spell previously)
    • Whip now can increase Ranged skill (Goblins do not roll to increase all melee skills when this occurs)
    • Beartraps no longer increase Ranged skill (Still provides 10% chance to level Tinkering)


    [ 2022-12-25 05:36:56 CET ] [ Original post ]

    Quality of Death Beta - V3.8.5 Changelist

    Beta Changelog - Gameplay Changes (V3.8.5)


    In case you missed our previous beta hotfix messages, from here on we are committed to the Beta Build remaining stable so that you may continue to earn achievements as you play, and playing with others online or in split-screen should work as-expected! There may yet be some bugs, but these beta builds are quite stable. If you like what you see, now would be a great time to hop onto the Beta branch. It's easy to opt in: - Go to Barony in your Library - Go to the game's Properties (in Steam) - Activate the Quality of Death Beta build in the Betas tab)
    While there are a ton of fun gameplay changes in this update, the majority of focus is on stabilizing the game and preparing to get out of beta, and that also includes a lot of bugfixes that we detail later.

    TL;DR


    Underworld Overhaul


    Now a viable, if dangerous option for more runs, with more levels and more fun to be had.

    Custom Class Hotbars


    Sick of re-organizing your hotbar every time you start a new game? Set custom hotbars for each class. Arrange the hotbar as you like using the class' starting kit and type:[quote]/saveclasshotbar[/quote]

    Base Class Rebalance


    We want you to feel like you have a good reason to play every class, even once you're good at Barony, and especially while you're still bad at it.

    Shopkeeper Hostility Rework


    The game's vendors now operate under a set of logical rules, opening the path for more kinds of interactions between shopkeepers and players, and fewer dumb ones.

    Bugfixes and More


    Read on to view the details of all these changes.

    Shopkeeper Hostility Rework:


    Motivated by the Merchant's class balance tune-up, shopkeepers are now smarter about who they are hostile toward and why, with accompanying UI to help players understand why they are the target of a shopkeepers' ire. Old: If a Shopkeeper targets a player for any reason, all player humans/automatons are considered hostile. New: Individual players are marked as hostile ("Wanted!" status effect) when attacking or killing a shopkeeper, not when the Shopkeeper targets players.

    New "Wanted!" status effect lists your infractions:



    • Assassination
    • Inciting Violence
    • Accessory to Violence
    Hostility is tracked per player, per race. - (e.g polymorphing into an automaton will not carry over your "Wanted!" status as a human). When infractions occur in a shop area, players inside the shop tiles are now "Wanted!" for accessory. - If the Shopkeeper has line of sight to any other players they will also be "Wanted!" for accessory. Shopkeepers by default still only trade with Human and Automaton players, but will trade with other monsters wearing a Merchant's monocle, provided they are not "Wanted!"

    New Item: Monocle!


    Monocle
    • +1 PER
    • 200% gem appraisal speed
    • Enables any player monster to trade with shopkeepers if visibly worn (will not work while shapeshifted or invisible)
    • Has no effect under "Wanted!" status effect
    • The Merchant class now starts with this item

    Map Changes:


    Underworld Overhaul To make the underworld both more interesting for more players, and make it more accessible on more runs, its undergone a major overhaul similar to the Mines and Swamps. In addition to receiving a major level design content overhaul, a new feature allows players to explore this dangerous zone without the aid of Levitation.
    • New and revised wall and floor textures, adding more visual variety and an adjusted color palette.
    • 180+ map changes and additions, including new grim beacons, which allow adventurers to access each island using a risky teleport shrine.

    Underworld Beacon inside the revised Underworld



    Other map fixes
    • Fixed impassable map decoration spawning too close to each other (tables/graves/sinks etc), was only taking into account map tiles, not other generated entities.
    • Doors now delete other doors 2 tiles away if other doorway is perpendicular 90 degrees
    • Map messages "you hear the sound of pickaxes..." etc are now stored to your savefile, so will replay when reloading a saved game instead of being lost

    General Gameplay:


    • Troll's Blood lowered Magic requirement from 60 -> 40
    • Bloodletting spell now interacts with the Punisher's Executioner Hood energize effect
    • Cream pies now equip instead of consumed when activated from hotbar
    • Revert Form spell now removes Polymorph in addition to Shapeshift, but only 1 per cast (Removes Shapeshift first)
    • Magic now only can be reflected up to 2 times before fizzling out
    • Some followers can now be commanded to interact with shrines, and teleportation portals/ladders (Not all monster types have the ability to interact with objects in the world)
    • Thrown cursed gems always shatter on impact
    • Gyrobots can now pickup/deploy other Tinkering bots and noisemakers, not just bombs
    • Cure Ailment now removes only negative status effects, instead of most status effects. Effects now cured: Sleep, Poison, Confuse, Drunk, Blind, Greasy, Messy, Paralyzed, Bleeding, Slow, Pacify, Webbed, Fear, Burning
    • Improved Cure Ailment effect messages, now will mention if you or allies actually had an effect cleansed, or otherwise say it had no effect.
    Reworked monster ally alerting/infighting to help keep large groups alive during accidental friendly fire:
    • Monster vs monster (If both "friendly") now won't alert "friendly" monster allies. Helps large groups stay alive such as Zap Brigade and Algernon packs.
    • If a player hits a follower, then non-follower monsters will not be alerted to the player if everyone involved is "friendly"
    • If a player hits a non-follower, the followers will not be alerted to the player if everyone involved is "friendly"
    Class Hotbars: Classes now have user-configurable hotbar layouts. Eventually we'd like to expose this in the UI, but if you want to play with it now, instructions below. [quote]Default hotbars are located in /data/class_hotbars.json To write your own hotbars, place items on hotbar and use command /saveclasshotbar or /deleteclasshotbar to remove. These are saved to /config/class_hotbars.json These configurations are unique between keyboard and gamepad, and if you wish to restore defaults, delete the class_hotbars.json file in config folder.[/quote]

    Bugfixes:


    • Fixed a level change crash in multiplayer, where entities appeared as 2d sprites and other strange visual bugs if the game didn't crash
    • Fixed client players getting stuck inside doorways, now should become passable until player leaves the door if stuck.
    • Added door interact if you do get stuck inside so you always should be able to target it to open
    • Fixed succubus Lilith model positioning incorrectly when moving to next level
    • Fixed spawning many browser tabs when clicking on locked DLC classes in character creation, added popup to confirm navigation to DLC store pages
    • Fixed minimap pings not being sent over the network
    • Fixed audio being set to 100% when launching game and clicking away from the window to lose app focus
    • Fixed levels of other players in multiplayer not visually resetting on game restart
    • Fixed hiscores table reporting 100's of goblins killed for multiplayer clients and no other monsters
    • Fixed legendary Swords skill inflicting bleed to skeletons
    • Fixed being able to interact with objects while cutscenes were playing in multiplayer
    • Fixed Shaman shapeshift forms incorrectly being able to use certain items (e.g scrolls)
    • Fixed potion of sickness poison effect not awarding XP on kill
    • Fixed blood dropping from enemies in singleplayer as a non-vampire (occurred when previously playing with a vampire in multiplayer)
    • Fixed known potion base/secondary ingredients not being saved to file
    • Fixed "Sponge" achievement being awarded on a follower being hit
    • Fixed clients being able to get unlimited potions of water from sinks

    Misc:


    • A popup on game start will notify if you are ineligible for achievements due to game settings or modded maps
    • Accepting first-time tutorial prompt sends you to Trial #1 instead of the hub
    • Added High DPI support for Mac/OSX

    Base Class Rebalance:


    The game's original 10 classes have remained untouched as we've continued to add features and content to Barony. With 3 classes from the Blessed Addition and 8 more from DLC, some of the old basics weren't quite keeping up. It was important to us to revisit them and make sure they're the best classes they can be with a clear vision in the modern context. In pursuit of making each class feel valuable and interesting, their starting stats and/or equipment have been adjusted with the aim of giving each of them clearer class-defining qualities. In some cases, this meant narrowing the scope of some classes while keeping their core identity in focus. We embrace that some classes are harder to play than others. But Barony is a big enough game that we can make sure at least that each of them at least has an interesting job to do, and that they do that job well. We welcome your feedback! That's why this is a beta. Please give them a shot, and then provide feedback based on your play experience in a Discussion Thread or on our Discord. We'll describe the vision for each class preceding each of the changelists, to give you an idea of what to expect!

    General:


    • Classes that start with torches now are "worn" appearance so to stack with other torches from campfires/walls
    • Some hotbar layouts have been adjusted to add/group up items, or make them visible on modern hotbar layout

    Barbarian:



    As Barony's fast fighter, we doubled down on his rampaging playstyle by focusing his starting stats. The Axe is now central to his identity. The barbarian retains his tomahawks as a solo fighter to soften up tougher or resistant enemies before the melee ensues. New mace drops in the early floors ensure that if he wants to diversify his skills, he may very well have the opportunity. Changed stats:
    • STR 1 -> 2
    • DEX -1 -> 0
    • CON 1
    • INT -1 -> -2
    • PER 0
    • CHR 0 -> -1
    Changed proficiencies:
    • Maces 50 -> 25
    Starting loadout changes:
    • Removed Iron Mace

    Warrior:



    The Warrior is a professional soldier, who relies on armor and methodical fights. The spear is now central to his identity, and the Warrior's role is easier to understand as a beginner class without a bunch of extras tacked on. He remains a capable squad leader, allowing him to reliably serve as a party tank. Changed stats:
    • STR 1
    • DEX 1
    • CON -3 -> 0
    • INT -1 -> -2
    • PER -1
    • CHR 1
    Changed proficiencies:
    • Swords 50 -> 25
    • Blocking 50 -> 25
    Starting loadout changes:
    • Removed Iron Sword and Shortbow

    Healer:



    The healer was adept at fulfilling her intended role as a support caster, but lacked somewhat in skill values compared to other classes. With some appraise and blocking to get her started, she becomes a little more adaptable. Changed proficiencies:
    • Appraisal 0 -> 10
    • Blocking 0 -> 10

    Rogue:



    The rogue is the game's broadest skill-monkey, as rogues archetypically tend to be. To focus on the marriage of her broad set of skills, her new kit defines her playstyle by the combination of its parts, and gives her the ability to use them more reliably. While some classes got a reduced kit, hers expanded so she can do her job reliably as a stealth-utility generalist using tinkering, archery, and sneak attacks, distinct from the Hunter or Ninja. Changed stats:
    • HP 20 -> 25
    Starting loadout changes:
    • Bronze Sword: servicable -> excellent
    • Leather Breastpiece: decrepit -> worn
    • Shortbow: servicable -> excellent
    • Potion of Sickness: quantity 3 -> 5
    • Added Quiver of Springshot 15x
    • Added Noisemaker 1x
    • Lockpicks: servicable -> excellent

    Wanderer:



    The Wanderer seemed to exist mostly for beginners learning how to manage their time with food, a role that has since been overshadowed by the Monk and Skeleton. Seeking a new identity, the Wanderer has retained his ample supplies, but has rebranded as the party logistician. In this role, nobody knows better how to navigate the map, especially as it concerns foes and food, than the Wanderer. Stats have been improved to account for an unnecessarily thin distribution. Changed stats:
    • STR 0
    • DEX 0 -> 1
    • CON 1
    • INT -1
    • PER 0 -> 1
    • CHR -1
    Starting loadout changes:
    • Crossbow: replaced with excellent Slingshot
    • Lantern: worn -> excellent
    • Added Scroll of Magic Mapping 6x
    • Added Ring of Warning
    • Added Spellbook of Detect Food
    • Added Potion of Cure Ailment 1x
    • Removed torches

    Cleric:



    The careful fighter with casting potential, the cleric often had a great start, thanks to Maces being central to his fighting style; ideal against the early-game's undead. But a common complaint was the lack of party utility casting to start with, as players tend to expect that of Clerics. He now starts with a spellbook too cryptic for him to memorize, but which can help the party recover after tough battles without overshadowing the Healer's role. This, and some minor stat shifting, helps him to better align and balance with the playstyle and themes of the class right out the gate. Changed stats:
    • STR 0
    • DEX -1
    • CON 1
    • INT 0
    • PER 2 -> 1
    • CHR -1 -> 0
    Changed proficiencies:
    • Blocking 0 -> 10
    Starting loadout changes:
    • Added decrepit Spellbook of Troll's Blood
    • Removed torches

    Merchant:



    Sometimes overvalued by beginners, thanks to the high appraisal skill, the Merchant quickly falls out of favor with most players as they learn the game. With new updates, her already great Trade skill allows her to access Shopkeeper's reserve inventory of consumables sooner then everyone else. Critically, now monsters who want to shop can have the privilege as a Merchant by starting with the Merchants' Guild Monocle, a new unique class item. In addition to reliably being the best choice to liaison for appraising, buying and selling on behalf of the party, the Merchant's starting kit and stats have been gently improved to make her a more competent utility-fighter, in between trips to the store. Changed stats:
    • STR 0
    • DEX -1
    • CON 0
    • INT -1 -> 0
    • PER 1
    • CHR 1
    Changed proficiencies:
    • Tinkering 0 -> 10
    Starting loadout changes:
    • Starting gold: 500 -> 1000
    • Bronze Axe: servicable -> excellent
    • Glasses: replaced with new Monocle

    Wizard:



    The wizard is a favorite and does his job well. Off-hand book casting and new spell drops have helped him stay relevant organically. But we found he came up lacking a little in terms of some stat balances, so we gave him a gentle boost. Due to his reliance on MP, another potion of restore magic has been added to give him a little more time to diversify his equipment and strategies before running out of steam. Changed stats:
    • STR 0
    • DEX -1
    • CON 0
    • INT 1 -> 3
    • PER 1
    • CHR -1
    Changed proficiencies:
    • Appraisal 0 -> 10
    Starting loadout changes:
    • Potion of Restore Magic: quantity 1 -> 2

    Arcanist:



    Seeking to carve out a unique niche for the Arcanist, we have focused her kit on the combination of magic attacks and ranged combat, using items primarily with memorized spells as a backup, making her the game's primary nuker / archer. She's gained fire arrows and a magicstaff of fire, and some more items for support like a restore magic potion and scrolls of charging. Removing her sword helps keep her core competencies from being spread thin, and center her role in the players' minds. Changed stats:
    • HP 30 -> 25
    • STR -1
    • DEX 0 -> 1
    • CON 0 -> -1
    • INT 1
    • PER -1 -> 1
    • CHR 1 -> -1
    Changed proficiencies:
    • Swords 25 -> 0
    Starting loadout changes:
    • Crossbow: servicable -> worn
    • Added Quiver of Fire 15x
    • Added Potion of Restore Magic 1x
    • Added Magicstaff of Fire
    • Added Scroll of Charging 2x

    Joker:



    The joker remains a favorite for players looking to troll their friends with deliberately disruptive gameplay, and we're just fine with that. Doubling down, we've replaced her fish with a bunch of pies which she can choose to throw in peoples faces, or eat, whichever is funniest. Some improvements to Ranged, Stealth and a blessing for her Jester Hat help make sure that her awful combat ability comes with just a taste of added competence. Polymorph potion has been added really just for more trolling, but could improve the followers which she remains good at recruiting. Changed proficiencies:
    • Ranged 0 -> 20
    • Stealth 0 -> 10
    Starting loadout changes:
    • Jester Hat: Starts blessed +0 -> +1
    • Sling: servicable -> excellent
    • Fish: replaced with 8x Cream Pie
    • Added Potion of Polymorph 1x

    Ninja:



    As a Blessed Addition class, the Ninja has continued to perform her role well. In the interest of keeping her stats balanced with other classes, we've just given her a little boost which is well suited to her class' playstyle. Changed stats:
    • STR -1 -> 0
    • DEX 2
    • CON -1
    • INT -2
    • PER 0 -> 1
    • CHR 0

    Monk:



    The monk is widely regarded as being a bit overpowered, starting with some ranged, melee and magic ability, in addition to his other core competencies. While we retain his vision as a character who wins battles of attrition due to insanely high block skill and low need for food, his stats were over-packed really without a good reason, and had skills that were unnecessary for the ascetic's theming. The only thing we've offered him in return for taking away his stats is a torch, as a reminder that blocking is essential to the monk's playstyle. Don't worry, he's still very strong, thanks in part to his growth rate in high-value stats. Changed stats:
    • STR 1
    • DEX 0
    • CON 2
    • INT 0
    • PER 1 -> -1
    • CHR 1 -> 0
    Changed proficiencies:
    • Polearm 10 -> 0
    • Ranged 10 -> 0
    • Swimming 0 -> 10
    Starting loadout changes:
    • Added Torch 1x

    Thanks for reading!



    [ 2022-12-07 06:34:07 CET ] [ Original post ]

    Quality of Death Beta - Gameplay & Balance Changelog

    While the focus of our work has mostly been on major new features like Split-Screen / New UI / better Gamepad support, there is also about 2 years of gameplay tweaks to catch up on.

    (V3.8.4+) Gameplay/Balance changes:


    Below are all the gameplay/balance changes available in the V3.8.4+ Quality of Death beta that may be obscure, invisible or not immediately obvious to those trying out the beta.

    Weapon Skills:


    Damage used to be scaled 75-100% from 0-100 weapon skill. Now it is:
    • 40-60% @ 0 skill
    • 50-70% @ 20 skill
    • 60-80% @ 40 skill
    • 70-90% @ 60 skill
    • 80-100% @ 80 skill
    • Up to 90-100% @ 100 skill.
    - Polearms have less % variance, so start at 50-60%. Gugnir's damage is always 60%. Then these numbers go up 10% each 20 points - Unarmed has more variance, starts at 30-60%, up to 80-100% max. - Enemies and players havent had any skills touched to compensate, so net result is a little less damage output. (1-2 points earlygame)

    Armor Changes:


    • Armor can now degrade when taking 0 damage (previously only >0 damage).
    • Armor degradation is now more 'accurate', now picks a equipped item slot rather than any armor slot that may be empty. So armor will degrade more often when being hit.
    AC used to block 100% of damage incoming, now it is:
    • AC blocks 75% of damage incoming when NOT defending, otherwise 100% when blocking (same as before).
    • Blessings on armor (or curses for demons) increases the hard 75% cap by 2.5% per blessing, up to 100% resist
    • Example, you have 10 AC and take 8 damage without blocking. You take 2 damage as 8 x 0.75 = ~6 DMG absorbed by AC.
    • Example, you have 10 AC and take 15 damage without blocking. You take 5 damage as before.
    • Example, you have 50 AC and take 50 damage without blocking. You take 12 damage as 50 x 0.75 = ~38 DMG absorbed by AC.

    Player Movement Speed/Weight Changes:


    Weight used to be 1:1 in terms of movement speed penalty. Now:
    • Weight is a similar speed below < 300 weight (most starting classes). So holding 0 items vs holding all starting items makes little difference at the start of the game.
    • Movement speed per DEX decreased (starting speeds of characters is kept roughly the same)
    • Maximum speed capped at 12.5 units instead of 18.0. (Starting speed is normally about 8 units)

    Class / Races:


    Goatman
    • Now starts with 3 booze.
    • No longer becomes greasy from consuming tins.
    • Added chance to spawn potions when using empty bottles on fountains (Previously potions would only spawn when normally drinking from a fountain).
    Brewer
    • Now starts with 3 (from 2) booze
    • Added 2 firestorm potions

    Controls:


    New hotkey default keyboard "R" or gamepad "Dpad right" will cycle between popup tooltips if 2+ items/interactables are on the ground in the same location. Use this to grab items beyond gates. HUD indicator to show when this is available still to be added.

    Level Design:


    • Shops now have unique layouts and signage based on the type of shop spawned, helping Monster Races make the decision about whether or not they want to enter.
    • Shop rooms specific to the "room gen" map type (Citadel Only right now) added for each shop type.
    • Submaps can now contain scripting that properly refers to map tiles.
    • Portcullises now behave as doors at map generation; Ensuring there is a tile to move into when it would otherwise lead into a wall.
    • Certain secret levels have received some revisions, including Minetown, Temple, Haunted Castle, the Minotaur Maze and Bram's Castle.
    • 200+ Mines room variants added and revised.
    • 200+ Swamps room variants added and revised.
    • Several types of bridge, platform and scaffold meshes added to levels, replacing existing wood bridges across all tilesets and serving in new levels.

    Frame Rate:


    • Brief technical note - while the game allows you to set the FPS to 300, we recommend setting FPS Limit in Video settings to the refresh rate of your monitor, and disable V-Sync if you have wild FPS fluctuations.
    • Most HUD animations are tied to the FPS rate and if your PC is not meeting the FPS target then animations could be running 0.2x as fast (e.g vsync'd 60 FPS / expected 300 FPS = 0.2)

    Monsters:


    • Spiders now can cast "Spray Web" as a special attack. Spiders won't retreat while hunting webbed targets.
    • Monsters retreating into doorframes with ranged weapons/spells now should stay still and continue attacking instead of bouncing and moving in/out of sight
    • Minotaurs now break chests on touch
    • Dummybots are a slightly more visible to enemies

    Followers:


    You can now hold [Block] while issuing certain commands to target ALL followers at once. The HUD will show your hotkey pressed on screen with text (ALL) for valid commands. To use:
    • Wait/Follow: Hold [Block] before selecting the wheel option.
    • Move to/Interact/Attack: Hold [Block] when confirming the world location, not while the wheel is up.

    Tinkering:


    You can now salvage entire stacks of items in inventory by [holding Shift + click] on keyboard, [holding LT + press A] on gamepad.

    Alchemy:


    Alembics now have a 'recipes' tab. When you combine a 'base' and 'secondary' potion for the first time, a recipe will be revealed.
    • Recipes are clickable if you have the required ingredients on hand, and will auto-load the potions into the slots, ready to brew.
    • If you have not combined 2 potions before, the result preview will say "new combination", otherwise the result will be previewed. Decanting
    Potions can be decanted by using 2 of the same type, combining different colors/blessings into the same stack. The first potion (left) will usually be the output color/status. When mixing different potion blessings (decanting or otherwise), generally curses are more powerful and harder to nullify. Examples are:
    • (+2 with +0) = +0
    • (+1 with -1) = +0
    • (-1 with +0) = -1
    • (-1 with -2) = -2.

    Shops:


    • Rebalanced many item gold values, in general reduced cost of starting equipment/consumables and increased value of later game items to increase appraisal relevancy.
    • Shops may spawn with 0-4 "hidden" item slots which contain consumables (fixed randomised lists of potions/scrolls/food unique to each shop type) so many characters are able to spend gold at a shop encounter.
    • Hidden shop consumable slots are unlocked at 0, 10, 20, 30 trading skill, and are undroppable by the shopkeeper.
    • Shopkeepers changed to only drop 50% of inventory items on death, like chests.
    • Buying back items in shop now does not increase Trading skill.
    • Now trading skill increases only when buying items, 10-100% chance to increase Trading skill as the item you buy goes from 1-100 gold value. (1 gold items still capped at 40 trading).

    Items:


    • Items have a blue exclamation icon when first picked up or identified. Mousing/hovering over the item in inventory or hotbar will clear this icon.
    • Potions now have an identified icon to display what type of potion it is.

    Item Mechanic changes:


    Crystal shard
    • Value 30 -> 15G.
    • Now provides less visibility to enemies than other light sources (sneaking/holding no off-hand is still a better option to evade sight).
    • Removed flame particle effect.
    Beartraps
    • Now need to be held and wound up before placing, much like tinkered traps.
    • Now placed slightly in front of the player.
    - Scrolls of identify/remove curse/repair/charging now aren't consumed on use (+0 or higher blessing), but consume when choosing the item to apply the effect on. - Gems/Rocks now have at 50% chance on impact to shatter when thrown.

    Other Item Gold/Weight/Item Level changes


    Note: - Value refers to nominal buy/sell gold value when Trading skill is 100. If trading skill is 0, then items are 3x expensive to buy and shops offer 1/3x value when sold. - Weight is the displayed tooltip weight of an item. - Item Level is the minimum dungeon level required to spawn an item randomly on the ground. -- Chests and other sources may generate higher Item Level quality loot, and can be +6 dungeon levels ahead of current floor.
    • Wooden shield value 40 -> 18G
    • Quarterstaff value 40 -> 12G
    • Bronze axe + sword value 60 -> 20G. item level 5 -> 4.
    • Bronze mace value 60 -> 20G. item level 5 -> 0 (Previously quarterstaff was only weapon available floor 0)
    • Bronze shield value 60 -> 30G. item level 0 -> 4.
    • Sling value 40 -> 12G
    • Iron spear/sword/mace/axe value 80 -> 45G. item level 10 -> 8.
    • Iron shield value 80 -> 45G
    • Shortbow value 80 -> 40G. item level 10 -> 8.
    • Steel halberd/sword/mace/axe value 100 -> 120G. item level 15 -> 12.
    • Steel shield value 100 -> 150G
    • Steel shield of resistance value 200 -> 750G. item level 10 -> 12.
    • Crossbow value 100 -> 150. item level 15 -> 12.
    • Gloves value 40 -> 15G
    • Gloves of dexterity value 40 -> 150G. item level 0 -> 1.
    • Bracers value 60 -> 30G
    • Bracers constitution value 60 -> 300G
    • Gauntlets value 80 -> 100G
    • Gauntlets of strength value 80 -> 500G
    • Cloak value 50 -> 15G. weight 20 -> 10.
    • Cloak of magic reflection value 100 -> 350G. weight 20 -> 10.
    • Cloak invisibility value 200 -> 800G. weight 20 -> 10.
    • Cloak protection value 100 -> 90G
    • Leather boots value 60 -> 15G
    • Leather boots of speed value 100 -> 250G
    • Iron boots value 80 -> 35G
    • Iron boots of waterwalking value 150 -> 500G
    • Steel boots of levitation value 200 -> 900
    • Leather breastpiece value 100 -> 35G. weight 150 -> 100
    • Iron breastpiece value 150 -> 70G. weight 300 -> 250
    • Phrygian hat value 50 -> 10G. weight 10 -> 5
    • Hood value 50 -> 10G
    • Wizard hat value 80 -> 75G
    • Leather helm value 60 -> 15G
    • Iron helm value 80 -> 30G
    • Amulet of sex change value 150 -> 400G
    • Amulet of lifesaving value 200 -> 5000G
    • Amulet of magic reflection value 150 -> 350G
    • Amulet of strangulation value 100 -> 75G
    • Amulet of poison resistance value 100 -> 75G
    • Bottle of water value 20 -> 7G
    • Bottle of booze value 20 -> 12G
    • Bottle of fruit juice value 20 -> 18G
    • Potion of sickness value 50 -> 6G. item level 3 -> 1
    • Potion of confusion value 50 -> 35G
    • Potion of extra healing value 100 -> 180G
    • Potion of healing value 70 -> 45G
    • Potion of cure ailment value 100 -> 40G. item level 15 -> 4
    • Potion of blindness value 60 -> 25G
    • Potion of restore magic value 80 -> 42G. item level 10 -> 8
    • Potion of invisibility value 100 -> 70G
    • Potion of levitation value 100 -> 120G
    • Potion of acid value 60 -> 30G
    • Potion of paralysis value 80 -> 75G
    All potions weight lowered 10 -> 5
    • Scroll of mail value 40 -> 10G. weight 10 -> 1
    • Scroll of identify value 60 -> 35G. weight 10 -> 2
    • Scroll of light value 60 -> 15G. weight 10 -> 2
    • Blank scroll value 40 -> 50G. weight 10 -> 2
    • Scroll of enchant weapon value 80 -> 300G. weight 10 -> 2
    • Scroll of enchant armor value 80 -> 300G. weight 10 -> 2
    • Scroll of remove curse value 100 -> 90G. weight 10 -> 2. item level 15 -> 4
    • Scroll of fire value 50 -> 35G. weight 10 -> 2
    • Scroll of food value 70 -> 100G. weight 10 -> 2
    • Scroll of magic mapping weight 10 -> 2
    • Scroll of repair value 60 -> 180G. weight 10 -> 2
    • Scroll of destroy armor value 60 -> 50G. weight 10 -> 2
    • Scroll teleportation value 70 -> 30G. weight 10 -> 2
    • Scroll summon weight 10 -> 2
    • Scroll of charging value 70 -> 100G. weight 10 -> 2
    • Scroll of conjure arrow value 70 -> 90G. weight 10 -> 2
    • Magicstaff of light value 200 -> 70G
    • Magicstaff of digging value 250 -> 300G
    • Magicstaff of locking value 100 -> 60G
    • Magicstaff of opening value 150 -> 250G
    • Magicstaff of slow value 200 -> 70G
    • Magicstaff of cold value 300 -> 200G
    • Magicstaff of lightning value 350 -> 300G
    • Magicstaff of sleep value 250 -> 125G
    • Magicstaff of stoneblood value 500 -> 600G
    • Magicstaff of bleed value 500 -> 750G
    • Magicstaff of charm value 500 -> 750G
    • Magicstaff of poison value 300 -> 150G
    • Ring of adornment value 200 -> 75G
    • Ring of slow digestion value 400 -> 600G
    • Ring of protection value 250 -> 100G
    • Ring of warning value 200 -> 450G
    • Ring of strength value 250 -> 150G
    • Ring of levitation value 500 -> 2000G
    • Ring of regeneration value 600 -> 2500G
    • Ring of teleportation value 250 -> 125G
    • Spellbook of forcebolt value 250 -> 150G. item level 0 -> 1
    • Spellbook of cold value 350 -> 200G
    • Spellbook of light value 250 -> 75G
    • Spellbook of remove curse value 400 -> 777G
    • Spellbook of identify value 350 -> 411G
    • Spellbook of magic mapping value 250 -> 411G
    • Spellbook of sleep value 350 -> 175G
    • Spellbook of confuse value 300 -> 150G
    • Spellbook of slow value 300 -> 100G. item level 4 -> 2
    • Spellbook of opening value 300 -> 350G
    • Spellbook of locking value 250 -> 75G
    • Spellbook of levitation value 450 -> 550G
    • Spellbook of teleportation value 350 -> 150G
    • Spellbook of healing value 350 -> 300G
    • Spellbook of cure ailment value 450 -> 250G
    • Spellbook of bleed value 600 -> 750G
    • Spellbook of reflect magic value 600 -> 1000G
    • Spellbook of spray acid value 600 -> 200G
    • Spellbook of spider form value 600 -> 800G, remains unobtainable
    • Spellbook of troll form value 600 -> 1000G, remains unobtainable
    • Spellbook of imp form value 600 -> 1500G, remains unobtainable
    • Spellbook of poison value 600 -> 200G
    • Spellbook of speed value 600 -> 300G
    • Spellbook of detect food value 600 -> 150G
    • Spellbook of polymorph value 600 -> 750G
    Below spellbooks may now spawn in chests/shops/as ground items and were previously normally unobtainable:
    • Spellbook of revert form value 600 -> 300G. item level unobtainable -> 15
    • Spellbook of spray web value 600 -> 750G. item level unobtainable -> 9
    • Spellbook of fear value 600 -> 1000G. item level unobtainable -> 25
    • Spellbook of amplify magic value 600 -> 3500G. item level unobtainable -> 30
    • Spellbook of arcane mark value 600 -> 2500G. item level unobtainable -> 25
    • Spellbook of teleport other value 600 -> 750G. item level unobtainable -> 28
    • Spellbook of troll's blood value 600 -> 200G. item level unobtainable -> 4
    • Spellbook of salvage value 600 -> 200G. item level unobtainable -> 28
    • Spellbook of flutter value 600 -> 350G. item level unobtainable -> 8
    • Spellbook of dash value 600 -> 200G. item level unobtainable -> 8
    • Ruby value 3500 -> 2750G
    • Jacinth value 3250 -> 1750G
    • Citrine value 1500 -> 750G
    • Emerald value 2500 -> 2000G
    • Sapphire value 3000 -> 2500G
    • Aquamarine value 1500 -> 1250G
    • Diamond value 4000 -> 3000G
    • Pickaxe value 100 -> 120G. item level 0 -> 4
    • Tin opener value 40 -> 20G
    • Mirror value 20 -> 15G
    • Lockpick value 50 -> 5G
    • Skeleton key value 100 -> 300G
    • Torch value 30 -> 5G
    • Lantern value 60 -> 35G
    • Blindfold value 10 -> 5G
    • Blindfold of focus value 200 -> 75G. item level 15 -> 12
    • Towel value 30 -> 10G
    • Glasses value 40 -> 70G
    • Tinned food weight 30 -> 20
    • Backpack value 250 -> 450G
    • Alembic value 100 -> 300G
    • Tinkering kit value 100 -> 250G
    • Detonated charge weight 5 -> 2
    • Gyrobot value 50 -> 150G
    • Spellbot value 50 -> 75G
    • Noisemaker value 50 -> 25G
    • Machinist apron value 20 -> 50G
    • Enchanted feather value 100 -> 400G
    • Readable book value 50 -> 75G. weight 20 -> 5.
    • Dyrnwyn value 500 -> 3000G
    • Sharur value 500 -> 3000G
    • Gungnir value 500 -> 3000G
    • Parashu value 500 -> 3000G
    • Khryselakatos value 500 -> 3000G
    • Dragon's mail value 500 -> 5000G
    • Sphinx's veil value 500 -> 3000G
    • Oracle's treads value 500 -> 3000G
    • Wraith's gown value 500 -> 3000G
    • Djinni's brace value 500 -> 3000G
    • Crystal breastpiece value 120 -> 1200G
    • Crystal helmet value 120 -> 800G
    • Crystal boots value 120 -> 800G
    • Crystal shield value 120 -> 1000G
    • Crystal gloves value 120 -> 800G
    • Crystal sword/mace/axe/spear value 150 -> 700G
    • Vampire doublet value 120 -> 1600G
    • Wizard/healer doublet value 20 -> 100G
    • Tunic value 20 -> 15G
    • Fez value 20 -> 90G
    • Suede boots value 10 -> 90G
    • Suede gloves value 10 -> 90G
    • Silver cloak value 80 -> 100G
    • Silver doublet value 100 -> 150G
    • Mirror shield value 120 -> 750G
    • Brass knuckles value 120 -> 35G. weight 40 -> 30
    • Iron knuckles value 120 -> 100G
    • Spiked gauntlets value 120 -> 250G. weight 40 -> 60
    • Black cloak value 50 -> 20G. weight 20 -> 10
    • Bronze tomahawk value 20 -> 12G
    • Iron dagger value 40 -> 25G
    • Steel chakram value 60 -> 80G
    • Crystal shuriken value 80 -> 120G
    • Quiver of silver ammo value 10 -> 12G
    • Quiver of swift ammo value 10 -> 5G
    • Quiver of fire ammo value 10 -> 8G
    • Quiver of springshot ammo value 10 -> 8G
    • Quiver of crystal ammo value 10 -> 15G
    • Quiver of hunting ammo value 10 -> 15G
    • Longbow value 80 -> 120G
    • Compound bow value 80 -> 800G


    [ 2022-11-08 07:30:12 CET ] [ Original post ]

    Quality of Death Beta: Hotfix - 2022.11.06 [Achievements Enabled!]

    V3.8.4 Beta hotfixes - November 6th 2022

    • Achievements re-enabled and are now earnable as normal
    • Hall of Trials tutorials now contain instructional videos when reading certain signs
    • Fixed multiplayer chat messages displaying wrong names, potentially fixed chatbox auto-closing itself
    • Reduced OpenGL requirement to OpenGL 3.3 - If you received a white screen and a critical error this may fix it for your machine, provided your graphics card supports OpenGL 3.3 (Anything post 2010 should be OK)
    • Fixed some doors/gates generating too close to each other


    [ 2022-11-06 02:15:17 CET ] [ Original post ]

    Quality of Death Update - Public Beta AVAILABLE NOW!

    We are delighted to reveal the next massive update for Barony!
    As we prepare for relaunch, we put together a new video which introduces the game with all the new features in place. Share it with your friends (and enemies too)!

    Barony Public Beta Trailer:


    [previewyoutube=7O4VvOV-770;full][/previewyoutube]

    Join the Public Beta!


    Like what you see? We would like to officially invite you to play Barony with the Quality of Death update... IMMEDIATELY. The Quality of Death Beta is available to play for Windows and Linux users who own the game here on Steam. The game's new features also help it play perfectly on the Steam Deck! Since Barony supports online cooperative play, it's important that everyone is playing on the same version! So load it up and play with friends, strangers, whoever. IT'S DUNGEONING TIME.

    To opt-in to the Beta


    (Mac / Windows / Ubuntu / Steam OS):
    • Go to your Steam Library and locate Barony
    • Go to the game's Properties
    • Select the Betas tab
    • Select "quality-of-death-beta [...]" from the dropdown, as pictured

    That's it! Now that you're all opted-in, Steam should immediately start downloading the latest version of the Beta. You're ready to play! If you're anything like us, it'll be hard to go back to the old version of the game once you've played this new version. We intend to continue updating this Beta branch until the game is fully released. Feel free to play as much as you like. You're welcome to stream the game, but we'd love it if you could note that you're participating in a Beta if you do.

    Party up with others on Discord!



    You are welcome to use Barony's new Lobby Browser to find pickup groups, but Barony does not feature drop-in-drop-out play. So open lobbies are not that common. It's usually more reliable to jump into a game with somebody from our Discord!

    Before You Play


    Achievements


    At the moment, you can't earn achievements in the Beta as a result of many of the content files being in an unreliable state. At some point soon into the Beta's lifespan, we will re-enable achievements, but if you're just playing for the Cheevos, it's not ready for you yet.

    Mods


    Custom Content and Workshop support is currently not in the Quality of Death beta build. To enjoy mods with the QoD build, you will have to manually replace game files, or revert to the old version of the game. Fear Not. Barony's modding community is extremely important to us, and we have a plan to get those menus back in the game ASAP. Furthermore, huge, fundamental parts of the game's code and content have changed. Mods you once loved may now be obsolete in the QoD build. We apologize for the inconvenience but it simply can't be avoided. We will support our modders as best we can.

    This is a Beta


    Known Issues:
    • Steam Deck - Entering the inventory, mouse cursor may be active until using the D-Pad, preventing Bumper / Trigger inputs from functioning. Workaround: Tap a D-Pad button before attempting to use bumpers.
    • Steam Deck - Resolution defaults to 720p instead of 800p. Just set it in to 1280x800 in the Video menu.
    • Multiplayer Clients - Map Pings do not currently function properly.
    • Split-Screen - 2p Horizontal Split, cannot view character sheet when set to full width. Use Vertical split-screen, or Horizontal with Clipped setting on.
    • Level Generation - Sometimes doors generate incorrectly near to one another, creating an unsightly transition with an awkward gap.
    • Shopkeepers - May rarely get stuck in between doorways, preventing them from trading with you.
    • Multiplayer Continue - When in the lobby prior to continuing the game, the gamepad cannot toggle the room code privacy or view the chat.
    There's always the potential for loss of progress. Your games may not save properly, or your saves and high scores may become obsolete or they may need to be wiped. Since Barony is a roguelike, these losses tend not to be tragic, but you should be aware. You might run into bugs. You might even run into really bad bugs that you think are dumb and stupid. We promise we very badly want to fix them! Please help us out and report bugs using this quick Google Form.

    Click Here to Report a Bug


    What is the Quality of Death Update?


    The Quality of Death update is a MASSIVE "quality of life" overhaul that Turning Wheel has been working hard to complete over the course of the last two years. If you were a Barony player before 2020, you probably remember that we released updates much more regularly! But an overhaul of this size has required major systemic gutting, and submitting our changes to the public before it was all done would've made the game unplayable. As a result, we've had to withhold an absurd amount of new features, content, and major UX improvements until now. Here's what you get out of the deal:
    • Four player same-system split-screen


      For the first time ever, you can dungeon-run with adventuring buddies sitting with you on the couch. 2-player vertical and horizontal split-screen supported. 3p uses the 4p slot for the shared map.
    • All UI redesigned from the ground-up


      We've worked to make the UI more intuitive and snappy, providing more verbose and explicit feedback to the player, in addition to making it attractive, and scale properly with varying screen resolutions.
    • Gamepad controls and interactions overhaul


      Prioritizing superior usability and accessibility, we've worked hard to make sure Barony feels great on a gamepad, remembering also that most of our current core audience uses mouse & keyboard, and that experience also needs to be perfect.
    • Ongoing aesthetic and technical polish


      Smoother gameplay that looks better at higher framerates, continued major rebalances to make mechanics, classes and skills more fun and valid, innumerable bugfixes including critical stability problems, Hall of Trials improvements, added level variety, and more.

    Quality of Death update public beta build samples:


    Sleek character creation info (from our new 4p simultaneous character creation lobby)
    New lobby browser filters
    Arachnophobia Filter (replace spiders with crabs!)

    Improved follower / leadership HUD and Menu features

    Unique named NPC / miniboss models
    Combat animations for enemies who previously had none!
    Replaced bridge blocks with voxel meshes throughout the game (before/after)

    Artful UI across the whole game, such as this gravestone death menu
    Unique signs for each shop sign, shown on the shop's exterior
    Overhauled inventory submenus, such as Tinkering
    Story cutscene art

    There's so much more.


    We can't possibly show it all in a single announcement. But this should give you a good idea of the Quality of Death mission, and the beta you'll be playing. We promised to do all this work thanks to the Barony for Nintendo Switch Kickstarter, which paved the way to a better experience for all players. Well, kinda. We are doing way more work than we promised because we can't help it. While our work was ongoing, the Steam Deck was announced, increasing the relevance of all this work to our core Steam audience. Speaking for myself, the Steam Deck play experience is near perfect. (I play quite a bit with the Deck hooked up to my TV for awesome split-screen action!) If you followed us through the Kickstarter, you'll know there's a lot more coming to Barony, including new features, content, and another DLC. The Quality of Death update is the first, and single largest step for it all. We're confident our next updates will be much more frequent, and we'll share our development roadmap with you soon.

    To our long-time fans, thank you for your patience with us!


    Since the Kickstarter campaign, the Turning Wheel team has gone from all part-time / hobby work to full-time employment working on Barony. We're very excited about what that focus has allowed us to deliver to you today. We are grateful for the opportunity to further enhance and fulfill Barony's potential. Thanks for sticking with us. The future looks bright.

    See you in the dungeon!


    Oh yeah, the game is discounted right now until Monday the 7th. Great time to buy! https://store.steampowered.com/app/371970/Barony/


    [ 2022-11-05 00:30:18 CET ] [ Original post ]

    Workshop your way to spooky-time with Barony Scarony this Halloween!

    While Turning Wheel is hard at work on our upcoming "Quality of Death" update, we don't have anything new for you to play quite yet! That said, we've welcomed a lot of new people to the Barony community since last year, and we wanted to invite you to celebrate Halloween with us! Barony's Workshop is loaded with great content from our creative contributors! That's also where we host our official Turning Wheel mods, particularly seasonal overhauls. With Halloween coming this weekend, what better way to play Barony than with the Barony Scarony Halloween Celebration mod? Check out the video below to get a nice preview of Barony's Monster Mash! [previewyoutube=u__6CuTKYBE;full][/previewyoutube] https://steamcommunity.com/sharedfiles/filedetails/?id=2612424349 Never used the Steam Workshop before? That's alright, I got some instructions for you.

    • First go to the mod you like (such as Barony Scarony above) and click the Subscribe button.
    The mod should download through Steam immediately.
    • Then launch Barony and find the Workshop window.

    All mods you Subscribe to in the Steam Workshop can be found here.
    • The next menu will show all your subscribed/downloaded mods. Click the "Get Subscribed Item List" button on the top right if you don't see any mods.
    • Click the "Load Item" button on the right side of the mod you want to play with.
    • Then simply click "Start Modded Game" button on the top right.
    Then you can proceed playing the game as normal! All of Turning Wheel's holiday celebration mods are designed to purely cosmetic so that they do not change gameplay, or disable achievements. As long as nobody you're playing with us using gameplay-altering mods, you can proceed with achievements fully enabled in multiplayer, whether or not your friends are using the same mod! While you're in the Steam Workshop, check out some of our other great content creators!


    [ 2022-10-27 22:19:58 CET ] [ Original post ]

    Thank you for your charitable support!

    Hi folks, this announcement comes a little late, but I suppose it's better late than never.
    In March we participated in the War Child charity event, offering all revenue from sales of the Barony as donations, alongside other game developers. We requested your generosity, and you showed up in force! We wanted to thank you for purchasing Barony during the War Child event, and let you know the impact! As a result of your purchases, we've had the pleasure of giving $6500 to Charity total:

    • $3250 to War Child
    • $3250 to UNICEF
    I wanted to take a moment to clarify also that all of that money went to helping children or families affected by war. If you have questions about the charities we selected, we strongly encourage you to, once again, view information on the charities' websites: War Child UK UNICEF Ukraine Appeal Thanks again for your generosity! We remain hard at work on a massive Quality of Life update for Barony. Day-to-day conversation about our update work can be found on Discord and Kickstarter. If you feel out of the loop as a Steam user, those resources should help you keep up-to-date with what we're doing. Once the update is closer to a shippable state, you'll see us update more here on Steam, but we don't want to confuse potential buyers about what they get with a purchase. So sorry if you feel out of the loop, but that's the reason why! Thanks as always for your patience. Happy lich hunting!


    [ 2022-05-27 18:39:02 CET ] [ Original post ]

    100% of Barony revenue to aid children and families affected by war

    As part of the RE-PLAY charity event, Turning Wheel LLC is donating 100% of all base Barony game revenue this week (23-30th March 2022) to humanitarian efforts for children affected by war, including the conflict in Ukraine. Speaking for the team at Turning Wheel, we are moved to express compassion for the regular people whose lives are torn apart by war. Unfortunately we are unable to discount Barony on Steam right now, as our last discount in February was too recent to offer another discount for this event.

    Your Purchase During the RE-PLAY Charity Event



    50% of the game's revenue is going to War Child UK, the sponsoring charity behind the RE-PLAY event. War Child is focused on supporting children affected by conflict. From their website: [quote]"War Child is the only specialist charity for children affected by conflict. For more than two decades, we've been driven by a single goal ensuring a safe future for every child living through war. We aim to reach children as early as possible when conflict breaks out and support them long after the cameras have gone. We deliver life-changing services and support in communities affected by conflicts to keep children safe and help them to heal and learn for the chance of a better future."[/quote]
    The remaining 50% of revenue is going to UNICEF's "Ukraine Emergency Appeal", aiding children and families to receive life-saving supplies and services amidst the ongoing conflict. From their website: [quote]"The past eight years of conflict in Ukraine have already inflicted profound and lasting harm to children. Now, the immediate and very real threat to Ukraine's children has grown. Homes, schools, orphanages, and hospitals have all come under attack. By 15 March, more than 1.5 million children had fled Ukraine as war continues to ravage the country as families desperately seek safety and protection. Children fleeing war in Ukraine are at heightened risk of human trafficking and exploitation. Meanwhile, civilian infrastructure like water and sanitation facilities have been hit, leaving millions without access to safe water. UNICEF is working with partners to reach vulnerable children and families with essential services including health, education, protection, water and sanitation as well as life-saving supplies."[/quote]

    Donate Directly


    We encourage you to donate directly to these charities here on their respective sites: https://donate.warchild.org.uk/ https://www.unicef.org/appeals/ukraine

    Thank You for Your Generosity


    We get almost all our revenue from Barony, and while our team is confident this is the right thing to do, we do hope to continue paying our development salaries. If you want to support us directly, please consider buying Barony DLC.


    [ 2022-03-23 15:00:17 CET ] [ Original post ]

    Valentine's Day Sale

    Happy Valentine's Day! To celebrate this festive occasion, we have lovingly decided to put the game on discount for the next few days. Okay, sorry for the bad pun. I guess I was just lusting for your attention. If you or a loved one still have not bought our amazing game for some reason, there's no better time than to do so right now. We still have that massive UI update waiting just around the corner, after all... Even if you already own this game, why not get a little festive and share your love with a seasonal screenshot? The official Valentine's Day mod for Barony is now in vogue, after all. https://steamcommunity.com/sharedfiles/filedetails/?id=2391038883 Happy holidays!


    [ 2022-02-14 20:04:57 CET ] [ Original post ]

    Happy Lunar New Year! Celebrate in Barony with in-game content!

    Maybe you got a copy of Barony over the holidays and you're ready to share it with a friend or loved one. Now's a great time to hop in with a 30% Discount! https://store.steampowered.com/app/371970/Barony/ We've updated our official Lunar New Year celebration mod for 2022 with the Year of the Tiger! https://steamcommunity.com/sharedfiles/filedetails/?id=2370938004 Demon enemies in the game have been made to look like vicious tigers! We've also added door hangings and replaced the game's lantern with a red paper Chinese-style lantern, to add a little festivity through the rest of the dungeon. The Lunar New Year mod, for the time being, changes very little about the game cosmetically, but as time goes on, we should see more and more of the dungeon join in on the celebrations. Like all our official holiday mods, the game is compatible in multiplayer and none of your achievements will be disabled. In 2021 we ushered in the Year of the Ox and the Year of the Tiger update is a straight addition to that! If you're interested in playing as an Ox in recognition of the Chinese zodiac, grab the Myths & Outcasts DLC! The Goatman race has been replaced by oxen all throughout the game. Grab the Myths & Outcasts DLC here! https://store.steampowered.com/app/1010820/Barony_Myths__Outcasts/ Cheers, and Happy New Year!


    [ 2022-01-28 02:21:43 CET ] [ Original post ]

    Barony Extended Soundtrack Update

    Hi all, Small update to the OST in today's patch - The Hall Of Trials music has been added to the soundtrack DLC. Enjoy the tune!


    [ 2021-12-23 14:06:24 CET ] [ Original post ]

    Celebrate the Holidays with Barony!

    Happy Holidays dungeoneers! It's that time of the year again. Steam's massive Winter sale is ongoing now. Not to be left in the snowdrifts, Barony is participating with a nice chunky discount: https://store.steampowered.com/app/371970/Barony/ At this price, Barony's a great last-minute gift for that friend you've been meaning to drag into the dungeon with you. Pick up a few copies today and blast your buddies with a blizzard of Barony gift items through Steam! If you've been following Barony over the years, you're probably aware of the "Merry Barony Christmas" official Turning Wheel holiday mod. Just in time for this season, we've put a little bit more love into it, so that you can bring the holiday cheer into your games with you. https://steamcommunity.com/sharedfiles/filedetails/?id=1939517515 With the mod's v1.4 update, you'll see that most of the game's shields now are decorated Christmas shields. Succubus NPCs are now wearing a festive little number, and the game's text has been updated to include new hidden references, and to accurately reflect the items whose visuals have been completely changed by the mod. Note that this mod is cosmetic-only and will not invalidate your achievements as you play! And last, but not least, Barony has one of the best, most overtly Christmas-themed animated avatar frames anywhere on Steam! Go to the Avatar customization section of your Points Shop and click "Filter By Game" at the top to find Barony's Christmas frame!
    We hope you have a relaxing holiday with your loved ones and that you're doing well!


    [ 2021-12-22 22:10:41 CET ] [ Original post ]

    Mimics will be coming to Barony!

    Brief announcement for you! Last month we held the Halloween Forever event where players of the official Barony Scarony Halloween celebration mod got the chance to influence a new piece of game content. The players have spoken! The most desired idea from the Halloween mod was the Mimic!
    The original screenshot that the community voted for! I should have guessed that when given the option to add delicious candy and silly costumes to the game, or a terrifying monster that can eat you, the Barony community picks the latter. Thanks to everyone who participated! Congratulations to the winning player who submitted the idea! We're still hard at work overhauling the game's UI and making it an excellent experience for gamepad users. I'm particularly excited about split-screen! We'll have more news to share on that soon. Once that's done we'll be laser-focused on delivering our next big content update which will include Mimics! If you're new to Barony, welcome! The game is 50% off now in celebration of Thanksgiving. So gather around a cozy fire and gift your loved ones copies of your favorite co-op dungeon crawler. Nothing says "family" like a boulder smashing everyone flat. Of course everyone who owns a copy of Barony is entitled to the latest version of the game, so if you're excited for that update, it's never a bad time to buy Barony. https://store.steampowered.com/app/371970/Barony/ Thanks!


    [ 2021-11-26 17:41:41 CET ] [ Original post ]

    Get Spooky with Barony! Vote to add Halloween content to the game permanently!

    Happy Halloween, dungeon dwellers! Barony is the perfect game to enjoy this Halloween. Whether being terrified in isolation, or banding together in a monster squad, Barony has lots of ways for you to enjoy some thrilling scares! Thanks for being part of it.

    Halloween Community Event


    With Monster Race DLCs "Myths & Outcasts" and "Legends & Pariahs", plus being a dark dungeon crawler already, Barony features tons content to chill your bones. But with the new FREE official Barony Scarony Halloween Celebration mod, there is more spooky content in Barony than ever before. We want to invite YOU to decide which spooky content should have a permanent, unmodded place in the game, complete with new gameplay.

    Halloween Community Event Rules


    To participate, simply:
    • Take a screenshot or record a video using Barony Scarony,
    • Upload the media to Barony's Steam Community with the title "Halloween Forever 2021"
    • In the description, specify the subject in your media which you think should have a permanent place in the game, and a few words about how it could add to the experience
    Whether or not you add any media of your own, browse the Screenshot and Video entries and like media that represents Halloween content that you want to be a permanent part of the game That's it! At the end of Halloween season, we'll review the community's contributions and announce the winning idea. In a future content update, that spooky content will inspire a permanent addition to Barony complete with new gameplay. No mods or DLC needed!

    The winning entry will also receive a copy of both Myths & Outcasts + Legends & Pariahs DLC as a prize!


    So grab the Halloween mod, the monster race DLC if you like, and start taking some phantastic photos and videos! To play with Barony Scarony, just Subscribe, and activate the mod in the game's Workshop menu. https://steamcommunity.com/sharedfiles/filedetails/?id=2612424349&searchtext=

    Barony Scarony Update & New Trailer!


    Even more chilling content has been added to the Barony Scarony Halloween Celebration. Check out the trailer below: [previewyoutube=u__6CuTKYBE;full][/previewyoutube]

    Grab Playable Monster DLC Now!


    Is there a better time to play as a monster than Halloween? Buy the Myths & Outcasts DLC and you can play as a Succubus, Skeleton or Vampire. https://store.steampowered.com/app/1010820/Barony_Myths__Outcasts/ With Legends & Pariahs, you can be the star of your very own monster story as a Goblin or Incubus! https://store.steampowered.com/app/1010821/Barony_Legends__Pariahs/ These are the features that we think will put you particularly in the mood for Halloween, but of course each DLC offers a lot more! Grab them today! Thanks for your attention. We'll see you in the dungeons!


    [ 2021-10-09 18:00:14 CET ] [ Original post ]

    Barony Scarony! Celebrate Halloween with a haunting overhaul!

    Welcome ghosts, pirates, zombies, monsters and mortals alike! If you're anything like us, as soon as summer gets close to an end, it's already time to start busting out your DVD copy of Beetlejuice and hanging bat bunting from your doorways. We just can't wait to post this pre-October Halloween update! While you all are patiently awaiting our major UI overhaul, slated for later this year, we've provided this Barony Scarony Halloween mod! There's still a lot of programming work to do on the UI overhaul, and so we're giving some art time straight to the community with this mod. You can start playing it right away by subscribing [for free, as always] on the Steam Workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=2612424349 Next time you launch Barony, just go to the Workshop item on the Main Menu, enable Barony Scarony, and you're good to go! Like all of our official seasonal mods, all the changes to the game are purely aesthetic, and so you won't invalidate any achievements by using the mod. You can even download the files into your local mods folder and play with other people who aren't using the mod, and there shouldn't be any conflicts at all.
    Some hoods and cloaks have been modified as a matching pair, so the Rogue class now always starts with some sweet demon wings and horns. Combine that with the Incubus face-paint and you'll be looking devilishly handsome, if I do say so myself.
    We've replaced a lot of models with horror classics, like slasher weapons. And to give our ghouls a more traditional zombie feel, they're in their funeral suits for this mod!
    While we didn't modify some of the tilesets because they're already pretty spooky places, we wanted to bring a bit of otherworldly horror to all of the places in Barony for this overhaul.
    From horror to comedy, you'll have all sorts of costume options to compete for your gear selection.
    What's Halloween without candy? All the food in the game has been replaced with Halloween sweets to trick-or-treat for. Over the month of October we'll be making some more additions to the Barony Scarony mod. Was there something iconic that we missed? Give us your ideas in the comments! Thanks for joining us this autumn to delve dungeons and celebrate Halloween with Barony!


    [ 2021-09-26 21:41:16 CET ] [ Original post ]

    20% Discount : Celebrate Saint Patrick's Day with Barony!

    We're back at it again with a FREE Steam Workshop mod for Barony, bringing a little bit of Ireland into the dungeon. Just Subscribe in the Steam Workshop, and activate the StPatty mod via the Workshop menu inside the game! From there you can join up with others who are running the mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2424373345 Put on your flatcap, pin a clover to your lapel and dive in! We've replaced gnomes with leprechauns, food is now based on delicious Irish fare, and potions are now carried around in frosty mugs instead of flasks... and there's more to discover! As always, the mod does not effect gameplay, permitting you to continue to earn achievements. [previewyoutube=K2HMj0OfLIQ;full][/previewyoutube] Barony is on a 20% Discount to celebrate St. Patrick's Day. Now's a great time to gather your drinking buddies and have a new adventure in Barony! https://store.steampowered.com/app/371970?snr=2_9_100003_ Fun Fact: Did you know that "counties" are called "baronies" in Ireland? Until next time, adventurers! Cheers!


    [ 2021-03-15 14:00:10 CET ] [ Original post ]

    35% Discount : Celebrate the Lunar New Year and Valentine's Day with Barony!

    Here at Turning Wheel LLC we're having a fun time celebrating the seasons with FREE Steam Workshop mods for Barony. Today you can celebrate both the Lunar New Year and Valentine's Day at the same time with new Barony mods. Just Subscribe in the Steam Workshop, and activate them via the Workshop menu inside the game! From there you can join up with others who are running the mods and it won't effect your achievements.

    Happy Barony Valentine's



    The team's newest content contributor makes his debut with the Happy Barony Valentine's mod. The Foocubi foes (that's Succubus and Incubus) in the game have gotten all dressed up for a romantic date (note this does not change the look of playable incubus and succubus as these stylish duds weren't made to fit with your armor). Instead of imps following them around hell, it looks like fireball slinging cherubs are here to spread the flames of passion. Festive food, decor and other fun modifications await you. Inspired by the spirit of romance yet? Grab your partner and share a candle-lit adventure through the deadly dungeons together! https://steamcommunity.com/sharedfiles/filedetails/?id=2391038883

    Lunar Celebration - Year of the Ox



    This smaller mod replaces Barony's goat folk with ox folk. The iconic white oxen are seen both as playable characters and enemies, their mighty moos echoing throughout the lower dungeons. Bully skeletons and udderly obliterate rats as a bovine hero! https://steamcommunity.com/sharedfiles/filedetails/?id=2370938004

    Barony is on Discount to celebrate the Steam Lunar New Year event, celebrating the Year of the Ox! With a lower price, Now's the perfect time to invite a loved one to go adventuring with you this Valentine's Day.


    It's the perfect time to buy for yourself, or as a gift for your beloved. https://store.steampowered.com/app/371970/Barony/ We hope you're having a fantastic February! Happy Lich Hunting, until next time.


    [ 2021-02-11 16:00:24 CET ] [ Original post ]

    Winter Sale: 50% off! Barony Avatar Frame available now!

    Holiday Creations Contest ends on Saturday!


    You have just a couple more days to show off your talent and be part of our Barony Holiday Creations contest. Join the Barony Community Discord now and check out the current submissions (everything from drawings, to music videos, even fan-fic!), and submit your own! IT'S FUN and you might win a prize! Check out what Discord user The Captain put together for the contest:

    Get your Barony Holiday Avatar Frame!


    Did you know there's like less than 70 animated avatar frames on all of Steam? Now you can flex your Barony pride by snagging the holiday-themed Barony avatar frame from the Steam Points shop. That is, if you got 2000 Steam Points layin' around!

    Know anyone who wants Barony?


    Check out who you know that has Barony on their wishlist and blow their mind with the best Christmas gift on the planet. Get Barony for 50% off for yourself, and/or gift it to all of your friends, acquaintances and strangers who friended you!

    A FOUR PACK? For this FOUR PLAYER GAME??!


    Did you know that Steam doesn't let developers make 4 Packs anymore? Right now you can get a discounted Barony 4 Pack for less than the price of two copies of the game. (Get the Barony 4 Pack on the store page, right here) Or maybe somebody you know owns the game but not the DLC.

    Check out all this sweet DLC.


    Barony DLC literally never goes on sale so like, a trusted friend told us that it's finally time to just make peace with that and grab that sweet, sweet DLC you've had your eye on! Go dungeoneering as a Goatman or Automaton or whatever it is you're into, the DLC is awesome. The Mechanist class from Legends & Pariahs is basically making toys so, you know. It's Christmassy.
    Now is a great time to throw on the Merry Barony Christmas mod and take part in some dungeon celebrations in Santa's Steam Workshop. Happy Holidays from Turning Wheel LLC!


    [ 2020-12-24 02:44:45 CET ] [ Original post ]

    Barony Holiday Creation Challenge!

    To celebrate the holidays, we're inviting you all to participate in our Barony Holiday celebration challenge!


    Starting today, submit your festive holiday-themed Barony work. Our favorite will win a Barony Switch case, made from leather, and personalized with text you get to pick! We'll also be offering some prizes to other submissions that really impress us.
    Our partner at Spring Heeled Studios provided these cases for Kickstarter backers, and this is your chance to get this unique, one-of-a-kind treasure you won't find anywhere else.

    Celebrate the Holidays with Barony!


    We're looking for submissions of your original work in the medium of your choice that celebrates the holidays with Barony. This could include:
    • Illustration or Painting
    • A Steam Workshop Mod of Barony
    • Machinima video using Barony
    • Song or Music Video
    • Animated GIFs or epic Screenshots
    • Photos of Sculpture or Cosplay
    • Cleverly edited gameplay videos
    Get creative, have fun, and show off your talent! The winner(s) will show off what makes Barony special while also including a prominent holiday theme.

    How to Enter


    Share your work, or links to your work, on the Barony Community Discord in the #holiday-contest submissions channel. You can submit multiple entries, but we will only award one prize per entrant.
    Not part of the Barony Discord community yet? Join today! It's a great place to find people to play with and discuss the game. We look forward to your entries!


    [ 2020-12-12 21:23:20 CET ] [ Original post ]

    Merry Barony Christmas 2020

    Happy Holidays!


    We've updated the Merry Barony Christmas mod we introduced in 2019, now with more candy canes, festive foes, and more thoroughly decked halls! [previewyoutube=QmS9bDDRU4g;full][/previewyoutube] Merry Barony Christmas provides you with the vanilla Barony gameplay experience that won't invalidate your achievements. And of course, you can play with others who are also using the mod. Enjoy a holiday gathering within the dungeons! This cosmetic modification is entirely optional, and you can find it here: https://steamcommunity.com/sharedfiles/filedetails/?id=1939517515 First time using the Steam Workshop for Barony? Check out the easy-to-follow guide and you'll be celebrating in style in no time. We're so thankful to dungeon-delvers like you choosing to spend your holidays with Barony! We've been working on Barony after its release for over five years now. We'd be honored if you selected us for the Labor of Love award. Thank you!


    [ 2020-11-26 20:47:31 CET ] [ Original post ]

    The Barony Kickstarter is Ending Soon!


    It's the last day of the Barony Kickstarter. There is a ton of value there, both as Steam users and for Barony fans who want to make a mark on the dungeons! We are very very close to funding and your pledge could make all the difference! We recently added the Dungeon Veteran tier with our Steam users specifically in mind.

    The Dungeon Veteran Tier


    This new backer reward tier assumes you already own Barony, and entitles you to a key for the upcoming 3rd DLC that will be funded by this campaign. Further it grants you access to exclusive development channels and private Betas. If you want to add on a Switch copy of the game, you can do that too by selecting this tier and adjusting your pledge. Don't own Barony yet, or want to give the gift that keeps on giving? A pledge at the Master Key tier grants you a key to Barony, all its DLC, plus the next DLC when it comes out!

    Campaign Recap


    The 5 week campaign has gone on for a while and we expect not all of you have been following it closely. Take a moment to peruse all the great things that are going to happen when this Kickstarter succeeds:
    • NEW DLC adding alternate paths, new monsters, spells, items, plus new playable races and classes
    • UI design overhaul that improves flow and tech-rework to add split-screen play
    • New UI art direction featuring all new carefully crafted pixel art
    • Superior gamepad support to make Barony great to control on any platform
    • The port of Barony to consoles for the first time on the Nintendo Switch
    • Crossplay for the Switch, allowing online / cross-platform co-op on the console with Steam users
    • Coop Ghosts & in-world callouts, improving teamwork with easy communication
    • Dungeon Seeds! Pick your dungeon to re-play or compete!
    • The Compendium, an arcane source of knowledge and lore that fills as you play!
    • ~150 backer adventurer names added to the random names list
    • 55+ unique statues honoring great backer heroes, added to the game, each with its own message
    • 25+ backer-designed items & spells added to the game
    • 10+ backer-designed champion NPCs added to the dungeons as minibosses or allies
    Ever dreamed up your own spell or magic weapon ideas? Maybe an achievement that highlights a skill you're particularly good at? Or maybe you want your finest hero to be memorialized in-game forever? We have Backer Rewards that can let you do all of those things! There are also 6 developer videos that deepdive behind-the-scenes into Barony development topics on the Barony Kickstarter page. They're great viewing for any Barony fan!

    Pledge to the Barony Kickstarter


    Before it's over!

    Thank you!



    [ 2020-09-02 06:37:28 CET ] [ Original post ]

    New DLC and more bonus features coming to Barony!

    BONUS GOALS come to the Barony Kickstarter, making Barony a better game for all platforms once funded, and that includes Steam! All five bonus goals have been revealed:

    New DLC


    The last bonus goal has been revealed, making Barony bigger and better! The DLC will feature a brand new tileset, giving you an alternate path. It will feature new playable races which are friendly to humans as well as new monsters, spells and items within the new unique area! You can bet we're going to have some new lore to go with it. Furthermore all the items and spells added by our Game Master+ tier backers will be in the game at that time. Learn more in our latest update. A new backer tier has been added especially for home-desktop users who aren't interested in playing on a console, but want to support the DLC and Barony's development efforts. The new Dungeon Veteran tier includes just the DLC, plus exclusive access to development channels and closed beta test builds! In addition you'll get to add a name to the Random Name list! Come check out our Kickstarter, and follow each link above to learn more about a specific feature. If you're a fan of Barony, please pledge and spread the word.

    Let's finish the campaign & add value to your copy of Barony!



    [ 2020-08-25 03:30:50 CET ] [ Original post ]

    Devs stream Workshop mods with friends of Barony!

    Tonight at 7pm PST


    Turning Wheel LLC is livestreaming on Twitch with Spring Heeled Studios! Check us out on their Twitch channel here! https://www.twitch.tv/springheeledstudios
    We'll be playing some of Turning Wheel's favorite achievement-friendly Workshop mods, especially the ones we think SHS will get a kick out of. Tune in to see some of the variety that the Workshop has to offer, plus get to know the devs! Feel free to come ask us questions or just join in on the hype!
    We're doing this livestream to promote the Kickstarter campaign that's currently running for Barony, porting to new systems and adding all sorts of great new features for ALL versions of the game. That means you, Steam users! If you haven't been following us on Kickstarter, now's a great time to catch up with some updates. We just released a great new update that dives into Barony's music: https://www.kickstarter.com/projects/turningwheel/barony-for-the-nintendo-switch/posts/2924248 https://www.youtube.com/watch?v=5AbgHR1JDoE And here's a few that go into the details about what UI upgrades will be possible when this campaign is funded!: Inventory Overhaul - https://www.kickstarter.com/projects/turningwheel/barony-for-the-nintendo-switch/posts/2918717 [quote]image excerpt from the update[/quote]
    Lobby and Character Creation Overhaul - https://www.kickstarter.com/projects/turningwheel/barony-for-the-nintendo-switch/posts/2911063 [quote]image excerpt from the update[/quote]
    Spring Heeled Studios is making this Kickstarter-exclusive leather case for Barony!
    We have tons of other great rewards too for backers. Even if you're a die-hard PC player you've got a lot to look forward to by being a part of this campaign. This includes being able to design your own spell or legendary magic item!

    Thanks for stopping by!



    [ 2020-08-15 21:11:01 CET ] [ Original post ]

    Barony Free Weekend on Steam, Kickstarter Launch!

    Turning Wheel LLC is excited to announce that Barony is now available on the Epic Games Store (EGS). We want players to enjoy Barony on whatever platform they prefer, and we have integrated Crossplay into Barony, allowing Steam and EGS users to play together! To celebrate this release, Barony is having a FREE WEEKEND on Steam starting today. The game will be available on sale for 50% off during this time. https://store.steampowered.com/app/371970/Barony/ This accompanies the Barony giveaway week that EGS is hosting. Hopefully you'll find lots of new people to play with. If you want some help arranging a game, please join our Discord community. All new players will be greeted with the Hall of Trials update, hot off the production line. This should make it a lot easier for everybody to get used to the game mechanics and dive straight into fun dungeon runs.

    There has never been a better time to get into Barony!


    We've simultaneously launched our Kickstarter for the Nintendo Switch version of Barony. This Kickstarter will add great features for Barony on ALL platforms, and we could really use your support! Check out the Kickstarter, pledge, and tell your friends!
    Check out our press release on Gamasutra. Want more information about what went into the Crossplay and Hall of Trials update? Read Wall of Justice's post on our devblog.


    [ 2020-07-30 17:33:27 CET ] [ Original post ]

    Hall of Trials Update coming July 30th!

    Explore the Hall of Trials which houses 10 challenges to teach and test your knowledge of Barony. Even players who have beaten the game tell us that the Trials have taught them a thing or two. [spoiler]And... Weird, some even say they've found -- like a bunch of secrets?? I feel like I would've remembered something like that.[/spoiler]

    Take on the Hall of Trials


    [previewyoutube=MWNscnaIYgs;full][/previewyoutube] All level design for the Hall of Trials was done using Barony's included map editor and the scripting tools within with no knowledge of coding required. Trust me, I'm not a programmer and I found these levels to be a lot of fun to make.
    That means ALL of the things you see happen in these Trials is achievable by intrepid modders JUST LIKE YOU! Join us on the Steam Discussion boards or our official Discord channel and enjoy discussion and technical Q&A about level-building. I hope these Trials inspire some of you to make your very own unique dungeon adventures, and upload them to the Barony Steam Workshop!

    Other Map Improvements


    We've taken this map-updating opportunity to make adjustments to some of the level generation in Barony. In general you should be running into fewer inaccessible areas, fewer cheesable puzzles in many tilesets, and overall a slightly less claustrophobic experience in the Citadel specifically. We hope this makes the game a little more fun for everyone.

    Trial / Kickstarter Co-Launch!


    This update is shipping the same day our Kickstarter goes LIVE! So it's a great time to get introduced to Barony and share it with your friends! Don't forget to follow us on Kickstarter so you don't miss the campaign! If you missed the Kickstarter announcement, you can check it out here. https://steamcommunity.com/games/371970/announcements/detail/2539416399390159223 We really appreciate you all as a community and it's been awesome adventuring with you these last few years. We have MORE BIG NEWS coming so stay tuned!


    [ 2020-07-20 02:46:14 CET ] [ Original post ]

    Couch co-op and UI overhaul coming to Barony, via Kickstarter

    We're very excited to announce that Barony is coming to the Nintendo Switch. To make a great port, we're adding:

    • Completely overhauled UI that is both easier to use and nicer to look at
    • Superior gamepad support
    • Four-player split-screen for couch-cooperative play

    All of these improvements are coming to the Steam version of the game!


    Die-hard PC gamers will get a lot of value added to the game.


    [previewyoutube=cHX4eLWC9fY;full][/previewyoutube]

    Please visit our Kickstarter landing page and click "Notify me on launch" so you can be a part of the campaign!


    [url=https://www.kickstarter.com/projects/turningwheel/barony-for-the-nintendo-switch/]
    We have a great campaign planned, and we're really excited to have the community's interaction so you can influence future content for all versions of Barony. Lastly, if you'd like to start having an impact on the campaign before it even begins, please

    fill out this survey.



    [ 2020-06-25 19:06:45 CET ] [ Original post ]

    Barony V3.3.4 - New JSON Modding tools for Monsters Maps!

    New Workshop modding tools!


    Starting with version v3.3.4, we've introduced JSON support for some fancy pieces of random generation and custom dungeons! Some examples of what is now possible through the Workshop by just editing text files:
    • Controlling which monsters spawn in each tileset, including custom user-added tilesets!
    • 10000% Gold and EXP mode!
    • Create your own rare minibosses! With custom followers! And give them random spells!
    • Turning every monster into a cockatrice!
    • Disable the minimap! Share minimap progress with allies!
    • Global EXP range!
    If this sounds up your alley, check out the new Workshop and Guide created to show everything that's possible: https://steamcommunity.com/sharedfiles/filedetails/?id=2113716893 https://steamcommunity.com/sharedfiles/filedetails/?id=2117902771 Dynamically generate custom monster loadouts within your maps, all through the Barony Workshop!

    V3.3.4 Changelog:


  • Added community Discord link to the title screen.
  • Lockpicking: Attempting to unlock doors/chests now has a gradual increasing chance to unlock each failure instead of being completely random - persistence will eventually pay off!
  • Added a borderless mode in the settings -> video tab. Changing resolution now tries to re-center the game each change instead of remaining in position for windowed modes.
  • Camera now has a smooth transition while descending/ascending when swimming or Shapeshifting
  • Experimental smooth camera test - console command /usecamerasmoothing tries to move the player camera synced to frame-rate rather than world updates. Works well when stationary, handling movement is still work-in-progress!
  • Editor: "ceiling tile" sprite can now have a model index up to 9999 (was 999)
  • Editor: Minimap now supports sizes up to 512x512, up from 64x64. The minimap will automatically shrink down to attempt to fit the map best at larger sizes.
  • Bugfix: Fixed Gyrobot 'trap detection' not working correctly

    16-Player Beta Branch Updates:


    • The 16 player branch has also been updated to v3.3.4 with some miscellaneous crash fixes we've received to date.
    • If you experience any issues in this mode, be sure to send us any crash/bug reports so we can keep improving stability!

    A Shout Out to Our Workshop Creators in 2020:


    Thanks everyone for submitting, we love seeing creative ways to mod Barony! Check these mods out for inspiration to make your own creations! More Rooms https://steamcommunity.com/sharedfiles/filedetails/?id=1928863533 Barony Wicked Rendition https://steamcommunity.com/sharedfiles/filedetails/?id=1828792406 Pwn25's Extravagant Weapons Texture Pack https://steamcommunity.com/sharedfiles/filedetails/?id=2032324849 Croc 2 - Music Pack https://steamcommunity.com/sharedfiles/filedetails/?id=2078441937 Crosshair -> Cursor https://steamcommunity.com/sharedfiles/filedetails/?id=2101580795


    [ 2020-06-11 15:58:06 CET ] [ Original post ]

  • Barony V3.3.3 - DLC Class Mixing, Editor Scripting, 16-Player Tests!

    This update is currently only for Windows/Linux - Mac version coming shortly!

    Gameplay Changes:


    All DLC owners can now unlock each Signature Class for use with any monster!
    • To unlock each Signature Class, earn the Steam Achievement for beating the game with the respective monster.
    • For example, earning the "Bony Baron" achievement as a Skeleton will unlock the Conjurer class to use with all monsters - such as a Goatman Conjurer!
    • Also - the "Use Previous Character" button on the character select screen now properly remembers your monster type and class!

    16-Player Support!?


    We've been quietly testing an experimental 16-player branch which we're now officially revealing - you can access this branch by going into Barony Steam properties -> Betas -> v3.3.3-16-player-support branch.
    The idea is to try support parties of 5 or 6, but the player cap itself is just a number - so we shot for 16! More testing and feedback is welcome if you have enough party members! This increased player-cap will remain in experimental branches - expect buggy UI, weird things happening and lack of balancing. It could also be used for custom maps or scenarios within the Editor.

    Editor Changes and Scripting Support:


    We're introducing the beginning of Scripting support for custom maps to help make new kinds of map experiences!
    Check out the Official Guide and accompanying Workshop Tutorial map to see what's new - it's simply way too much to cover in this post! https://steamcommunity.com/sharedfiles/filedetails/?id=2021523109 https://steamcommunity.com/sharedfiles/filedetails/?id=2025195984 Editor Sprite Additions/Changes:
    • Added 'Custom Exit' sprite - a variety of options can be set such as visual model, level name to exit to, level number to advance/decrease, secret or non-secret toggle.
    • 'Item' sprites can now have a quantity up to 99 (previously max 9).
    • 'Floor Decoration' sprites now have full 3d positioning, and can specify text to message players if they are interacted with. (E.g shop signs, flavour text on decorations.). Starting the text with # will insert "The sign says:" to the message text for a shortcut.
    • 'Monster' sprites can now specifically disable if a monster has an option to spawn as a miniboss (i.e disable Funny Bones if you have a bunch of custom skeletons on a map).
    • Chairs now have direction in life. (Rotation can be set in sprite properties.)
    • Tables can have rotation, chairs and item details set in properties.
    • 'Player Start' sprites can now specify a starting facing direction for players.
    • 'Door' sprites can now specify if a door can be locked or unlocked, and if it is openable by a lockpick or opening spell.
    • 'Gate' sprites can now specify if the gate can be opened by the opening spell (without the 'Disable Opening' Map Property being required to be set - useful for one-off special arena doors).
    • Added Chest 'type' 8 - specifically has nothing inside. Can be populated with scripting.
    • Added 'Sign' model for use with Floor Decoration sprites - model index 991.
    • Added 'Readable Book' sprite, able to specify item qualities and the name of the book to spawn in location. Can be used with modded books if loaded.
    • Added dummybot/sentrybot/spellbot/gyrobot monster sprites to be summoned in-world.
    Note: Editor map internal version has been updated, maps made with this version are not backwards compatible! Editor Map Properties:
    • Added disable 'Herx messages' option to prevent Herx babbling in custom maps.
    • Added disable 'hunger loss' option to prevent hunger going down while on a map. Hunger can still increase if food is eaten - does not act as if the Hunger Server Flag was turned off. This lets players keep their server flag setting in situ without the map level adjusting it.

    Custom Map Generation Changes:


    • Added 'noexit' paramter in levels.txt for 'gen:' maps, specifying 'noexit' e.g "gen: mine noexit secret%: 100" will not spawn a normal exit and spawn a secret exit always.

    Misc Changes:


    • /rangermode command for players obtaining the 'Gudiparian Bazi' achievement. In multiplayer, the Server will need to type '/rangermode 1' or '/rangermode 2' to set the first/second client with the status, as hit detection is done on the server. This disables weapons hitting enemies, but weapons can still hit walls/doors/chests etc.
    • Using the word 'training/Training' in a monster's name counts as generic text, i.e 'Training Dummybot'.
    • Using square brackets []] in messages to players will highlight the text blue.

    Bugfixes:


    • Fixed character sheet weight displaying wrong weight for quivers.
    • Fixed chat messages not being relayed to all clients in multiplayer.
    • Fixed feeding allies spoiled food making them hostile.
    • Fixed Skeletons/Automatons edge cases of receiving hunger from some potion effects and being able to ultimately vomit.
    • Fixed confusion potion causing the confused target to try retaliate - now is ignored.
    • Fixed rare chest crash if restarting the game while a chest was open.
    • Fixed character sheet rotation buttons unpressing themselves when the UI was zoomed in.
    • Fixed bottom message log and character sheet letting you click behind them instead of clicking the interface at high UI zooming.
    • Fixed Client multiplayer camera shake being smaller than the host camera shake on hit.
    • Fixed stacked beartraps awarding multiple amounts of XP on killing a monster. Now all beartraps will fire and the XP is awarded only once.
    • Fixed thrown Tinkering bombs not triggering pressure plates/traps in the world.
    • Fixed 'wall busting' such as in the Labyrinth levels not regenerating monster pathing.
    • Fixed pressing number keys with inventory and chatbox open assigning items to the hotbar, instead of only typing in the chatbox.
    • Fixed 'Read' item menu option of spellbook showing up in shop menus as it did not work as intended.
    • Fixed Tinkering sound effects sometimes only being played at the Server player instead of the Client that triggered the event.
    • Fixed light sources from monsters not disappearing for Client players on monster death (e.g gnomes with lanterns). Light sources now properly update on death.
    • Fixed a crash when casting spells in multiplayer.
    Thanks Everyone!


    [ 2020-03-29 04:23:06 CET ] [ Original post ]

    Legends Pariahs DLC Launch, Free Update Goes LIVE!

    The wait is over! The Legends & Pariahs DLC has now been released, alongside the free Tinkers and Archers 3.3.0 Update. We could explain it all here, but it's probably just simpler to watch the Launch Trailer and experience it for yourself! Check out the Legends & Pariahs Launch Trailer here!: [previewyoutube=ZVctas_vdrI;full][/previewyoutube]

    Buy the Legends & Pariahs DLC today!



    The Tinkers and Archers 3.3.0 Update is free for everyone who owns Barony. The new DLC races and classes showcase many of the new features perfectly. The DLC and Update together provide access to another 60+ Achievements as well! Legends & Pariahs follows up the Myths & Outcasts DLC release from earlier in 2019, squeaking in just before the end of the year.
    Check out the Turning Wheel Devblog if you want to deepdive into some of the work that went into this update and new DLC! You can find both DLCs on the Barony store page, available for $3.99 a piece!


    [ 2019-12-27 08:23:22 CET ] [ Original post ]

    Barony: Legends Pariahs - Press Release

    Party with Monsters in Indie RPG "Barony"


    Quirky co-op roguelike lets you be the bad boy in the group with new DLC


    Seattle, Washington - 12-27-2019: Turning Wheel LLC, independent game developer December 27th, 2019 -- International team Turning Wheel LLC has launched new DLC for their hidden-gem first-person co-op roguelike RPG, Barony. The DLC pack, called Legends & Pariahs was released on December 27th for PC, Mac and Linux with cross-platform play on Steam. The new content lets players adventure as four classic and exotic fantasy races as well as four new classes with new abilities. These classes also showcase new content that will be available to all owners of Barony. It's not exactly Skyrim with friends -- But it is one-of-a-kind as a first-person roguelike RPG with cooperative play. Barony is styled after classic CRPGs, and with co-op It's like playing D&D with your buddies... with an exceptionally cruel dungeon master. [quote]"We were hungry for a first-person dungeon-crawler we could play with our friends, something that delivered on what we imagined during pen and paper RPG sessions around the table." - Josiah Colborn, Turning Wheel LLC [/quote] As a labor of love, the game has received several free content updates since its original release. 2019 sees the game's first paid DLC, offering alternative ways to play as monster races with the *Myths & Outcasts DLC*, followed up now by *Legends & Pariahs*. Josiah explains that players who own the DLC can play with anyone who doesn't, letting players form parties of many classes and races however it suits their fancy. Arriving in Legends & Pariahs are the new races and classes, each with an optional signature class (which is also playable as a human!):
    • The Goblin Shaman
    • The Incubus Punisher
    • The Automaton Mechanist
    • The Insectoid Hunter
    Each brings with them new game mechanics, some of which are available to everyone who owns Barony including a complete overhaul of the Lockpicking skill into the Tinkering skill, allowing players to build game-changing traps, and new specialized ammo quivers, providing great new options for anyone who uses ranged combat, such as silver arrows and fire arrows. If you love lurking through dungeons, either by yourself or friends, it's a great time to get into Barony. It's available on Steam. The DLC Myths & Outcasts is already available for purchase now on Steam as well. Check out the launch trailer for Legends & Pariahs here and purchase Legends & Pariahs on Steam. __________________ Presskit: http://www.baronygame.com/presskit/


    [ 2019-12-27 08:23:13 CET ] [ Original post ]

    Patch Notes: Tinkers & Archers 3.3.0 Update; Legends Pariahs

    The Tinkers & Archers 3.3.0 Update is NOW LIVE! Legends & Pariahs will be available very soon.

    Check out the complete patch notes here on the Turning Wheel Devblog (with images) or view below.


    Barony V3.3.0 Patch Notes 26 December 2019 Gameplay Changes Ranged Combat: Overhauled ranged combat with new weapons, new quiver ammunition and first person animations! All ranged weapons now have a projectile drop-off instead of a perpetually flying straight projectile. Slingshots and crossbows are now short range weapons, while the existing short bow is medium range. A projectile that has almost reached the ground will hit weaker against most creatures - so make sure to hit enemies high in your shots! New ranged weapons: Longbow A long range, slow fire rate bow. Stronger than the Crossbow and best used at a safe distance from enemies. Compound bow A medium range, fast fire rate bow. Slightly weaker than the Longbow, the compound bow is a great all-purpose ranged weapon. Arbalest A short range, slow fire rate crossbow. The bolts are so powerful the wielder gets knocked back with each shot! Quivers: Quivers are worn in the off-hand slot and are consumed when firing a ranged weapon. The max stack size is 50, and quivers apply projectile modifiers to every ranged weapon except the slingshot. Players are unable to block with a quiver in hand and will sneak instead if the Block/Sneak key is held. New quiver ammunition: Quiver of Silver Ammo +2 ATK, bonus damage against demons and undead. Quiver of Hunting Ammo +4 ATK, bonus damage against most non-humanoid creatures. Inflicts temporary slow and poison. The inflicted nausea may also cause vomiting. Quiver of Piercing Ammo +4 ATK, landing a hit always pierces armor during attacks. Quiver of Springshot Ammo +4 ATK, inflicts knockback on hit. Quiver of Swift Ammo -2 ATK, reduces time taken to ready a shot for bow weapons. Crossbows are unaffected. Quiver of Fire Ammo +2 ATK, inflicts burning on hit and illuminates walls Quiver of Crystal Ammo +6 ATK, no additional effects. The strongest base damage ammunition. How to obtain quivers: Start as the new Hunter class from the Legends & Pariahs DLC - You will start with an assortment of ammo as well as 2 scrolls of Conjure Arrow! Monsters that spawn with a ranged weapon will now also spawn with a quiver instead of a shield. A small amount of ammo will drop on death. Visit a new Hunting Supply store that also stocks all sorts of weapons. Use a new Scroll of Conjure Arrow to get a random ammo type. Try a lockpick inside Arrow Traps throughout the dungeon. Arrow traps can now shoot every type of ammunition - not just poison! Updated Story: By popular request, weve updated the games story text crawls to be more personalised for the monster races - defeat the bad guys and see what fate befalls Hamlet and for the rest of your kin! Uncovering the hidden area beyond the Underworld will now also continue the story from Hamlet after a reworked boss battle! You may also find a Mysterious Merchant within the walls of Hamlet who is willing to make an offer for the guilds stolen mystic orbs.

    Lockpicking Skill Overhauled into the Tinkering Skill


    Read this previous blog post on the Turning Wheel Devblog for details! Magic and Spellbooks: Spellbooks are now equippable and can be casted from! Equip the spellbook and press the Block/Sneak key (default key is Space) to cast. The INT stat now also increases the damage output of spells and is viewable on the stat tooltip. Casting from blessed spellbooks increases the spell damage/heal of most spells. Spellbooks also now show the spell information on their tooltip if you have learnt the spell. Check the tooltip for damage/heal values on cast in-game. Other notes: There is a chance to degrade spellbooks on each cast. Using a spellbook will attempt to wield the book if you have learnt the spell. Spellbooks are always wielded if equipped from the hotbar. Holding ALT + right click/use will force a spellbook into your hand instead of reading it. (The same also applies to potions and other throwables). Scrolls: Now unidentified scroll names always end up being the same identified scrolls in each unique game seed. E.g XIXAXA XOXAXA XUXAXA will be a Scroll of Light, THARR will always be a Scroll of Enchant Weapon in a certain game seed. "XIXAXA XOXAXA XUXAXA" could then be Scroll of Repair and THARR could be a Scroll of Food when you restart the game. Identified scrolls now show the unidentified scroll name in the tooltip. Repair scrolls no longer effect magicstaffs. New scroll: Scroll of Charging Repairs magicstaffs and enchanted feathers. New scroll: Scroll of Conjure Arrow Spawns a quiver of random arrows in front of the player. New Item: Enchanted Feather Can be used to inscribe blank scrolls and repair spellbooks. Starts with a random charge percentage if found in the world. Each use consumes a certain percentage of charge depending on the scroll that is inscribed. Scribing GUI: Inscribe menu lets you pick a blank scroll, then the phrase to write. The blessing/curse on the blank scroll transfers to the created scroll. Repair menu lets you pick a damaged spellbook. Dropped rarely by gnomes, kobolds and cockatrice. 100% drop from Xyggi scarab boss. Thrown items: Thrown items and gemstones now have a first-person animation. Attack animations can now be charged like melee weapons to deal several more points of damage. Projectiles go further by charging attacks. Thrown base damage has been reduced by a few ATK overall as a balance change. Thrown items now are always found at specific qualities to stack more consistently. (the quality does not affect damage)
    • Tomahawks are DECREPIT
    • Iron daggers are WORN
    • Chakrams are SERVICABLE
    • Shurikens are EXCELLENT
    • Thrown items will stack up to a limit of 9 per stack Added +ATK detail on thrown item tooltips.
    Creampies are now equippable and throwable. Tasty blindness! Artifact Item Changes: All artifact weapons/armor have been rescaled in damage/AC values. Now are found at different quality values depending on the dungeon floor they are found on. Artifact weapons start with +4 ATK at Decrepit status, and gain +2 ATK up to Excellent status up to their previous +10 ATK maximum. Artifact armor has been rescaled to maximum +4 AC from +6 AC for every piece (Breastpiece is still +6 AC maximum). Armor gains +1 AC per quality level. These items can be repaired by 1 stage using Scrolls of Repair or through the new Tinkering Kit with Legendary Tinkering skill. The Warning effect on Oracles Treads has been modified The effect is now in a large AoE instead of map-wide, and only temporarily shows monsters that are moving. Artifact weapon abilities have also been tweaked to have effects that scale with your weapon proficiency For example having 50 in your axe skill will trigger Parashus special effect 12.5% of the time up to a maximum of 25% at 100 skill level. See below for changes: Khryselakatos: 0-50% chance based on ranged skill to shoot a random quiver projectile each shot. If a quiver is equipped, this effect preserves the ammo. No longer poisons by default. Damage reduced from +15 to a max of +10. Now is a medium ranged weapon. The bow is now found equipped on a specific enemy in the Underworld instead of on the ground. Dyrnwyn: 0-100% chance to smite demons and undead for additional damage based on sword skill. Additional damage scales from 1.5x to 2.0x. 0-100% chance to ignite enemies. Parashu: 0-25% chance for bonus damage based on axe skill (was previously 33%) Bonus damage is 1.5x multiplier (was 2x) The bonus damage effect now also inflicts slow for 2 seconds. Sharur: Grants 0-2 seconds of bonus mana regeneration while held based on mace skill. (Base mana regen is 1 every 6 seconds, so can be reduced to 1 every 4 seconds) Still talks. Gungnir Still always deals 100% damage no matter your skill 0-25% chance to bypass 50% of enemy AC based on polearm skill. Other Item Changes: Ring of Warning effect has been changed to an AoE instead of a map-wide effect. Ring of Conflict has been changed to an AoE, enemies have an easier time spotting a Ring of Conflict wielder. Blindness/blindfolds now have a gradual fade in/out effect. High PER stat can also allow you to partially see through blindness effects. Added magicstaff of poison as a low level magicstaff Legends & Pariahs DLC Changes from previous blog posts: The Tinkerers Gyrobot can now also deploy/interact with bombs The Punishers executioner hood provides increased MP regeneration upon inflicting bleeding status. Disarming/sneak attacks strikes using the Punishers whip have an increased chance to inflict bleeding status. Myths & Outcasts DLC Changes: The Conjure Skeleton spell for the Conjurer class is now an inherently learned skill instead of a spellbook. Succubus now also starts with the Polymorph spell learned. Miscellaneous:
    • Added 64 new Steam Achievements!
    • Taking the Underworld path in the Swamp no longer skips any of the other Swamp secret levels.
    • Base mana regeneration can now reach a maximum 1 MP every 2 seconds instead of 1 MP every 3 seconds.
    • Followers now more aggressively scout for enemies.
    • Increased player displayed name limit to 22 characters so names will not be cut off in nametags.
    • Improved equipment/limbs positioning on monsters/players for multiplayer clients.
    • Monster racial starting spells now never have a chance to fail - but can still take longer/more MP to cast if your spellcasting is low.
    • Named non-human monsters (E.g Shelob) can not be recruited via normal right-click methods unless you have 60 Leadership.
    • Speed status effect now provides +5 DEX instead of +10, but halves your weight in the player movement speed calculation. Movement speed increase will now always be noticeable at all levels.
    • The Cockatrice Lair level has been tweaked - The interior puzzle has been simplified, as well as a 1-way gate added to avoid getting lost.
    • Poison damage ticks now update the enemy health bars.
    • Allies no longer die on boss deaths.
    • Loading Models startup screen now only updates progress in chunks of 50 to speed up initial Barony startup times.
    • Players now have a ranged weapon animation on attacking like monsters.
    • Rest command for followers now auto-wakes allies when they recover all of their health. You can wake up allies by issuing a move aside command. Also you now cant issue the command at full HP and waste the use for the floor.
    • Temporary HP/MP regeneration now flashes the borders of the HP/MP bars. (E.g From tin can consumption as well as the Executioners hood bonus)
    • Door frames are now moddable.
    Bugfixes:
    • Fixed boulders rolling backwards and crushing players when being pushed in multiplayer. Boulder movement has been changed and boulders are not 100% locked to being in the middle of tiles.
    • Fixed Incubus/Succubus dropping a blessed item through greasy hands deleting the item.
    • Fixed Aesthetic Only DLC skin choice not letting you choose any class.
    • Fixed followers for multiplayer clients being shown as nothing.
    • Fixed monsters being able to move inside players sometimes (e.g enemy skeletons when you were a vampire)
    • Fixed using an empty bottle on a sink disabling polymorph.
    • Fixed +1 life server flag not always equipping the amulet of lifesaving for client players.
    • Green balls now dont render at all for clients when game information was still being sent through from the server.
    • Fixed lockpicking exploit using the lock spell and then lockpicking the door/chest repeatedly. Now only gives you the skill increase once.
    • Fixed confessor achievement to work like the description indicates.
    • Fixed the mirror shield achievement not working.
    • Fixed recycler achievement not working consistently.
    • Fixed scroll of destroy armor not actually being consumed on use. Outstanding.
    • Fixed wall builder tile trapping players in the labyrinth levels. Should now not build the wall until everyone is outside of the tile.
    • Fixed doubleshot ranged exploit with bows and crossbows.


    [ 2019-12-27 06:52:47 CET ] [ Original post ]

    Insectoid Race and Hunter Class Reveal

    This is the final class and race we have to reveal before the Legends & Pariahs DLC goes on the market, and the Tinkers and Archers 3.3.0 Update goes live! It's almost here folks!

    View the details about the new Legends & Pariahs race and class in this Turning Wheel Devblog post.


    Follow the link and see exactly which new weapons and ammo types are available to the Hunter class, and exactly what they do. Also learn exactly what it means to be an Insectoid in the dungeon! Remember, Humans can be Hunters too, and you can play the Insectoid as any non-DLC class. So this new content is a force-multiplier on the number of ways you can play Barony!


    [ 2019-12-27 06:23:52 CET ] [ Original post ]

    Turning Wheel showcasing Barony at Magfest 2020

    We're pleased to announce that Turning Wheel team members / creators of Barony are going to be attending Magfest 2020 to showcase Barony and the new Legends & Pariahs DLC. We'll be at the event in the MIVS section, booth 64, for the whole time!
    Magfest is a games convention in National Harbor, Maryland. If you're planning to attend, we'd love to meet you!

    If you'd like to attend, check it out here: https://super.magfest.org/registration


    We are very excited to meet fans, old and new, and fellow developers there! There will be some sweet Barony swag, and new stuff regarding Barony's future to talk about at our booth, so come say hi!


    [ 2019-12-21 06:37:58 CET ] [ Original post ]

    Santa's Workshop: Roguelike Festive Fantasy


    Do you want to wear a reindeer hat while slaying dungeon mobs? Would you like to pull torches off thoroughly decked halls? Do you want to find where the mistletoe is hanging? Merry Barony Christmas is here to service all your Holiday dungeon needs!

    Subscribe to Merry Barony Christmas here! Have a festive adventure now, and watch out for some more holiday themed updates during this Christmas season.


    The Barony Workshop is home to many fantastic mods that'll expand Barony content and increase its meme potential. The official Merry Barony Christmas mod is a great way to introduce yourself to Barony modding this holiday season.
    Merry Barony Christmas was created using free tools and content available online. Voxelshop was used to alter models. With a little file structure and some artistic talent, you too can make your own aesthetic mods for Barony.
    Musician "Myuu" is credited here for most of the Christmas music that will be found in Merry Barony Christmas. Check out his YouTube here!: https://www.youtube.com/channel/UCiSKnkKCKAQVxMUWpZQobuQ


    [ 2019-12-18 07:33:29 CET ] [ Original post ]

    Dev Blog Update : Upcoming Tinkering Skill!

    In our upcoming DLC patch we've reworked the existing Locks skill into Tinkering! Tinkering lets you salvage, repair and craft new kinds of tools to help fight through the dungeons. Like Alchemy, this skill will be available to everyone once the DLC drops!
    Check out our Dev Blog post to find out more! Tinkering Skill Preview


    [ 2019-10-02 16:25:32 CET ] [ Original post ]

    Dev Blog Update : DLC Incubus Punisher Reveal!


    [quote]The Incubus as the Punisher Class[/quote] We have another expos from the in-development Legends & Pariahs. Wall of Justice is covering the (frankly abusive) Incubus Punisher. Read all about the Incubus, the male counterpart to Myths & Outcast's Succubus, plus the Punisher's spells and gear, designed for super-rude dungeon foe punishing, in the devblog here: Incubus Punisher Devblog Reveal


    [ 2019-09-11 03:27:09 CET ] [ Original post ]

    Dev Blog Update : DLC Goblin Shaman Reveal!

    Turning Wheel DevBlog
    [quote]Shaman shapechanging into a rat[/quote] As we get closer to the release of the Legends & Pariahs DLC, we'll continue to have more to show of the new races and classes. This time, Wall of Justice is covering the shapechanging Goblin Shaman! Read all about the Goblin's racial effects, all four of the class' shapechanged forms, new items, and more: Goblin Shaman Preview
    [quote]First cockatrice concept[/quote] While you're there, stick around for a bit of history in the development of the Blessed Addition, including the first sketches that of all the monsters that were added, and why we picked the ones we did! Since many of these concepts went on to inspire our DLC playable monster races, it makes for a fun backstory as you await Legends & Pariahs. Barony: Monster Addition


    [ 2019-08-24 17:11:07 CET ] [ Original post ]

    Turning Wheel Devblog: Live with DLC Development Details!

    Peek Behind the Curtain!


    After years of keeping the Barony community updated on Steam and Discord, we've launched the Turning Wheel Devblog. Since Barony is live not just here on Steam, but also on Humble and GOG (and who knows what other platforms in the future) we feel like this is a good step forward toward keeping fans up-to-date on the goings-on with Turning Wheel and Barony. Wallofjustice has helped to launch the Devblog with a couple of posts available right now, including: a general development update as well as a deeper feature piece about Casting and Goblins from the upcoming Legends & Pariahs DLC.
    Also check out some Myths & Outcasts behind-the-scenes history about the Conjurer and Accursed classes!
    If you're eagerly awaiting the next DLC, and/or are interested in some candid conversation about development from team members, jump on over and take a look! We will announce future posts on the Devblog on Steam


    [ 2019-08-12 23:21:24 CET ] [ Original post ]

    V3.2.3 Multiplayer Client Lag Fix - Windows Beta

    Hi All, If you've played multiplayer as a client for long sessions, you may have experienced ever-increasing lag during the later floors. We've been trying to identify the source of the issue, and have come up with a potential fix for Windows users to try. I've opened up a new beta branch "v3.2.3-win-net-test" accessible in the Steam properties->betas tab for Barony, simply use that to play with your friends and see how it works for you. You should see a lot more stable FPS in this build as a multiplayer client.
    Additionally in-game, navigate to settings and check "disable multithreaded Steam networking".
    Please provide feedback/results in our pinned discussion thread. https://steamcommunity.com/app/371970/discussions/0/1778262124948870820/. If this solves the issue, we'll do an update for all Windows/Linux/OSX platforms as soon as we can. Cheers, Ben


    [ 2019-03-13 14:54:26 CET ] [ Original post ]

    Barony: Myths Outcasts DLC has launched!

    https://store.steampowered.com/app/1010820/Barony_Myths__Outcasts/?curator_clanid=9110426 Go nuts! We hope you all enjoy playing this as much as we enjoyed making it. - mistersneak


    [ 2019-02-23 01:07:19 CET ] [ Original post ]

    Barony V3.2.3 - The Alchemy Update Is Now Released!

    Hi All, I'm pleased to announce that the V3.2.3 Alchemy Update is now released and out of beta! This build also supports the full release of our "Myths & Outcasts" DLC! https://store.steampowered.com/app/1010820/Barony_Myths__Outcasts/ Inside you'll also find we've added 51 new Steam Achievements that incorporate some of our new Alchemy and Unarmed skills, as well as DLC-exclusive achievements that will help guide you in mastering each of our new monsters and signature classes in the "Myths & Outcasts" DLC.

    Changes:


    • Added support for 51 new Steam Achievements!
    • Holding left or right ALT while "using" a potion forces it to be equipped in your hand. (e.g Potions of Polymorph auto drink on right click, now can be quickly held in hand without using the inventory menu). Default combination is ALT + right clicking inventory/hotbar or ALT + hotbar number keys (0-9).
    • Polymorphed or otherwise monstrous players now can make idle monster sound effects via the "use" hotkey and selecting nothing on screen. Default binding is right click.
    • Added setting to mute idle player-made monster sound effects in the settings->audio tab.
    • Drinking a bottle of water now also dissipates the effects of Polymorph (Swimming in water, drinking from a regular sink are the other ways to negate Polymorph on players)

    Bug Fixes:


    • Fixed Alchemy recipe "juice + confusion = confusion". Now creates booze.
    • Fixed Alembics stacking behavior, now should never stack.
    • Fixed incorrect female Insectoid arm models.
    • Fixed error message spam when dying while having the chest GUI open.
    • Fixed allied monsters not pathing through other players.
    • Fixed Unarmed damage against monsters, previously used incorrect damage multipliers and some Liches were immortal to punches.
    Have fun with this new update, and the new DLC, all! Cheers, Ben


    [ 2019-02-22 22:53:10 CET ] [ Original post ]

    Launch Imminent: Myths Outcasts DLC


    Thank you for you patience in awaiting this announcement and ultimately, the release of the DLC. The final achievements were just added and tested, and a new trailer is hot off the presses, so we're finally ready to announce that the DLC is ready for imminent release. And now things are in Valve's hands to approve the DLC launch! Unfortunately we don't have control over that, so it might be held hostage over the weekend, but fingers-crossed you'll have a chance to play it today on Friday, February 22nd. Ideally we would have everything approved by Valve and then schedule a release date after that, but we're just trying to make this DLC available to you as soon as possible. We're planning a 33% off sale for the Barony main game during launch week of this DLC. So it will be the perfect time to get some friends into the game while you show off your awesome new monster characters. Big thanks to you lich-hunters for your patience and support! - "mistersneak"


    [ 2019-02-22 17:59:21 CET ] [ Original post ]

    Barony V3.2.3 - The Alchemy Update OPEN BETA!

    Hi All, I'm making a open-beta branch available now on Steam for our V3.2.3 update! This update has been the culmination of 5 months of rewrites and additions to support our upcoming DLC. If you'd like to get your hands on the new features, then select the V3.2.3 beta branch from Barony properties menu in Steam. Make sure you backup your savefiles and scores when updating, as you may experience crashes when downgrading to the old V3.2.2 branch. We've been using this build for our Developer Livestreams and it has been fairly stable, so you should be safe to stick to this beta version. We're still finalising some store page business on the DLC front, but getting this base update out now will allow our DLC launch to go smoother when it's ready.

    Let's mix things up with Alchemy!


    Combine potions to suit your needs, experiment and learn the secrets of Alchemy! In this V3.2.3 update we've added the Alchemy mechanic with it's own proficiency available for all players!

    Getting Started With Alchemy


    Alchemy requires 2 potions and a new item to get started - the 'Alembic'. You'll be able to experiment out of the gate using the new Brewer class in our upcoming DLC! Otherwise you might be fortunate enough to find one of these inside a potion chest or sold at your local Apothecary shop. Alembics are reusable but have small chances of degrading, so it's best advised to keep a spare or two handy. Brewing acidic potions increases the chance your alembic may break.
    Once you get your hands on an Alembic, you'll have the option to 'brew' or 'experiment'. Amateur alchemists learn by drinking potions or combining potions using the 'experiment' option to build up their knowledge of ingredients.
    Note: Cursed Alembics will produce cursed brews, and blessed Alembics give you sweet blessed potions. But a cursed Alembic does have uses! A cursed potion may give you the same effect benefits of a blessed potion. The blessing/curse interaction potion changes are shown later on. Also if you have a +0 Alembic, the resultant brew will be the minimum curse level of the two ingredients you mixed. You'll soon learn a select few 'base' and 'secondary' ingredients
    • Mix a 'base' ingredient with a 'secondary' ingredient and voila! You've discovered a new recipe. Which ones are which? Well you'll figure it out! No chemistry degree necessary!
    • You'll learn that certain 'base' ingredients tend to produce certain potions with similar characteristics.
      • Water can be used to dilute other potions, but be careful to not overdo it or you'll ruin the batch!
      • The sweet citrus notes of dungeon juice create potions that make you feel great!
      • Booze makes you feel bad enough on it's own, but what kind of other effects can you make out of it?
    • To keep track of what you have learned so far, mouse over the Alchemy proficiency in the in-game skills page.

    [quote]Here our budding Alchemist can make use of water, juice and blindness potions using the 'brew' command.[/quote]
    • Some potions have no special effects in Alchemy, and using them will always result in a potion of sickness.
    • Using the 'brew' command instead of 'experiment' will show you known "good" combinations that don't dissolve into potions of sickness. That being said, a potion of sickness might just be the ingredient or offense you want!
    • Potion recipes are fixed, so carry your knowledge through each playthrough!
    How can I keep up a stock of potions? When you're not assaulting enemies with concoctions, maybe you'd like to stop and have a little taste. The higher your Alchemy proficiency, the greater chance you'll be able to recover an 'Empty Bottle' when drinking potions. Combining potions will also allow you to recover some extra bottles for later use. Apothecary shops or potion chests also have a chance to carry empty bottles. Equip an Empty Bottle in hand, and use it on a fountain or sink to tap a potion into your bottle. Keep an eye out for slimes or succubi!

    Ways to level Alchemy


    • Drinking a potion you've never consumed before will always result in an Alchemy skill point. If the potion is a 'base' or 'secondary' ingredient it'll be added to your Alchemy tooltip.
    • Brewing a potion you've never tried mixing before will add to your knowledge and result in an Alchemy skill point. Otherwise brewing will level your Alchemy skill with a 50% chance.
    • Throwing potions has a 20% on impact to level your Alchemy skill.

    Alchemy Skill Bonuses


    • Alchemy modifies your potion impact and effect damage by [100%/110%/125%/150%/250%/400%] for each proficiency tier
    • Increases chance of duplicating potions with water [50%-100%]
    • Increases chance of recovering empty bottles when consuming potions [60-80%]
    • Increases chance of recovering empty bottles when brewing potions [50-75%]
    • At Legendary Alchemy, your alembics will never degrade, and all potions you create have a +2 blessing!

    Potion Changes


    • Thrown potions that heal or provide positive effects (strength, cure ailment, healing, juice) no longer deals impact damage to allies or draws aggro to the player.
    • Added an Apothecary shop to the Hamlet map, replacing a general store.
    • Added particle effects for healing effects of potions (booze, healing, juice)
    • Added 4 new brewable-only potions:
      • Potion of Strength: Grants +5 STR and -5 PER for 1 minute. Each blessing increases the duration by 30 seconds. Cursed Potions of Strength will result in blindness.
      • 'Unstable Potions'
        • These explosive potions deal 10 additional impact damage that is multiplied by your Alchemy skill damage bonus
        • Potion of Firestorm: Razes a target with 3 orbiting fireballs that deal low magic damage and ignite foes. Breaks down walls.
        • Potion of Icestorm: Chills a target with 3 orbiting cold spells that deal medium magic damage and inflict slow status
        • Potion of Thunderstorm: Strikes a target with 3 orbiting lightning spells that deal heavy magic damage
        • Each magic projectile from these potions is able to hit up to 3 other targets nearby
        • Impact damage is increased by 5 for each blessing/curse on the potion
    • Potion of Acid: Deals (10 + (5 * blessing or curse) * Alchemy damage bonus) additional impact damage. (Previously dealt 8-10 fixed damage)
    • Potion of Sickness: Deals (5 + (3 * blessing or curse) * Alchemy damage bonus) additional impact damage and poisons a target. (Previously dealt 2 damage)
    • Bottle of Water: Heals (5 * blessing) health if +1 or above. Cursed bottles of water now randomly curse a non-cursed equipped item when consumed. If no held items are eligible, then randomly curse any non-cursed inventory item.
    • Bottle of Booze: Heals 5 + (5 * blessing) health. Cursed potions reduce the heal by 5 HP per curse level
    • Cure Ailment: Blessed potions will provide (4 * blessing) seconds of increased HP/MP regen
    • Potion of Invisibility: Blessed potions provide (12 * blessing) extra seconds of invisibility. Consuming a Potion of Invisibility breaks monster aggro if the player is greater than 3 tiles away from hostile monsters.
    • Potion of Levitation: Blessed potions provide (12 * blessing) extra seconds of levitation
    • Potion of Speed: Blessed potions provide (12 * blessing) extra seconds of speed
    • Potion of Paralysis: Blessed or cursed potions provide (2 * blessing or curse) extra seconds of paralysis per level
    That about wraps up the Alchemy portion of this update, let's move on to the other changes and goodies:

    General


    • Added two new game/server flags (found under settings->misc)
      • +1 Life: Every player spawns with an amulet of lifesaving. Steam Achievements are disabled while this mode is enabled.
      • Keep Inventory On Death: Multiplayer only. Players no longer drop items when they die. On respawn, will revive with all items equipped as they were. Does not disable achievements, but reduces your final multiplayer score by 50%.
    • Added active status effect icons next to the sustained spells UI
      • Icon blinks when the effect has less than 5 seconds duration remaining
      • Option to disabled this UI element is found in video settings
    • Cockatrice Lair secret level now prevents sources of levitation due to soft-locking possibility
    • Insectoids now have 2 animated wings/antennae on their model

    Items


    • Added 'Backpack' item
      • Provides 1 more row of inventory if not cursed
      • Equipped in the player's cloak slot
      • Does not burn like cloaks
      • Items get sorted into the last row only if all other slots have been filled
      • Autosort does not modify any items in this additional row
      • Backpacks can be found rarely in hardware shops or chests
    • Added 'Potion of Polymorph' item
      • If consumed by a player, transforms the player into a random humanoid monster
      • If player starts as a monster race, the polymorph effect transforms the player into a human
      • Polymorph duration lasts 4-6 minutes
      • Polymorph effects dissipate when swimming in water, or drinking from sinks
      • When thrown at a monster, the monster will polymorph into a random creature
      • If the new creature can not wield the same equipment, the old equipment will drop on the floor
      • The new creature will copy the stats of the original polymorphed target (Crystal Golem to a rat anyone?)
      • Polymorphing a monster is permanent
      • If a flying creature is polymorphed and there is no floor to stand on nearby, polymorphing will instantly kill the creature
  • Scroll of Enchant Weapon now targets 'melee gloves' if no weapon is held in hand. (Applies to brass knuckles, iron knuckles, and spiked gauntlets)
  • Scroll of Repair now has a GUI (like identify), no longer targets random equipped items
    • Can target any item in your inventory (does not have to be equipped, or unbroken!)
    • Raises status +2 levels if the item is not broken
    • Raises status +1 level if the item is broken
  • Cursed Scrolls of Enchant Weapon/Armor/Remove Curse now reverse the blessing of an item (e.g +2 to -2) or take a +0 item to -1 curse.
  • Reduced crystal weapon breakage chance (now slightly less durable than other equipment types)
  • Crystal weapons now have 2x chance to level combat proficiencies
  • Halved item breakage chances in Hardcore mode
  • 'Melee gloves' (brass knuckles, iron knuckles, spiked gauntlets) now have chance to degrade on use

    Magic


    • Added tooltips for magic spells, showing damage, effects and sustain costs
    • Spray Acid spell now deals 10 damage per projectile (from 7)
    • Bloodletting spell now deals 30 damage (from 25)
    • Charm monster spell now only can charm 1 monster at a time into your service. The Charmed monster must die in order to be able to take control of another.
    • Invisibility spell now breaks monster aggro if the player is greater than 3 tiles away from hostile monsters.

    Proficiency Changes


    • Added tooltips to show all gameplay interactions with proficiencies. Mouse over each entry in the skills panel to see details.
    • Added 'Unarmed' proficiency
      • Monk, Warrior, Barbarian and Wanderer classes start with some Unarmed proficiency.
      • Provides +1 unarmed ATK every proficiency tier (+0 to +5)
      • If 'melee gloves' are worn, applies scaling knockback effect on a fully charged strike
      • Knockback distance is increased with higher proficiency tiers
      • Knocking a monster into furniture or doors deals 5-10 damage and breaks the object
      • Unarmed skill provides additional furniture/door damage each tier
      • Unarmed damage from players has it's own damage type when applied to monsters. Damage effectiveness shown below: 1.f // human 1.1 // ghoul 1.2 // rat 1.1 // skeleton 0.8 // goblin1.2 // scorpion 0.5 // slime1.f // imp 0.8 // troll1.f // gnome 1.1 // spider0.8 // demon 1.f // succubus 1.f // lich 1.f // minotaur 1.f // devil 1.f // shopkeeper 0.8 // kobold 1.4 // scarab0.6 // crystal golem 1.f // incubus1.f // vampire 0.5 // shadow0.8 // cockatrice 0.8 // insectoid1.f // goatman 0.7 // automaton
    • Added new capstone effects for the following melee weapon proficiencies (to trigger the capstone effects, you must strike with a fully charged attack - holding the attack key until the strike):
      • Sword: +5 ATK and inflict 5s bleeding status
      • Mace: +5 ATK and 25% chance inflict 1.5s paralyze status
      • Axe: +10 ATK and inflict 3s slow status
      • Polearm: +5 ATK and inflict knockback status
      • Unarmed: +5 ATK and inflict paralyze status on a backstab strike
    • Other capstone effects added:
      • Shield: Your shields never degrade when blocking (excludes mirror shield)
      • Ranged: Your ranged weapons never degrade on use
    • All melee/ranged/shield proficiencies now provide improved durability on your equipment as the proficiency is skilled up
    • Melee proficiencies: Killing a monster has an increased chance to level your proficiency
    • Ranged:
      • Reworked several damage formulas. Thrown weapon ranged damage is now a multiplier [100%/110%/125%/150%/200%/300%] instead of a static value 0-20 ATK. This enables thrown weapons to scale lategame.
      • Potions are no longer influenced by ranged proficiency.
      • Potion damage is (base thrown ATK * Alchemy potion multiplier) + potion effect
      • Thrown weapons are now (base thrown ATK + weapon ATK + DEX / 4) * (Ranged damage multiplier) - (target AC * 0.25)
      • Gemstones/Rock damage are now (base thrown ATK + DEX / 4 + Ranged proficiency / 10) - (target AC * 0.5)
    • Leadership:
      • Followers now gain +1 DEX every proficiency tier (influences movespeed)
      • Capstone changed to Goatmen, Insectoids and Goblins being recruitable
      • Capstone no longer allows unlimited allies
      • Followers now revert their color palettes back to normal if their leader died (A monster previously always reset it's allegiances if their leader died, but this was not obvious)
      • Followers no longer hunt enemies out of sight if told to wait in place
      • Followers now choose a random spot around their leader to walk to, instead of the same one over and over again
      • Followers scan for enemies more frequently instead of waiting for the player to get hit
      • Players accidentally damaging followers now results in a single attack in return instead of normal aggro
      • Added particle effect on successful leadership recruitment
    • Appraisal:
      • Added message to indicate if your appraisal skill was not high enough when attempting to identify an item
    • Sneaking:
      • Improved sneaking effectiveness (blocking without a shield), player concealment changed from 2 tile distance to 3 tiles
      • Improved assassination/backstab mechanic to be more reliable if the target was moving or otherwise not stationary
    • Locks:
      • Doubled base unlocking chances (previously was 1 in 400 at 0 proficiency, now 1 in 200)
      • Catching a target in a beartrap now always levels your locks proficiency
      • Monsters walking into bear traps now properly update their HP bar to the player
      • Capstone bonus gold on unlocking chests changed from 25 to 100 gold
      • Successfully lockpicking an automaton now always increases lockpicking skill
      • Hardware shops now have increased chance to sell lockpicks
    • Swimming:
      • Waterwalking capstone now does not disable your shield

    Performance


    • Slight improvements for non-multithreaded networking
    • Improved sound effect processing to reduce frame drops

    Bugfixes


    • Fixed 'use previous character' button overwriting the oldest savefile always
    • Fixed rare crash that could happen when an insectoid changed weapon
    • Fixed gates causing players/monsters to get stuck when closing. Now are passable until the colliding entity moves out of the way.
    • Fixed followers not pathing through the player when issuing movement commands
    • Fixed boulders spawning over doorways for the 5th time. Added new hat to eat if I'm wrong.
    • Fixed furniture having status effect colored health bars
    • Fixed hunger icon appearing if hunger was disabled mid-game
    • Fixed player arms occasionally animating in the same direction
    • Fixed cursed enchant weapon/armor scrolls not syncing between server and clients
    • Fixed human arm/footwear equipment not showing correctly in multiplayer
    • Fixed incorrect hunger message that could sometimes appear after vomiting
    • Fixed teleporting not updating player position correctly (affected Cockatrice Lair secret level trigger)
    • Fixed wall traps building a wall ontop of monsters and players
    • Fixed forcebolt spell tooltip not displaying 0 manacost when legendary spellcasting is reached
    • Fixed some modded content disabling Steam Achievements when it shouldn't. (Cosmetic mods e.g sounds/models/music do not disable Steam Achievements)
    • Fixed some items wrongly stacking when bought from shopkeepers
    • Fixed issue where identifying an item via appraisal would close your identify
    • GUI from a scroll
    • Fixed issue where multiplayer clients did not get notified of secret level blurbs ("you hear the sound of pickaxes")
    • Fixed crash when throwing a potion of cure ailment
    • 'Greasy' status effect now lasts 1-2 minutes rather than indefinitely to prevent soft-lock at Herx
    Please use the new V3.2.3 Bug Report/Feedback thread to give us feedback on any issues or crashes you might encounter. Thanks everyone! Ben


    [ 2019-02-10 16:22:05 CET ] [ Original post ]

  • Content Preview : The Myths Outcasts DLC Pack

    We're not quite ready to announce an exact release date yet, as we're still testing, but the first DLC pack is coming very close to completion! Here's a full rundown of what you can expect. For more details about Barony DLC, including pricing info, please view the DLC announcement.

    Myths & Outcasts DLC Pack 1


    [img=https://steamuserimages-a.akamaihd.net/ugc/961981982173189000/B6F52B87D2A5F5DA956DA696128E3B535E232D64/]

    Skeleton Race


    This bony adventurer doesn't eat, but is very slow to regenerate. When filled with magical power, some have said the bones can re-invigorate after death! Skeletons may be a great option for a patient player that doesn't like playing with hunger, but still wants to play through the game legitimately, or with friends who like hunger on! The skeleton can be played as its new signature class: [img=https://steamuserimages-a.akamaihd.net/ugc/961981982173189520/67B8B161265CD74E5B04A2B8F917346DB3999AAF/]

    The Conjurer


    This new class' playstyle may largely depend on their ability to summon an undead ally who grows in experience and power alongside you as you advance through the dungeon! Outfitted with little else, prepare to support your summons while staying out of harm's way early on in the adventure. [img=https://steamuserimages-a.akamaihd.net/ugc/940590522589271547/4B9CBAA2D93F72D7AD50E0D1E66B99071F782C48/]

    Goatman Race


    These bleating beasts love the taste of tin-cans and have no need for a tin openers. They also have a nose for booze, and can often make some of it using fountains throughout the dungeon. A steady supply of booze bottles lets the Goatman rely on boosted physical strength and finding new drinking buddies along the way! These skills come in handy with the Goatman's signature class: [img=https://steamuserimages-a.akamaihd.net/ugc/961981982173188602/BCB345F9E94A493C62DBA0AD8447D40660E7018C/]

    The Drunkard


    As the Drunkard, booze doesn't cause you any trouble. It's running out of it that's a problem for you! Without your signature sauce, a horrible hangover will make you feel terrible, which is very much like the effect drunkenness has on other classes. Keep track of your booze supply and make sure you're in fighting shape when you need it! [img=https://steamuserimages-a.akamaihd.net/ugc/961981982173188880/C9450E98E9816E3D55FA87B79ED3F298BA480A36/]

    Vampire Race


    Vampires start with a number of classic magical abilities, but are cursed with a hunger for blood. Normal food won't do them any good, only slaying the living will provide them with what they need. Attacking an enemy by surprise allows the Vampire to drink some of their victims' blood, and vials of blood may often be dropped by foes that the Vampire can save for when it is needed. [img=https://steamuserimages-a.akamaihd.net/ugc/961981982173189228/59463B5F8409C9183BD64A7DCB15E0BAD515B91F/]

    The Accursed


    This class begins the game with a curse - You will hunger more rapidly, but are also imbued with supernatural speed. Vampires or Humans of this class will need to move quickly to keep their hunger from chasing them down! Rumors suggest that the curse can be broken if you find the magic spell you were cursed with in the first place. [img=https://steamuserimages-a.akamaihd.net/ugc/961981982173188755/B27036989C4C8B6EBA11605A2E6751F5E8DCA725/]

    Succubus Race


    This demonoid is wry and clever. Starting with demonic magical abilities, they prefer to outwit their foes on the way to killing them. But being an unholy entity comes with its tradeoffs. The effects of Blessed and Cursed equipment is reversed! [img=https://steamuserimages-a.akamaihd.net/ugc/961981982173289202/20E4E98158F1C60CD420E8B5E721AB297E6978B3/]

    The Mesmer


    The Mesmer is a trickster who, using magic, can charm monsters so they lose the will to fight... or even fighting on the Mesmer's behalf! Why do the fighting when you can convince the others to do it for you? Otherwise frail and poorly outfitted, the Mesmer will have to pick its unwilling allies wisely to stay alive. We hope that these races and classes are as exciting to you as they are to us! We'll provide more info as we get closer to releasing the Legends & Pariahs DLC Pack. But as a teaser, we are ready to announce the races for that pack: The Insectoid, The Goblin, The Automaton, and The Incubus. - "mistersneak" and the Turning Wheel team


    [ 2019-01-11 15:53:09 CET ] [ Original post ]

    Announcement : Barony DLC - New Monster Races Classes!

    Happy New Year, lich hunters! We have a 2019 Barony surprise for you. I'm excited to announce Barony DLC! We hate it when paid DLC feels like it should have been part of the game all along, and we've always released those kinds of additions to Barony for free. With this DLC, we want to provide awesome, but entirely optional additions. In order to get this content to you quickly and provide you more purchasing options, we're releasing two DLC Packs:

    • The Myths & Outcasts DLC Pack 1
    • The Legends & Pariahs DLC Pack 2

    DLC Overview:


    [img=https://steamuserimages-a.akamaihd.net/ugc/961981982173289103/FBB1142D3AE1F208A39D3B00BBBBC01848C51CF3/]

    Looking for a little gameplay variety in your race selection?


    Want to see the dungeon through the eyes of somebody other than a human?


    Well you're in luck! Soon you'll be able to go adventuring as one of the less-than-lovable dinizens of the dungeon. You can choose to play these new races simply as skins to show off to your dungeon pals and on the leaderboards, or you can go full-on BEASTMODE and take on all the powers and drawbacks of that monster's race. Careful though! As a rEaL mOnStEr, other human NPCs don't take too kindly to you! What used to be friendly towns are now a big problem! Use Polymorph potions to disguise yourself, but they don't last forever! Playing as a monster is recommended for experienced players! But that's not all, being a baddie comes with some perks! Each new monster also comes with an additional playable class, tailored to that monster race. These classes will ultimately be playable by humans as well! You'll also find yourself with some new allies in the dungeon to aid your quest!

    But how will this work in multiplayer?


    We'll be releasing an update that will ensure that every player can see and host content for players that own the DLC. If you buy one pack, and your buddy buys the other, and a third doesn't own any of the DLC, you will all still be able to play together.

    When and how can I purchase the DLC?


    Our plan is to release the first DLC pack in the coming weeks, and follow up shortly with the second DLC pack. Each pack comes with 4 unique races and classes and will be available to purchase on the Steam Store for $3.99 USD. [img=https://steamuserimages-a.akamaihd.net/ugc/961981982173189111/9D0B05F819FC6556836996BD2CED5E00A63D0801/] [quote]Assemble a team of monsters and undermine the humans![/quote] [img=https://steamuserimages-a.akamaihd.net/ugc/940590522587810593/9F7740DFF1CB948AE9B19DEEA09C87C49309B340/] [quote]Party up as different monster types with your pals and find new synergies![/quote] [img=https://steamuserimages-a.akamaihd.net/ugc/961981982173189749/9C2ABC2D826EAE3A4DBD665A88E7EC48B417E87E/] [quote]Play your favorite class with a new twist using a monster race![/quote] [img=https://steamuserimages-a.akamaihd.net/ugc/961981982173189841/C3550853A0A84F561060158FDA4E75080B45E6EC/] [quote]Simply select the "aesthetic skin only" option to enjoy your monster costume without the gameplay tweaks.[/quote] [img=https://steamuserimages-a.akamaihd.net/ugc/961981982173189623/1E75EC31212DEC22D5B8B97760C9A8AFAE97F2F2/] [quote]Take on an entirely new look when you outfit a monster with adventuring gear![/quote]

    Summary:


    Both packs include:
    • 4 playable monster races with unique passive abilities and allegiances
    • A new signature player class for each monster
    • Costume-only options for monsters - express yourself in multiplayer and on the global leaderboards, while keeping the classic human Barony experience
    For more information about what the DLC contains, check out the content preview. Thanks for your time and attention! - "mistersneak" and the Turning Wheel team


    [ 2019-01-11 15:52:57 CET ] [ Original post ]

    Barony V3.2.2 Windows Hotfix "PhysFS Failed To Initialize"

    Hi All, A small amount of Windows users reported that Barony would fail to start and immediately shutdown, producing the following error line in the log.txt file: [PhysFS]: failed to initialize! Error code: 0 The Steam files have been updated with a new "physfs.dll" which hopefully fixes the issue. If anyone has trouble after this update, a backup of the old file is in the Steam install directory "physfs_backup.dll" which can be renamed to overwrite the new file and work as before. If this hotfix doesn't work, please report in the bug report forum thread. Otherwise if this fixes your issue, let us know in the comments! This will be pushed out to our other storefronts in the coming days. Cheers, Ben


    [ 2018-10-04 12:14:45 CET ] [ Original post ]

    Barony V3.2.2: Faster Performance, Faster Digging, and Faster Bugfixes!

    Hi All, Grab your pickaxes and digging spells! We've got big performance optimisations in this V3.2.2 patch, and as a result all areas of the game should be smoother and sleeker to play!

    Changelog:


    • Greatly optimised entity lookups for pathfinding, targeting and movement. Tiles now keep track of what entities reside on them.
      • Initial level load times heavily improved.
      • Pickaxes/digging spell stutter reduced from 500ms worst case to < 1ms. Miners rejoice!
    • Improved frame-rate limiter to a higher performance counter for smoother fps.
    • Added option to disable multithreaded Steam multiplayer networking. Fixes stutter/lag issue that Linux/OSX users were reporting! If Steam lobbies perform worse then direct-ip, turning this off may improve performance. Many thanks to Exezin for helping solve this issue on our GitHub page
    • Added tooltips to options in the 'misc' settings menu for clarity.
    • Added setting in the 'audio' section to mute music and sounds when the Barony window is not in focus.
    • Added setting under 'video' to show skill values (trading, magic, leadership etc) as numbers (20 / 100) rather than tiers (master, novice).
    • Boulders now properly destroy furniture as they roll through them rather than clipping through.
    • Added notification on enabling /brawlermode to show if the achievement is active or the current run requires a reset.
    • Fixed boulder traps spawning on top of entities they shouldn't (again!). Traps will be removed if they generate above a chest/door or other collidable object.
    • Fixed camera turn up/left/down/right getting rebound if bound to the previous default keybinds of q,e,z,c.
    • Fixed minotaur/hunger icons being blocked when HP/MP bars were set to a higher UI scale.
    • Fixed furniture displaying incorrect 'ghost' HP boxes when switching targets from a monster.
    • Fixed crash for Linux/OSX when attempting to open the Steam Workshop or Custom Content menu options.
    • Fixed Steam in-game leaderboard scrolling for categories with more than 15 entries.
    • Fixed score window monster kill text spilling outside the window.
    As usual the feedback/bug report thread is here to submit your comments. And finally if you haven't joined our official Barony discord, you can join via this link to chat and start up some multiplayer lobbies! http://discord.gg/Eg2r5fE Cheers, Ben


    [ 2018-09-12 03:10:48 CET ] [ Original post ]

    Barony V3.2.0 Is Now Live For Everyone!

    Hi Everyone, V3.2.0 is out of beta and we've just pushed out the update for all OSes! The full changelog for the update can be found in the previous announcement thread, and the feedback/bug report thread lists the couple of hotfixes since that announcement. If you had an existing save file prior to updating, you'll need to move it and rename to the new format in the new barony/savegames/ directory on Windows, or the ~/.barony/savegames/ directory on Linux/OSX. Details on the new save location and naming convention is in the previous announcement. Let us know if there's any issues, I've also made a V3.1.7 branch available to roll back to in case any players encounter issues. Cheers, Ben


    [ 2018-08-20 16:16:19 CET ] [ Original post ]

    Barony V3.2.0 - The Follower Update Beta is Live!

    Hi Everyone, A new update for Barony is right around the corner; we're introducing an overhaul to the player follower/leadership system, a new item, multiple save games, and Steam leaderboard support! We’ve also been enhancing some Workshop/Editor features to help support our modding scene and fixing all the bugs that the community has reported in the last 2 months. Due to the scale of changes, we’re jumping straight to v3.2.0 from v3.1.7 and we’ve opened up a public beta test NOW for Windows OS only while we finalise Linux + OSX builds. This beta is feature complete so only bug fixes will be expected to find their way into the full release for everyone.The v3.2.0 beta is available from the ‘betas’ tab in the Steam right-click properties menu for Barony. Enjoy a nice long read of our changelog below, and report any feedback/bug reports in the new v3.2.X feedback thread! Also shout out to our Barony discord if you want to chat with others in the community http://discord.gg/Eg2r5fE

    General:


    • Added nametags for all players that appear above your avatar. Can be turned off in the video settings tab.
    • Added support for up to 10 singleplayer and 10 multiplayer (non-modded and modded) save files with a new custom menu.
    • Changed the name format of savegames, these also now reside in a /savegames/ folder under the Barony directory.
      • Savegames are sorted by date, most recent appears at the top
      • When 10 slots are filled of either singleplayer or multiplayer, the oldest entry will be deleted on starting a new game
      • Singleplayer saves are now named savegameX.dat and savegameX_npc.dat
      • Multiplayer saves are now named savegameX_mp.dat and savegameX_mp_npc.dat
      • Modded saves are now named savegameX_modded.dat, savegameX_mp_modded.dat etc
      • If you have an existing savefile when updating, you just need to rename your savefile to match the above formats (e.g savegame0.dat and savegame0_npc.dat) and move it into the /savegames/ folder.
    • Added support for Steam Leaderboards. Categories for leaderboards are available at https://steamcommunity.com/stats/371970/leaderboards/
      • Leaderboards each have a 'fastest time' and 'highest score' variant for each win condition
    • Added in-game Steam leaderboard browser with character viewer.
    • Added map hash verification for official Barony levels. Modified maps will disable Steam Achievements and Leaderboard score upload attempts.
    • Linux OS Barony output files are now located under the home user directory inside a .barony folder (~/.barony) Savegames, default.cfg, log.txt and mods are all written to the user's home directory to prevent access issues when writing data. All game resources are still located in the Steam install directory.

    Gameplay Changes - Followers:


    • Overhauled follower and leadership system
      • Followers can now be controlled using a radial menu, replacing the previous right-click 'move aside' behavior.

      Options include:
      • Wait/Follow (novice) - Allies will either stay in place (within a 5x5 area of their location when told to stop) or follow the player. If told to stop in a smaller room like 3x2 they will stay within the confines of that room.
      • Drop Equipment (skilled) - Allies surrender some or all od their equipment, depending on the leadership skill of the player. Dropped equipment via this method are counted as 'player-owned' and allies will have the existing 5 second delay in re-picking up player items.
      • Toggle Class (skilled) - Selecting this will toggle an ally's "class", current options are "mixed", "melee" and "ranged". Upon recruitment allies start as mixed class, and if that creature is of the type to auto-pick up items on the ground (humans, automatons, goblins, goatmen) it will pick up anything as before. "Ranged" classes will only auto-pick up crossbows, shortbows, slings for weapons (excludes magicstaffs) and only some of the lighter armor variants. (E.g Steel/Crystal breastpieces/helms/shields are excluded) "Melee" classes will skip over ranged weapons and stack on all gear they find.
      • Item Pickup (basic) - Toggles between "all", "unowned" and "none", and upon recruitment defaults to "unowned". Selecting "none" makes sure allies do not replace their equipment with any loot, and "unowned" will only pick up items that were not dropped by a player. "All" will pick up all items, and retain the 5 second delay for player-owned items.
      • Move To (basic) - Selecting this allows you to specify a point for your ally to move towards in the world. Upon reaching the destination (if pathable), allies shift their stance into "wait" rather than follow and wait for further movement instruction. Allies are receptive to their surroundings during this state, and will engage in combat if any enemies are along the way. It is possible to pull an ally out of combat using this command as long as they can escape their attacker without being hit. Targeting a point to move uses the up/down look axis (a first in the Barony world!), so you can point to which exact tile on the map (or minimap) where to go. Alternatively pointing at a wall with have your ally path to the tile in front of the wall. After reaching a destination, allies will do a quick scan in the area to check for enemies.
      • Attack/Interact - As with "Move To", selecting this activates a targeting cursor. The difference is this will target entities rather than tiles in the world. Depending on the type of entity hovered over, a prompt for "attack" or "interact" will appear. Attacking (expert) - Selecting a monster in the world will force your ally to target the selected monster, provided it is an enemy. It is also said that with enough persuasion, ANY monster can be an enemy! If the player is too inexperienced in Leadership, "Attack" as a command will not be available, and will indicate as non interactable when selecting any creature.
        Interacting (basic) - Certain types of entities are set as interactable depending on the creature type of your follower.
        • If a monster can wield items (generally humanoids), then selecting an item will force equip the item onto your ally. Monsters will never unequip items given to them in this fashion. Auto equipping new items will only reoccur when the forced item has broken. Cursed items on the ally can not be swapped out. Rings and amulets can also be equipped using this command - but are hard to remove!
        • Certain allies (fleshy, non-otherworldly beings) can eat food if interacted with to provide a small heal + temporary bonus to HP regen if high quality. The better the food, the greater the heal + regen effects.
        • Allies have a decreasing hunger meter like players do, however there are no side effects to under or over-satiation. The creature will refuse food if over-satiated. Healing via food has a chance to raise leadership skill. Humans can have a hard time handling spoiled food, but the other creatures in the dungeons seem to handle a bit of mould a-ok.
        • And finally, a select few allies can interact with a couple "world" entities. This includes humans, goblins, automatons, goatmen, kobolds and gnomes. Currently this is limited to removing torches off the walls and flipping levers.

      • Rest (skilled) - Your ally falls asleep and has increased HP regen for 30-60 seconds. Usable once per floor, for each ally.
    • Options on the wheel are locked out based on their required "skill level". The player's effective skill level is Charisma + Leadership proficiency (0 to 100, named proficiency tiers above novice have 20 points difference).
    • Options are also locked out depending on the "rank" of the monster. Humans are basic creatures and so their requirements are as per the base levels above. Each rank above 1 typically increases the skill requirements by 20 points.
      • Rank 1:
        • human
        • rat
        • slime
        • scorpion
        • spider
        • skeleton
      • Rank 2:
        • goblin
        • troll
        • ghoul
        • gnome
        • scarab
        • automaton
        • succubus
      • Rank 3:
        • imp
        • demon
        • kobold
        • incubus
        • insectoid
        • goatman
      • Rank 4:
        • crystal golem
        • cockatrice
        • shadow
        • vampire

      Other Follower Changes:


      • Number of allowed followers to recruit via interacting has been rescaled. Formula is now max 4 followers below EXPERT proficiency, then +2 for each rank (EXPERT, MASTER). Legendary Leadership grants follower cap of 25. (Previously was 1 follower per 4 Leadership, to a max of 25.)
      • Followers now are granted some XP when their leader kills something. (Previously no XP was awarded, only followers that killed monsters would gain XP)
      • Followers now have a chance to block during combat, influenced by their Shield proficiency and the leader's Leadership proficiency.
      • Followers that would retreat on low health now do not retreat if the leader's combined Charisma and Leadership proficiency is greater than EXPERT (60)
      • Human spawn LVL is now scaled depending on tileset. Each tileset past the mines increases their LVL by 3 + random 0 to 3. (E.g swamp is 6-9, Labyrinth is 9-12). Followers are not affected by this scaling, only random spawns.
      • Added reduced human spawns in the later tilesets instead of all automatons for ally options (caves/citadel).
      • Added followers to the right-hand side party sheet to show their HP and LVL (previously only other players were shown). If the list of followers is too long then the remaining entries are scrollable.

      New default keybinds for followers:


      (Remaps the default turn left/right/up/down to the arrow keys if these are conflicting, all are rebindable in the controls menu.)
        • Follower Wheel Open (right click/use) - Clicking on a follower at any distance in the world will bring up the follower menu. You can either hold right click, move the mouse and release right click to make a selection, or right click once, move mouse and right click again.
          • You can also open the menu by right clicking the follower entry in the party sheet. Using the hold right click - select - release right click method over the party sheet brings the mouse quickly back up to the party sheet to quickly select other followers.
        • Quick Follower Wheel (c) - Brings up the follower menu for your last selected follower no matter where they are (last selected follower is highlighted in light blue on the party sheet).
        • Cycle Followers (e) - Cycles through the currently selected follower in your followers list. Cycling then pressing 'c' will open the menu for the new ally.
        • Repeat Last Command (q) - Re-issues the last command to the currently selected follower. E.g can be used to issue successive 'move to' commands or toggle 'wait' and 'follow'. If your Starcraft APM is high enough you can use this to quickly issue 'move to' or 'attack' for all followers if you also cycle with 'e' hotkey.
        • Select As Last Follower (left click) - Left clicking on a follower entry in the party sheets sets them as the last selected follower for use with the menu or last command hotkey.

      Gameplay Changes - Continued


      • Added new item - "Magicstaff of Charm Monster", appears in random generation similar to fire and lightning magicstaffs.
        • On hit has a chance to charm a monster into becoming a permanent follower. If charming fails, then it will inflict a "pacify" status effect.
        • Has a base chance of 80% to inflict Charm. Monsters of higher "rank" (detailed in the follower section of the changelog) will have reduced chance to be charmed, 30% per rank past the lowest. Has no effect on bosses, shadows or cockatrices.
        • Successfully charming a monster increases the caster's Leadership proficiency.
        • "Pacify" status effect temporarily causes a monster to forcibly retreat and lose it's ability to attack.
        • Charm chance is increased by the caster's Charisma and Leadership proficiency.
        • Charm chance is increased if the target is under the 'drunk' or 'confused' status effects.
        • Charm chance is increased if the target is not engaged in combat.
        • Shopkeepers are immune to charm, however can be pacified and will reset any grudges for players in the game.
      • Monsters dominated or charmed will stop being attacked by other new-found allies and also reset their aggro.
      • Succubus and Incubus can now cast 'Charm Monster' to recruit allies. Killing a succubus has a chance to drop a magicstaff of charm monster.
      • Poison status effect damage is now increased with the target's max HP pool, roughly 1 additional damage per 20 HP. Previously was a constant 3 HP damage tick.
      • Bleed status effect damage is now increased with the target's max HP pool, roughly 1 additional damage per 30 HP. Previously was a constant 1 HP damage tick. Effect damage is reduced by 1 HP per 5 Constitution. Bleed ending early HP is now 5 + Constitution. Previously always stopped at 5 HP remaining if the effect was still active.
      • Monster health bars now have a small depleting animation to show the damage dealt.
      • Cursed healing potions now have reduced (but positive) healing effects and also apply poison status effect.
      • Cursed restore mana potions now have reduced (but positive) restoring effects and also apply slow status effect.
      • Caves secret level now disables opening and locking spells.

      Workshop:


      • Added configurable light/sound/player message source sprites to the editor that trigger when powered for custom maps and story.
        • Light source radius/brightness can be set for ambient lighting or dance parties.
        • Sound source refers to any line in the sounds/sounds.txt file to play at location or globally to mimic voice lines.
        • Text source sends a message to all players that can be exposition or dialogue.
      • Added 'signal timer' sprite that takes power input from 1 side and outputs on the opposite site. Works like a delay or a clock so the output can be set to toggle on/off every few seconds to create a light show or can be delayed to time custom player messages.
      • maps/levels.txt files can now include optional tags to determine minotaur spawns, dark maps and secret level spawn chance.
        • Applies only to "gen:" prefixed lines.
        • E.g "gen:swamp secret%: 50 minotaur%: 25 darkmap%: 10" in 1 line spawns a secret 50% of the time, minotaur 25% of the time and 10% dark map chance for the swamp.
        • All tags are optional, so "gen:ruins secret%: 100 minotaur%: 10" will generate a ruins dark map using normal random generation.
        • Simply leaving a line as "gen:ruins" uses the normal random generation for all tags. Modifying this list counts as modding the map list and will disable Steam Achievements.
      • Custom secret level exits can now be added, if your map name is "castle" and you generate a layout with "gen:castle", the engine will look for a secret map "castlesecret.lmp" to spawn as the secret level exit.
      • Music and tiles are now properly working and ready for Workshop.
      • Added support for custom music in maps that did not have unique music tracks:
        • These maps are gnomishmines.lmp, greatcastle.lmp, sokoban.lmp, caveslair.lmp, bramscastle.lmp, hamlet.lmp
        • To add custom music, add gnomishmines.ogg, greatcastle.ogg etc as files inside the /music/ folder of a mod or the base game directory.
      • Added items_global.txt to compatible Workshop files.
      • Added function in init.cpp source code to create executables that auto load your mod assets on startup to help creators distribute their mod. (gamemodsWorkshopPreloadMod(Steam Workshop File ID))
      • Added 'disable opening' editor map flag to disable the use of opening and locking spells.

      Misc:


      • Boulders now leave a small blood trail when obliterating something.
      • Monsters now repath if getting stuck pathing on a boulder after a couple of ticks.
      • Monsters now repath away from a horizontal spell trap's source after being hit instead of having a chance to repath again into the firing line.
      • Caves and Citadel secret levels now use their respective tileset music + battle themes instead of default tracks.
      • /die console command now works for multiplayer clients.
      • Add /togglesecretlevel console command to force toggle the level/secretlevel.txt lists on next map change.
      • Add /seteffect x command to inflict a status effect on the player for debugging, where x is the numerical index of the status effect.

      Bugfixes:


      • Fixed bug where attacking friendlies up-close would not trigger their aggro. Friendlies should now quickly retaliate, including Shopkeepers.
      • Fixed bug where digging around a boulder trap could cause boulders to drop where they visually shouldn't.
      • Fixed bug where singleplayer savefiles were not immediately deleting on death.
      • Fixed bug where minotaur music would not play during regular levels on minotaur spawn.
      • Fixed 'One man's trash' achievement triggering when depleting a non-cursed magicstaff.
      • Fixed death music not playing due to combat music overwriting it.
      • Fixed erratic behavior when using % signs in chat. Now should print out properly formatted.
      • Fixed bug (potentially?) where a floating arm would remain on screen when dead.
      • Fixed bug where female monster event messages would display the male variant.
      • Fixed bug where modded tilesets from the Steam workshop would animate.
      • Fixed bug where modded music from the Steam workshop would fail to load correctly and crash the game.
      • Fixed editor not using vertical sync and running uncapped at approximately 120958912099081250908 frames per second.
      • Fixed sleep spell name being internally referred to as the opening spell.
      • Fixed bug where a monster arm animation could get stuck and animate the wrong way, affected monsters with throwing weapons.
      Hope to have this released to everyone in the coming days! Cheers, Ben


      [ 2018-08-16 12:32:28 CET ] [ Original post ]

    Barony V3.1.7 Patch is now LIVE! QoL Additions and Completed Workshop Support!

    Hi All, A new patch is here, fresh with some of the most recent requests and bug reports from the community! We've also finished up the last(?) of the game files to be integrated into the Steam Workshop page. If you haven't checked it out yet, vist the Workshop page to see some neat creations by our community and see what's possible to mod into the game! We've also had an influx of new users since the Blessed Addition has been released, so I'd like to share the official Barony discord http://discord.gg/Eg2r5fE where you can organise multiplayer lobbies and chat with us!

    Quality of Life/Misc Changes


    • Added minimap "pinging" using the right mouse button/gamepad 'use' keybind on the minimap.
      • Alerts all allies with a sound and flashing icon for a few seconds, up to 4 per player can be active.
    • Added 4 separate player colors on the minimap. Followers now properly display for all players and are color coded.
    • Minimap opacity and size can now be modified in the Video settings tab.
    • Added minimap "zoom" hotkey, default is bound to 'X'. Toggles between 3 stages of minimap zoom.
    • Added hotkey to hide the persistent chat/event log. Default is bound to 'L'.
    • Added specific obituary text for falling from death when levitation runs out.
    • Added Vertical Sync menu option to the Video settings tab.
    • Added UI scaling options to the Video settings tab. Character sheet, HP/MP bars, hotbar, inventory, skills sidebar, and chat log can now be scaled via the settings menu.
    • Improved the 'End game' and 'Disconnect' confirmation window text to better describe what happens when the button is clicked. Clicking disconnect no longer deletes multiplayer savefiles.

    Gameplay Changes


  • Trading items worth 0 or 1 gold no longer increases Trading proficiency once the SKILLED level is reached.
  • Trading more expensive items (150+ gold) has a higher chance to increase Trading proficiency.

    Workshop Support Additions


    • Added language file en.txt to Workshop support.
    • Added items.txt to Workshop support, gold/weight/sprites now editable.
    • Added monster limbs.txt file to Workshop support.
    • Added 'system' images to Workshop support (images/system/ files like the logo, menu backdrop, chatlog background etc)
    • Closing the client with Workshop mods loaded will automatically be repopulated on next start without having to manually reselect them again. Selecting Workshop then 'Start modded game' will load up the previously selected mods.

    Bugfixes


    • Fixed slight delay when clicking 'start game' which could lead to some long load times due to checking if modded content was installed. Now mod content will only be checked if the 'Custom Content' or 'Workshop' menu options have been selected in the session.
    • Fixed some overlapping text in the Workshop subscribed item list browser. Better handled printing out descriptions.
    • Fixed Angel of Death achievement triggering off non-ally characters.
    • NPCs no longer pick up invisible items (Sokoban reward).
    • Fixed issue where bear traps could be placed in air gaps while levitating.
    • Fixed issue where slippery fingers dropped a cursed weapon. Now item remains in hand as a proper curse should!
    • Fixed Brawler achievement being disqualified if pressing the cast magic key without a spell equipped.
    • Pickaxes now have a small delay when digging that prevents switching equipment during the animation. Should reduce rare bug where item durability could underflow and cause crashes.
    • Fixed right-clicking on the hotbar in shop window not notifying the player where to actually click to sell items (should be in from inventory).
    Thanks all for your support, as always the bug-report thread is here if you encounter any issues, and feel free to make any requests/suggestions on the forums and the discord. Cheers, Ben


    [ 2018-06-26 15:01:34 CET ] [ Original post ]

  • Barony V3.1.6 Update Is Out! Achievements and More Workshop!

    Hi All, All 60 new achievements are now available for achieving in the main client! We've also merged our workshop features into the main branch so all users will have access to this by default.

    V3.1.6 Workshop Changelog


    • Added models to workshop support to replace existing assets. To add models to a mod file, place the new file into the blank /mods/YOUR_MOD/models/ directory where appropriate (monsters go in models/creatures, boulders go in models/decoration etc). Keep the name the same as the original you are replacing and it'll be overwritten when you start modded game.
      • You can replace the filenames the game looks for in the mods/YOUR_MOD/models/models.txt file, however this is not cross compatible with other mods modifying the model files, so bear that in mind.
      • New guide updated for custom model in Barony:
      https://steamcommunity.com/sharedfiles/filedetails/?id=1383197562
    • Added books to workshop support. To add books to a mod file, place the new YOURBOOK.txt file into the blank /mods/YOUR_MOD/books/ directory. Each .txt file in this books directory will extend the amount of books present in the game and will automatically generate naturally in the world. Inside the .txt file just needs to be the text of your book.
    • Added sounds/music to workshop support. To add these to a mod file, place new files in the mods/YOUR_MOD/sound or mods/YOUR_MOD/music directory. Format must be .ogg files. For sounds - the same as models, you can choose to change the mods/YOUR_MOD/sound/sounds.txt file to change the filenames being looked for but is not cross compatible with other mods.
      • Music filenames are fixed so you can only replace the filenames seen in the normal music folder.
    • Added tiles (walls/ground textures etc) to workshop support. To add these to a mod file, place new files in the mods/YOUR_MOD/images/tiles/ folder. Modifying these essentially is a texture pack!

    V3.1.6 Game Changelog


    • Added /brawlermode command for the new Brawler achievement to avoid accidentally using banned weapons (fists and throwing potions only, consuming other items is permitted).
    • Added nicknames from winners of the Screenshot Contest to the random player name pool.
    • Steam achievements are disabled if any modded map content is found, things like models/sounds will not affect this. A warning in the lower right of the screen will inform if achievements are disabled.
    • Humans no longer pick up dropped magicstaffs as they don't equip them.
    • NPCs now will wait 5 seconds before picking up a player-dropped item to avoid accidental theft of a dropped item.
    • Thrown items can now be caught mid-air by players with right click or alternately bound use key. Includes Tomahawks/Daggers/Chakrams/Shurikens.
    • Swamp Temple secret is now 100% spawn chance instead of 50%. Matches the other secret level occurrence rate with special loot.
    • Added 'Use Previous Character" button to the character select screen to quickly jump back into your previous created character's name, sex, race and class. Sends you to the single/multiplayer select screen.
    • "Boots of Speed" achievement now requires killing either boss instead of reaching the credits sequence.
    • Added confirmation window when deleting scores in the statistics screen.
    • Added new higher resolution editor sprites courtesy of Discord user Nubbie.
    • Added extended help in the Editor explaining controls and tools, accessible via H hotkey or in the HELP menu dropdown.
    • Rebinding right click to 'cast spell' no longer disables in-game menus and other UI breakages.
    • Fixed Skeletons spamming sound when waking from sleep.
    • Cleaned up some missing sound files and replacing with appropriate null.ogg file to prevent game logs being spammed with some missing audio messages.
    This update is a rather large change to the way we handle files for Workshop support as well as a whole lot of game adjustments for new achievements, so please report any bugs you see here. There is also the Workshop thread here if you'd like any help with getting started with Barony's workshop. Don't stop achievin', hold on to that feeling! Ben


    [ 2018-05-10 09:07:24 CET ] [ Original post ]

    Upcoming V3.1.6 Update: New Achievements and Extended Workshop Support

    Hi all, You might have noticed some new Steam achievements pop up on the Barony page a couple days ago. These aren't obtainable in-game yet, but we are working on releasing V3.1.6 of the game client which will implement ways to obtain all 60 new achievements! We're aiming to get this update out within a few days. In addition, this update will extend Barony's Workshop support to include custom models, tiles, sound and music files, as well as in-game books. And as always there'll be a couple QoL and bugfixes bundled as well to look forward to. Cheers, Ben


    [ 2018-05-06 12:36:36 CET ] [ Original post ]

    Barony: Blessed Addition and the Extended Soundtrack! LAUNCH HYPE!

    As of today, Barony Blessed Addition has officially launched! After over a year of work, we're excited for all of you to dive back into the dungeon. You'll enjoy 50% more content including new levels, more story, new secrets, powerful new items, vicious new monsters and bosses, in addition to the classic first-person, roguelike, co-op gameplay you've come to love and expect from Barony! All of this also comes with features and options that make Barony bigger, better and more accessible for you, both in gameplay, and in making your own levels. For the full list, check out all of our changelists from 3.0.0 on, and you'll see the mountain of work that's gone into this update. (Patch notes at the bottom of this announcement!) As we've mentioned in the past, you'll soon see on our store page that we've updated the price of the game to reflect the work we've done. Barony now costs $14.99. A price increase is rarely popular, but we feel like Barony is worth it! We hope you do too. Those of you that have been supporting Barony from the beginning will obviously not be affected. You'll see we also have a snazzy new trailer that we hope you enjoy. You'll also find the Barony Extended OST will soon be available in the Steam store. It features a whopping 44 atmospheric tracks, straight from the game's dungeons, including new stuff from the Blessed Addition. We hope you enjoy listening to these outside the game in whatever context suits your musical needs! Chris Kukla has composed and sourced all of these incredible tracks that really helps give Barony its signature mood. Barony has always been a passion project and we hope you love this update as much as we do! Spread the word and get your friends into the dungeon. Most importantly, go kill some liches! - From everyone at Turning Wheel LLC

    GENERAL


    • Optimised game loop, should see massive improvements to performance!
    • Adjusted monster pathing to improve performance, now monsters on the perimeter of maps will take several smaller path choices instead of 1 large path to reach the opposite end of the map. Monsters may stick to the edges of maps more.
    • Reduced hunger count down tick rate and appraisal times when in multiplayer with 3 or 4 people to compensate for the reduced available loot to each player.
    • Monsters will attempt to destroy furniture if it is in their warpath.
    • Added tooltip for Dominate spell to hint at extra mana cost on top of the base mana cost.
    • Added new slow sound effect.
    • Adjusted shopkeeper/chest inventories to scale with dungeon level, now include higher tier gear such as crystal etc. Deeper dungeon levels now has reduced chance to spawn basic gear such as leather/bronze.
    • Shopkeepers can now spawn blessed gear at increased prices past level 18. Players with a EXPERT appraisal will see blessed shop items highlighted in green.
    • Bought items from a shop will now attempt to stack if possible.
    • Multiplayer savegames now only delete when all players in the game have died. Prevents losing a savegame due to a player encountering a crash.
    • Steam lobbies now show version info.
    • Slightly reworked Sokoban:
      • Add sound effect for completing the puzzle.
      • Angering the gods can now spawn an Insectoid.
      • Reward for completing the puzzle is reduced if boulders are destroyed by digging or pickaxe.
      • The artifact armor piece now requires solving the puzzle to appear, subject to the gods rating on your boulder pushing performance.
    • Add on-equip messages for all the new artifact armor pieces.
    • Add delete score button in the scores window to delete 1 entry.
    • Updated some story text backdrops.
    • Added /mapseed command to print out the current map's seed.

    BUGFIXES


    • Fixed monsters being stuck inside doorways and never/rarely pathing out. Monsters react and move out of the way within a few game ticks.
    • Fixed issue where the right sidebar was clickable when not in inventory panel
    • Fixed issue where hardcode mode was too hardcore and inflated monster stats more than intended.
    • Fixed issue where hitting a player with the locking spell would display 'you open the door'
    • Fixed issue with fountains that caused desync of generated items in multiplayer
    • Fixed crash when deleting multiplayer save games.
    • Fixed cure ailment spell removing levitation, could cause you to fall to your death if casted over a pit.
    • Fixed crash in caves secret level when killing the miniboss.
    • Fixed issue where LEGENDARY spellcasting forcebolt spell cost 1 mana instead of 0 mana.
    • Fixed steam lobby browser not showing all new server flags.
    • Fixed issue where followers were disappearing after resuming a savegame.
    • Fixed crash when attempting to drop gold while dead.
    • Fixed crash when casting Opening spell on a column.
    • Fixed edge cases of /buddha mode players encountering death.
    • Fixed fountains in the Underworld map not spawning incubus or succubus if the fountain was surrounded by water tiles.

    Previous Patch Notes:



    [ 2018-03-26 00:02:01 CET ] [ Original post ]

    Blessed Addition - Community Screenshot Challenge!

    We at Turning Wheel are turning to the community to take some thrilling Barony: Blessed Addition screenshots! We're looking for 10 fantastic screenshots that show Barony at its best. We'll be picking out the best of the best and using them to help show off the game on digital storefronts. What's in it for you? The top 20 submissions will have a name of their choosing [within reason!] added to Barony's name randomizer for all to behold! The top 10 submissions will receive a free copy of the Barony Soundtrack on Steam! That's right! With the launch of the Blessed Addition, we're also launching the Barony Soundtrack, and Soundtrack Bundles for you to enjoy. For your screenshot to qualify, gather screenshots from the Blessed Addition Beta. Simply submit it through the Steam Screenshot tool at 1920x1080 resolution. Title the Screenshot as "Community Screenshot Challenge". Comment on your Screenshot the name you would like to be added to the name randomizer. You may submit several screenshots if you like. If we pick multiple of your screenshots, you may specify an additional name for the randomizer, but you'll still receive a single copy of the soundtrack. We'll be picking shots that make the game content look diverse, interesting, fun, beautiful, and exciting. To improve your chances, show great cooperative play, take shots of more than just the new content, and avoid shots that spoil some of the game's bigger bosses. You're welcome to try some hot cheats to get a leg-up on the screenshot pile including the following:

  • /noclip - good for generally putting the camera wherever you want - and if you press q or e you can raise or lower the camera for taking cool shots!
  • /thirdperson - detaches the camera and leaves it stationary in place, while you can move the character away Again, first and foremost, catch the game at its best! Thank you, and have fun! Happy lich hunting!


    [ 2018-03-20 07:02:08 CET ] [ Original post ]

  • Barony V3.1.0 Blessed Addition FINAL BETA Changelog!

    Howdy folks, We're almost there! There's some polishing and a few loose ends left to tie up before we can officially launch the Blessed Addition. But, there's also something you need to do: help us find bugs! We're pushing the latest version of the game to the beta branch. Get it, test it, report it. Barring any major issues, we hope to officially launch the Blessed Addition in the next week or so. Below, you can find the changelog compiled, as well as instructions on how to access the beta branch in the previous update threads (if you haven't already done so). Thank you all for your patience! - Ben & Ciprian Post all feedback/bug reports here. If you need a refresh on the previous BETA changelogs, see the links below: v3.0.0 Patch notes v3.0.1 Patch notes

    ::Barony V3.1.0 BETA Changelog::


    GENERAL/GAMEPLAY:


    • Complete extended story! Investigate what lies beyond the crystal caves...
    • Added separate save files for single and multiplayer games. E.g starting a new single player game will only delete the old single player game, and keep the multiplayer file intact.
      • Added dialogue options to delete existing save games.
      • Added warning on the single/multiplayer select to notify player if there is an existing save file and that it will be deleted.
    • Added some new server flags, 'Classic' and 'Hardcore'.
      • Classic mode will finish the playthrough at the end of the Cursed Edition maps.
      • Hardcore mode significantly increases the stats and levels of all enemies in the game, and also reduces the reaction time of all melee monsters. This mode is entirely experimental at this point.
    • Added autosorting functionality to player inventories. Accessible through a button next to the inventory panel, or with a configureable hotkey (default 'R').
      • Priorities are configureable for different item categories (weapons, equipped items, gems etc) through the settings->misc tab.
      • Setting a priority from 1-9 will cause those items to be sorted from left to right, highest priority (9) will be sorted first
      • Setting a priority from -1 to -9 will cause those items to be sorted from right to left, highest priority (-9) will be sorted first
    • Reworked layout in boss map. Players who fully explore the dungeons can now have an easier time during the fight.
    • Updated scores file format, now has capability to embed new challenges and statistics. Added some new 'conducts' at the scores display page (such as hardcore, multiplayer etc) to provide more information about the run.
    • Added in separate scores files for singleplayer and multiplayer. Increases the maximum amount of scores from 10 to 30 for each.

    MECHANICS/BALANCE:


    Maps:
    • Increased minimum spawn rates of monsters in all tilesets. Floors should no longer spawn with almost no monsters.
    • Slightly adjusted food generation balance in multiplayer. Separate food spawn rates have been slightly reduced, but the items on the ground now have a chance to have a quantity higher than 1 depending on the amount of players.
    • Exiting secret levels no longer skips one of the regular floors. Previously the level progression go mines level 2 -> secret level -> mines level 4. Now goes mines level 2 -> secret level -> mines level 3. Underworld maps still retain the old behavior as a speedrun tactic and passage to the alternate route.
    • Vertical magic traps now have a shorter impact delay.
    • Hunger rate is now reduced on boss maps.
    • Increased the difficulty of the Great Castle map and it's inhabitants.
    Monsters
    • Buffed vampire melee damage
    • Buffed shadow proficiencies with weapons, deal slightly more damage.
    • Removed Goatmen from the Caves tileset, moved to the Citadel. Buffed stats to match the new living quarters. Goatmen now spawn as weaker 'lesser' Goatmen in Hell.
    • Adjusted initial reaction time for ranged monsters, now will attack instantly if they previously did not have a target. Prevents ranged monsters from immediately backing up and losing sight before a shot is made.
    • Buffed Ghoul miniboss and followers.
    • Monsters with higher STR now beat down doors faster.
    • Monsters now attempt to move out of the way after being hit by a magic trap.
    • Humans and other followers no longer walk over spike traps.
    • Buffed Minotaur and increased Minotaur arrival delay in levels 25 and beyond. Minotaur now is enemies with more of the Blessed Addition monster set.
    • Shadows now bleed and leave particles on death.
    • Magic traps casting the Sleep spell now have a chance to not reapply effect to currently sleeping creatures. Chance to not reapply is improved with magic resistance.
    • Shopkeepers reconcile their grudges with humans immediately after the ruins as a once-off. Re-aggroing shopkeepers in the Caves and onwards will cause the vendetta to reapply.
    • Shopkeepers now carry new spells to defend themselves after the ruins map.
    Classes:
    • Monk no longer starts with a slingshot.
    • Monk starting shield proficiency reduced by 1 tier.
    • Arcanist now starts with purple hood and cape
    • Sexton now starts with a fez hat.
      • Oh yeah, we added a fez hat.
    Proficiencies/Stats:
    • Reworked Sneak proficiency capstone:
      • Now only provides invisibility if sneaking with no off-hand held item.
      • Quadruples backstab and doubles flanking bonus damage output.
      • Invisibility is broken temporarily when attacking or casting spells.
    • Rebalanced spellcasting capstone, Player now learns the Forcebolt spell with 0 mana cost instead of Magic Missile.
    • CON now decreases the duration of Sleep status effect.
    Items:
    • Added auto-stacking of items when picked up or successfully appraising them.
    • Implemented Artifact tier armor.
    • All equipment that grants stat bonuses now take into account the blessing. E.g +2 glasses now provide +3 PER instead of always +1 PER.
    • Scrolls of Remove curse and Identify now open up a GUI for the player to select an item.
    • Spellbooks now deteriorate by 1 use after learning the spell from it.
    • Added/Implemented Blindfold of Telepathy and Blindfold of Focus. Blindfolds now apply a lingering blind effect for a short duration when unequipped.
    • Crystal tier weapon damage increased from 7 to 10 base attack.
    • Adjusted item stacking behavior, now items such as armor, weapons and magicstaffs no longer stack. Consumables such as thrown items, gems, food etc will stack.
    • Blocking with a light source (torch, latern) now lights up the area even more for the player.
    • Mirror shield now requires facing the incoming magic projectile when blocking in order to reflect spells.
    • Rebalanced fountain enchantments, now will enchant only 1 piece of equipment usually, and has a rare chance to enchant all worn equipment as it did before.
    • Added negative effects for cursed potions.
    • Thrown blessed potions of water now deals additional damage to the undead.
    • Potions of Healing and Extrahealing now grant bonus healing depending on the CON stat. Bonus is 2x and 4x CON respectively.
    • Slightly reduced healing rate from sources of HP regeneration. Healing rate is now improved with blessing.

    INTERFACE:


    • Added buttons in the scores/character creation/in game stats page to rotate the player model.
    • Updated main menu logo, music and background maps.
    • Added in ability to drop held gold on the floor. Accessible when hovering over the player's gold count in the stats panel and pressing the USE key.
    • Added in settings option to disable torch/other light sources from flickering.
    • Added in locking functionality to the 'Party Stats'/proficiencies panel. Keeps the panel open while the inventory is closed to monitor your party's status. Can be enabled via the settings menu or by clicking the locking image on the panel.
    • Added health regeneration rate to CON tooltip.

    MUSIC/SOUND:


    • Added new music track to the mines and swamps map.

    EDITOR:


    • Added customisable decoration tiles with configureable height, direction and model numbers (model number taken from models.txt)
    • Added customisable shopkeeper types through the NPC flag property. Allows shopkeeper to always be equipment/jewelry/etc. merchant.

    BUGFIXES:


    • Fixed issue where chests sometimes causes a crash when the opener died.
    • Fixed issue where players would get notified of any monster's level ups.
    • Fixed issue where multiplayer clients were not identifying picked up items when appraisal was maxed out
    • Fixed missing equip text on the vampire doublet.
    • Fixed issue where teleporting as a client may not result in any movement.
    • Fixed issue where tinned food would always display the same prefix, now all variants are shown on the item text.
    • Added failsafe for monster pathing if stuck inside a gate, monster should back up away from their location and try path elsewhere.
    • Fixed issue where attempting to paralyze or sleep an immune monster would still display the monster succumbed to the status effect.
    • Fixed issue where Automaton explosion animations still continued if the monster died partway through.
    • Fixed issue where items would continue to levitate if the table/podium they were placed on was destroyed.
    • Fixed issue in editor where EXCELLENT status items were being shown as DESTROYED ingame.
    • Fixed issue where explosion sprites would stop a monster from pathing towards the enemy who cast the spell.
    • Fixed issue where 'Drain Soul' spell could crash if the caster died.
    • Fixed rare issue where map generation could fail when using submap tiles.
    • Fixed issue where clients holding a thrown item may fail to throw anything at all, but lose the held item.
    • Fixed issue where mirror shield would not take priority over a magic reflection amulet or ring. Now successfully blocking with the mirror shield will prevent degradation of the other equipment.

    OPTIMISATIONS/OTHER:


    • Refactored entity lookups when only searching through monsters to improve performance.
    • Added reminder when crashing on start up.to check if Steam is running.


    [ 2018-03-18 04:02:58 CET ] [ Original post ]

    Final Blessed Addition BETA: March 17-18th weekend!

    Hey everyone, quick note this weekend (17-18th) March we'll be rolling out our last BETA before release. This'll be feature complete and will be mostly for bug fixes. If all goes well then we'll be able to ship Blessed Addition to all owners in the coming days. Thanks for sticking with us, almost there! https://twitter.com/Turning_Wheel/status/974087749627072512?s=19 Cheers, Ben


    [ 2018-03-15 01:13:01 CET ] [ Original post ]

    Barony - Blessed Addition Open BETA is now live!

    Howdy folks, The v3.0.0 open beta for the upcoming content update, from here on known as "Barony - Blessed Addition", is now live! Onto how to download: Head over to your Steam Library, right click on Barony, and click "properties". The properties window will open up, click on the "BETAS" tab and select "beta-3.0.0-blessed-addition" from the drop-down list. Steam will queue the update for download. (Note that if you are reading this fresh off the press, you may need to restart Steam for the beta branch to appear) Make sure to backup your saves and scores.dat! Nature of betas, here be dragons. Also note that if you go back to the main branch, scores and savegames are not backwards compatible, so back them up or else they will be deleted! To backup your saves and scores, open up your Steam Library, right click on Barony and click "properties". In the "LOCAL FILES" tab, click on "BROWSE LOCAL FILES…" Your file manager will open up in Barony's Steam directory. Windows and Linux users: Copy the "scores.dat", "savegame.dat", and "savegame2.dat" files (if you have them) into a separate directory. Mac users: Once the file manager opens up, you'll have to right click on "Barony" and select "Show Package Contents". Then navigate to "Contents/Resources/" and copy the "scores.data", "savegame.dat", and "savegame2.dat" files (if you have them) into a separate directory. After trying out the beta, we would love to hear your feedback about your experience! We have included a clickable link to a beta survey in the top right of the Barony main menu screen, this will open up in your Steam overlay. You can also access the survey form at any time from here: Survey link Thanks for all the support and patience from our community, enjoy the beta! - Ciprian & Ben


    [ 2017-12-19 07:35:54 CET ] [ Original post ]

    Barony V3.0.0 BETA Changelog

    Hi all, Some light reading for you to enjoy prior to the BETA launch! You can expect to see the beta branch appear within the next day. We will post an announcement when it goes live with full instructions on how to download!

    ::Barony V3.0.0 BETA Changelog::


    GENERAL:


    • Added new monsters!
    • Added new items, including:
      • Throwing weapons
      • New tiers of armor
      • New tiers of weapons
      • Starting class specific armors
      • High tier spellbooks, magicstaffs
    • Extended dungeon depth into 1 new tileset, slightly reworked ending. (Open BETA preview, more to come!)

    MAJOR GAMEPLAY CHANGES


    • Added 3 new starting classes:
      • Sexton: A temple officer who serves unseen, using stealth and magic to slip their way through the dungeon with the aid of a few rare tools.
      • Ninja: A highly specialized assassin. They ambush foes with swords or ranged weapons, using a few other tricks to get out of bad situations.
      • Monk: Disciplined and hardy. They have little in the way of offensive training and material goods, but can rely on their excellent fortitude and adaptability.
    • New Animations:
      • Add "special attacks" for new monsters, allow monster AI to choose between different attacks depending on circumstance
      • Overhauled/replaced all monster animation
      • Added unique animations for all ranged weapon firing
      • Added unique animations for monster spellcasting
      • Monster animation now has a "windup" period before dealing damage, allowing greater opportunity to block and dodge
      • Monsters can now throw items
    • Replaced randomly choosing 3 attributes on level up with weighted attribute growth for each class.
      • (E.g Warriors have higher chance for strength and lower chance for intelligence, opposite for Wizards)
    • Add chance for gaining a "bonus" attribute point on level up if the player has gained at least one level in a skill since their last level up.
      • Each proficiency is tied to 1 of the 6 attributes. "Bonus" attribute point is tied to the proficiency's associated attribute.
      • E.g combat proficiencies like POLEARM will grant a chance for bonus STR, SWIMMING will grant a chance for bonus CON)
      • Levelling up will reset the chance.
    • Shared experience from killing monsters by followers/other players is now based on proximity of other party members, rather than line of sight checking.
      • (Previously monster entities could disrupt the line of sight check and not share experience)
    • Reworked melee weapon damage formula. Now linearly scales with weapon tier and durability, rather than multiplicatively.
      • (Previously it was possible for a DECREPIT and WORN weapon to display the same +attack value due to number rounding, now there will always be a +1 attack difference.)
      This results in a net-gain of attack power in most cases, monster stats have been shifted in damage output to mostly remain the same.
    • Ranged weapons now use DEX attribute in calculation for damage instead of STR.
      • Monsters use a combination of DEX + PER to avoid monsters becoming too speedy
      • Adjusted goblin and skeleton stats to compensate
      • Ranged weapons now have a chance to "pierce" half the armor of targets, chance scales with PER attribute. Also applies to monsters.
    • Mana regen now scales with a combination of INT attribute and SPELLCASTING proficiency.
      • Multiple sources of Magic Resist & HP/MP Regen now stack diminishingly instead of having no effect past the first point
      • (E.g 50% becomes 33%, then 25% resistance)
    • Thrown potions/rocks/gems/throwing items now ignore half the armor of hit target, previously was reduced by all armor.
      • Additional damage is dealt depending on the RANGED proficiency of the thrower
      • Successfully hitting a target with thrown potions/rocks/gems/throwing items has a chance to increase ranged proficiency.
    • New armor breaking formula for some new items. (E.g Crystal Tier items)
    • Shield of Magic Resistance no longer provides reflection when blocking.
      • Changed to +1 additional resistance
    • Movement speed from DEX attribute reworked, slower speeds overall at high DEX and movement speed has a upper limit.
      • Carry weight now has a larger impact on speed at lower STR levels.
    • Add minor "blocking" animation for player characters in multiplayer
    • Add “sneaking” mechanic when using the ‘block’ key when no offhand item is equipped
      • Sneaking reduces your movement equal to the blocking speed
      • Sneaking reduces monster vision of the player
      • Sneaking grants bonus to vision/light level depending on sneaking proficiency of the player
    • Add “backstab” and “flanking” mechanics depending on the facing direction of the player and the hit monster.
      • "Backstab” applies bonus damage when hitting a target from behind that is currently not in combat or alerted
      • “Flanking” applies a chance for bonus damage when hitting a target from behind that is currently engaged in combat or is otherwise alerted. Bonus damage is less than a successful backstab.
      • Both mechanics display unique combat messages when successful.
      • Bonus damage is based on the stealth proficiency of the player.
      • Successfully backstabbing or flanking grants a chance to raise stealth proficiency
    • Add "THROWN" item category for item types
    • `Add 3 new glove types that grant additional unarmed melee damage
    • Add capstones for reaching legendary tier in a non-combat proficiency.
      • APPRAISAL: Instant Appraise
      • SPELLCASTING: Makes magic missile cost 0 mana. You learn magic missile if you don't already know it.
      • LOCKPICKING: Lockpicking is always successful, and you find extra gold in chests.
      • LEADERSHIP: Recruit Goblins as followers
      • MAGIC: Gain exclusive spell "Dominate"
      • STEALTH: Permanent Invisibility
      • SWIMMING: Permanent Waterwalking
      • TRADING: Sell any category of item to any vendor

    MECHANICS/BALANCE:


    General:
    • Buffed fountains from dungeon depths past 10
    • Buffed gravestones from dungeon depths past 15
    • Improved chance of food sources in the labyrinth.
    • Basic damage spells now break chests to match the effect on doors and furniture.
    Items:
    • Add beartraps and thrown items to chest items pools
    • Reworked Beartraps, beartrap damage is now increased by the trapper’s locks proficiency, as well as the status of the item
      • Beartraps are now reusable, degrade by 1 status every use.
      • Add beartrap set sound effect
      • Successfully trapping a monster in a beartraps has a chance to increase lockpicking and ranged proficiency
      • Beartraps no longer target allies.
      • Fixed case where beartraps were incorrectly rendered invisible in multiplayer
    • Enchant/Destroy Armor, and Repair scrolls now choose a random worn piece of equipment rather than helmet first.
    • "Cursed" scrolls of Remove Curse now curse a random worn piece of equipment.
    • Several potion effects reworked:
      • Confusion/Booze/Blindness potion duration are reduced depending on the hit target's CON and PER
      • Paralyze potion duration reduced depending on the hit target's CON
      • Bottle of water now heals 2 HP
      • Bottle of booze/juice/+1 water now heals 5 HP
      • Adjust DRUNK duration from booze to be random duration rather than fixed
    • Lowered chance for random chests to contain "garbage" item pool (E.g rock/nothing)
      • "Random" chest item pool now is limited to 5 levels above current dungeon depth, avoids spawning ANY item.
    • Equipped rings now apply a +1 attack bonus to fists. Damage bonus increases with enchantment
    Proficiency Changes:
    • Lowered chance to raise SHIELD proficiency when getting hit
    • Slightly changed learning magic requirements for spells to match the current tier list in the proficiencies panel.
      • (E.g some spell requirements needed 25 magic but you could only tell if you had 20 magic or 40 magic. Requirement changed to 20 in that instance.)
    • Rescaled magic and spellcasting proficiency levelling on spell cast.
      • `Casting spells of a lower tier than your current spellcasting proficiency level will have a diminishing chance to raise your proficiency.`
      • Increased the chance to level when using a spell that is closer to your spellcasting level.
    • Reduced chance to level magic and spellcasting with magicstaffs
    • Rescaled appraisal proficiency levelling on successful appraise. Cheaper items no longer guarantee an appraisal increase if your proficiency is higher.
      • Appraising high-value items such as gemstones will still provide a high chance for proficiency increase.
    Status Effects:
    • Add “heavy bleeding” status condition. Applies slowness in combination with normal bleeding effect.
      • (Applied only by certain new monster attacks/spells.)
    • Poison now damages every 3 seconds rather than 3.6 seconds for consistency.
    • Poison/Paralyze effect duration from Spiders and Scorpions is now reduced by player's CON attribute.
      • Added chance to apply effect even if the damage received from the monster's blow was 0. (Reduced effect, rarer chance).
      • Successfully blocking and receiving 0 damage will avoid the status effect chance.
    • "Fire" status duration and chance to extinguish now based on CON attribute. Now has a max duration the effect can last for, with chances to extinguish early depending on the CON attribute.

    INTERFACE/QUALITY OF LIFE


    General:
    • Add online player count feature to Steam version
    • Add FPS slider in settings menu, added support for 60-144Hz refresh rates.
      • Add /fps XX command to set the FPS limit, XX is desired limit.
    • Add “hotbar filters” to control what items automatically get added to the hotbar, only applies when auto add to hotbar setting is enabled. Accessible from “misc” settings tab.
    Inventory/Menu:
    • Add “Party Stats” to the inventory view, accessible by clicking a new button above the proficiencies panel. Displays all lobby player names, current HP/MP values and level.
      • HP/MP values are updated every 3 seconds for clients to minimise network traffic.
    • Redesigned artwork for all spell icons
    • Players now spawn with their class spellbooks in the right side of the hotbar, still need interacting to learn the spell
    • Proficiencies with an unlocked capstone are displayed in green text in the proficiencies sidebar
    • On level up: Display icons corresponding to the 3 attributes that were raised (& the bonus attribute, if any)
    • Items now stack more consistently, will stack if their visible "world" models match rather than an invisible random "appearance" attribute.
      • Stacking items still need to have the same durability/blessing etc.
    • Add attribute tooltips when hovering over them in the left attributes panel. Will show any bonuses from gear.
      • Add current mana regen rate to the INT attribute hover tooltip.
      • Add ATK power to the character sheet next to AC.
        • Add hover text over ATK stat to show the internal breakdown of bonuses applied to the equipped weapon.
    • Slightly adjusted left attributes view to display Base Value -> Modified Final Value. E.g. now shows as STR: 10 -> 11 rather than 11 (10) for a 10 STR character with a bonus point from gear/status effects.
      • Green/Red highlighted text shows if the current stat is being positively or negatively impacted from worn gear/status effects
    • Add missing impact particles for COLD spell
    • Removed redundant combat log message when taking 0 melee damage. E.g:
      • "the skeleton hits"
      • "but their blow bounced off"
      • Is now:
      • "the skeleton's blow bounces off!"
    • Add on-equip messages to items with additional effects (E.g boots of waterwalking)
    Sounds:
    • Slightly reduced magic trap spellcast sound volume
    • Slightly reduced ambient liquid sounds/occurrence
    • Troll footsteps are now louder
    • Add damage sounds and screen shake when dying of starvation
    • Added a small cooldown before turning off combat music to avoid music cutting in and out when darting between monster vision
    • Add minor screen shake and sound effect when taking 0 damage from a ranged projectile.
      • (Helps determining whether it was an arrow trap vs another damage source)

    EDITOR CHANGES:


    General
    • Add all new and existing monster types to be placable in editor
    • Grave key functions as backspace in typing fields
    • Item icons now change to in-game sprite if not random
    • Add "Undo" support for sprites
    • Remap map height cycle to SHIFT + SCROLLWHEEL or CTRL + U or P from just SCROLLWHEEL
    • New "Point" tool (2nd position), now is the only editor tool that can select sprites. All other tools will ignore left/right clicking on a sprite and draw underneath.
    • Add bulk sprite moving with "Select" tool. With an area selected, press ALT + ARROWKEYS to move selection and all entities underneath.
      • If the selection is moved, any new entities inside the selection tool will NOT be selected, and will need to be manually added by re-dragging the select tool over the area.
      • CTRL + ARROWKEYS will move the selection rectangle
      • SHIFT + ARROWKEYS will resize the selection rectangle
    • Pressing 'C' when hovering over a tile with multiple sprites will cause them to cycle heights. Assists with trying to grab a sprite from the bottom of a pile but having to rearrange all the top pieces first.
    • Add several new sprites/functionality to editor for existing in-game objects
      • Single boulder trap, direction specific. Configurable re-trigger amount/trigger frequency
      • Armed bear trap
      • Inverted gates
      • Timed lever. (Configurable duration)
    Customisable Sprite Properties:
    • Add "properties" menu for certain sprites, F2 to access
      • Add properties for chests, can choose which pool of items to spawn or leave as random. Can also choose orientation
      • Add properties for items, can pick item type/status/qty etc or leave as default random
      • Add full monster equipment and stat editing
    • Add support for "NPC" human monsters, accessible from the monster properties window to set the "type" of NPC.
      • They will patrol a boxed starting area like shopkeepers, and will cycle through dialog when interacted with.
    Hover Text:
    • Add hover text for placed sprites in the map view to show select information at a glance
    • Add hover text for sprite and tile selection window to show the descriptive name of the object
    • Add menu dropdown button to toggle the map view hover text. CTRL + H also toggles this behaviour
    Extended Map Properties:
    • Add several new options for map properties window (CTRL + M)
      • Map-wide options: (Only if applied to the base map, e.g mines.lmp not mines01.lmp)
        • Map skybox, input a line number from tiles.txt to be the base ""sky"" effect for the map, similar to that found in ""hell"" levels.
        • Map ceiling, input a line number from tiles.txt to be the ceiling tile instead of the default grey stone.
        • Maximum/minimum number of total entities/monsters/items/decorations to generate in a level. ""Entity Qty"" is the total pool of object in a level, and monster/items/decorations fill this pool. Priority is monsters, then items, then decorations if there are not enough entities available in the pool for all.
        • Disable levitation/digging/teleportation, stop players using these mechanics in the level.
        • Alternate map generation, if selected will generated rooms from left-to-right in the base map, rather than placing rooms in a random location.
      • Room-specific options: (Can be applied once to the base map mines.lmp or individually for each room)
        • Disable monsters/traps/loot, stops the random generator spawning these kinds of entities in your room.
    Tile Palettes:
    • Add "tile palette" to editor, allow persistent user saved 3x3 tile selection between editor sessions to quickly organise map tiles.
      • CTRL + SCROLLWHEEL or NUMPAD +- to cycle between 9 different "banks" of tiles.
      • NUMPAD * to "lock" the bank and prevent overwriting of palette when selecting new tiles.
      • LEFTCLICK/SCROLLWHEEL or NUMPAD 1 to 9 to select tiles from this palette. If selecting a tile on the map view or tile select, then will be added to the bank if not locked.
      • RIGHTCLICK to remove a tile from the palette.
    Submap Generation:
  • Add new "submap" generation, allowing random generation per room for your map!
    • Using special tile 201 "Submap.png" defines a square area to be randomly replaced from a pool of sub-levels.
    • E.g mines01.lmp contains a 3x3 of ""submap"" tiles. The generator looks for sublevels mines01a.lmp, mines01b.lmp and mines01c.lmp and will select one of those 3x3 submaps to generate in the mines01.lmp map. Generation will look at 1-26 possible maps if they exist with the suffix 'a' to 'z' after the map name.

    BUG FIXES:


    • Fixed issue where the Editor's map name textbox would not stop text from being input after the map was loaded. Stops saving maps as "mineswdasdw" even though the save window was closed.
    • Fixed issue where all thrown items would not display correctly for multiplayer clients
    • Fixed issue where "quickstart" games would always start with the same seed
    • Fixed issue where quickly "hotswapping" a crossbow caused the player to rapid fire bolts
    • Fixed issue with rounding error in CONFUSE spell, causing a 2 second less than intended duration.
    • Fixed issue where "Filthy Rich" acheivement could not be granted to clients
    • Fixed issue where FPS would be displayed as 57-59 but never 60
    • Fixed issue where invisibility and levitation channel durations were shorter than they should be after the first duration expired
    • Fixed issue where items on ground would unnecessarily calculate movement
    • Fixed feature where clients would render unloaded armor as green orbs
    • Fix issue where any animated tile is swimmable if placed in the floor. Now only tiles with "water", "lava" and "swimtile" in filename will be considered for swimming
    • Fixed issue where entities could be generated on lava/water tiles
    • Fixed issue where vomiting while dying crashes the game
    • Fixed issue where random player names would continually start with the same random seed
    • Fixed issue where resizing the editor with a tile/sprite selection window would crash
    • Fixed issue where map generation would skip the far bottom and right rows of tiles
    • Fixed issue where opening a door while dying crashes the game
    • Fixed typo in a book
    • Fixed issue when spawning in “hell” levels would fail to generate an exit (maybe this time will work?)
    • Fixed issue where clients would not show Steam usernames of other clients in Steam lobby
    • Fixed issue where too many combat log messages would corrupt the interface. Typically occurred after extended playthroughs or lots of text chat.
    • Fix issue where trolls would repeatedly play their footstep audio clip when waking up from sleep status.
    • Fix issue where picking up/dropping equipment matching your currently equipped piece would cause your currently equipped piece to stack, or be unequipped. Thrown items are exempt from this behavior.
    • Fixed missing blood particles when a spell inflicted damage for clients

    DEBUG:


    • Add /levelskill x command, where x is proficiency number to be levelled up by 10.
    • Add /minotaurnow command, force minotaur to spawn in level
    • Add /minotaurlevel command, force current level to spawn a minotaur after default duration
    • Add /maplevel command, functions like Scroll of Magic Mapping
    • /noclip command enables raising/lowering of camera with default player turn bindings Q and E
    • Holding SHIFT when /noclip is enabled will halve the movement speed of the player
    • /noclip no longer "swims" in water
    • Add /nummonsters command, show number of monsters spawned in level
    • Add /maxout2 command, levels player to 25 and equips full steel equipment.
    • Quick start multiplayer lobby from main menu with CTRL + L, uses port 12345
    • Quick join multiplayer lobby from main menu with CTRL + M, uses port 12345
    • Add /drunky command to even out the effects of drinking while coding
    • Add /summonchest command to spawn a chest
    • Add /summonall command, vomits the chosen monster onto every possible map tile on the floor.

    OPTIMISATIONS/MODDING:


    • Unify monster attack/movement code into common animation framework to assist when creating new monsters
    • Unify monster special attacks into common function to assist when creating new monsters
    • Dedicated animation functions to create new spell effects/timers/limb animations
    • Extended support for up to 50 new items
    • Extended monster support for up to 32 new creature entries
    • Remove many hard-coded limits for strings such as items and status effects, easier to make additions
    • Items now use an editable items_global.txt file to determine minimum dungeon level to spawn on, rather than obscured in-game gold formula
    • Centralised monster message events to allow custom name patterns to use generic monster grammar. E.g naming a skeleton "lesser skeleton" will correctly display "you hit the lesser skeleton!" rather than "you hit lesser skeleton". Currently available prefixes include: "lesser", "young", and "enslaved"
    • Add /reloadlimbs to refresh the in-game limb offsets for monsters. Assists when designing new monsters and equipment
    • Add /loadmodels x x to refresh in-game models from models.txt without restarting Barony. /loadmodels 400 0 will refresh from 400 onwards, while /loadmodels 590 600 will only reload 590-600. Assists with voxel modelling.
    • Add /atkspeed x and /animspeed x to globally modify the in-game attack animation speed for debugging animation.
    • Add caching of Barony models during startup with command /usemodelcache, creating a models.cache file to Barony directory on first run to read on subsequent startups. Reduces startup time from 10+ seconds to <5 on some machines. If models are changed or added after the cache is generated, then the models.cache file will need to be deleted to regenerate the cache.
    And that's all! Feel free to drop a comment here on the forums or discuss on our community Discord channel https://discord.gg/j2ne4qW Cheers, Ben


    [ 2017-12-18 11:32:34 CET ] [ Original post ]

  • Our Content Update Progress!

    Hi everyone, ​ Update on our progress so far: ​ To start, great news! We are approaching the final stages of development, currently sitting at roughly 90% completion. Our planned mechanics/items/monsters are all functionally complete, with our remaining work consisting of tidying up level designs, tweaking some audio, and wrapping it all up in a nice package for balance testing. ​ As part of our balance testing, we will be forwarding an invite to all brave a adventurers to participate in a steam version open beta test! This will be an incomplete demo containing at least the first new levels and its purpose will largely be to test overall balance and multiplayer performance. If you are fond of game crashes, incorrect language entries and dying to ridiculously over-powered monsters then this is the programme for you. ​ The open beta will be tentatively opened up in 2 weeks, we will post another update when it's ready to download. ​ Until next time! ​ Ben


    [ 2017-12-04 00:33:06 CET ] [ Original post ]

    Minor Update: v2.0.7

    Howdy folks, This patch incorporates a plethora of community fixes and modifications: * Fixed issue where fountains did not stop animating and creating sound effects for clients after drinking * Fixed issue where host's burning particles would not disappear for clients upon extinguishing * Fixed issue where client were unable to see themselves on fire * Fixed locking spell displaying incorrect message when you hit someone with it * Fixed issue where the client was not affected by the slow spell, nor slowed down by the cold spell * Fixed issue where clients were not affected by the confuse spell * Fixed head bobbing when typing * Fixed issue where pools of blood could hide some items * Fixed secret boss client desync issue * Fixed client boulders position desync * Fixed clients' limbs not existing in map (can now right click on bodies to bump, not just heads). Also fixes same issue for shopkeeps. * Fixed cure ailment not removing fire on clients * You can no longer cast spells while sleeping. * Handle client disconnects more gracefully * Players are now notified when they are no longer slowed * Spell of Opening now unlocks doors * Added a top border for the HP and MP bars to separate the actual bar from the text header A special thanks to Christopher 'Lutz' Kellen, Linus Heckemann, and all those investing their time and contributions to the Github repository. - Ciprian


    [ 2017-10-27 03:41:18 CET ] [ Original post ]

    Minor update: v2.0.6

    Howdy folks, Mostly a small bugfix update to resolve a multiplayer save issue: * Fix for resuming savegames in multiplayer, seed was being reset to 0 on map reload. * libfmodex64.so missing should be fixed in Linux version Some other things that snuck in: Community additions: + -datadir option + Dynamic resolution querying - Ciprian


    [ 2017-10-10 05:29:49 CET ] [ Original post ]

    Announcement: Content Update 2017!

    Hey all! I'm pleased to announce that myself and the team are currently in development for a long-awaited content update to Barony! I know many fans have been wanting to get their hands on some new content since the original launch of Cursed Edition last year. The goal of this update is to provide Barony fans with some brand new levels, exciting new monsters and loot, as well as reworking some of the existing underlying mechanics of the current game to increase the re-playability and depth. We will also be featuring a brand new editor expansion to improve the map-making experience. Players will be able to customise a bunch of previously hard-coded properties of monsters, items, and other map tiles to help mapmakers create their own challenging custom level sets with specific loot, deadly traps, and fearsome monsters. As part of our development, we are also taking steps to start avoiding some of the hard-coded level generation mechanics to allow for future things like variable level lengths, difficulties, and other user-made content. Some of the properties may also be making their way into those externally editable text files you know and love. If you aren't already aware, our twitter handle can be found at https://twitter.com/turning_wheel where we be regularly posting some sneak-peeks of our upcoming work, so be sure to follow and stay up to date with the clips and images we share. There will be an announcement thread on the forums where you can discuss the upcoming changes, as well as submit your suggestions or ideas you may have. I know everyone on the team loves reading all the comments and discussion from our community! We will announce more as our development progresses. Until next time! Cheers, Ben


    [ 2017-05-30 01:35:19 CET ] [ Original post ]

    Barony V2.0.5 RELEASE

    Folks, I'm taking v2.0.5 out of beta and releasing it with the following hotfixes: * Added random name button (default push "Y" on the gamepad). Names pulled from playernames-male.txt and playernames-female.txt * Changed hotbar to inventory and inventory to hotbar navigation so that you can directly dpad down into and out of the hotbar. * Made hotbar prev and hotbar next game-exclusive bindings (will not work in inventory). * Updated default gamepad bindings: cast spell = right shoulder, activate hotbar slot = left shoulder, navigate hotbar in-game = left & right d-pad. * Clicking on a gamepad binding unassigns it. * Assigned scancode 399 name "Unassigned key" and added color-coding for bindings: red = unknown key, baronyBlue = unassigned, green "..." = assigning. * Reordered gamepad bindings settings screen. Bifunctional bindings first, menu-exclusive bindings next (only works in the game's menu, inventory, and other such things), and then game-exclusive bindings. * Fixed ladders sometimes failing to generate in hell due to not finding a valid tile. * Fixed light spell spazzing out when invisible. * Fixed load savegame not using the saved map's seed, instead always using seed 0. * Fixed gamepads not working in the main menu after returning to the menu from a game. * Fixed incorrect string compare length in /minotaurlevel command. * Added missing cheat guards for several commands. The changes listed here are only what's new since the V2.0.5 BETA release; it includes and builds on top of what was listed in the "Barony V2.0.5 BETA" announcement. The beta branch has been removed. You may need to restart Steam and/or select "NONE - Opt out of all beta programs" in the BETAS tab in Barony's Steam properties window. I'd like to thank the community again for their continued interest and support. I'm very excited to say the last few months have seen an increase in involvement with the Github repository! Note for translators: This version modifies en.txt from the V2.0.5 BETA, which in turn modified en.txt from V2.0.4. Translations will need to be updated. P.S. Mac users: I noticed when updating from the v2.0.5 BETA branch to this update, Steam might report a content file is locked. I'm not sure why this is happening, but if you encounter it, you might need to either delete the offending file and revalidate your game files AFTER UPDATING (select "VERIFY INTEGRITY OF GAME FILES" under the "LOCAL FILES" tab in Barony's Steam properties window), or uninstall Barony (and possibly make sure to completely delete the barony folder in steamapps/common?) and then reinstall Barony. - Ciprian


    [ 2017-05-04 20:15:06 CET ] [ Original post ]

    Barony V2.0.5 BETA

    Folks, I'd like to announce the release of beta v2.0.5. To switch to the beta branch: * Right click on Barony in your steam library -> Properties -> BETAS -> and select "beta" from the dropdown menu. Note that you may need to restart Steam to see the beta branch. See below for full changelog, but for a quick rundown, this version contains controller support, various minor additions, bug fixes, and some major optimizations. Changelog: * Implemented controller support. * Added /gold command. * Added /minotaurlevel command. * Added a resolution change confirmation. * Added a minotaur warning icon for minotaur levels. * Added new sprites which you can use in the editor to set chest types 0 to 8. Continue using the old chest sprite for randomly selected chest type (also means existing map files do NOT have to be changed). * Split off character sheet's skill pages into its own window. * Drawing and logic optimizations. * Optimizations to frequently called functions. * Small change to way minimap is drawn -- should help with non-optimised drivers on low-end cards. * Massive entity optimizations: now use hash map. * Fixed some GUI issues. * Fixed crash when closing a chest. * Fixed keys and mouse controlling main menu selection separately. * Fixed bug with improper keying through pause menu. * Fixed a multiplayer chest GUI bug. * Code maintenance, clean-up, and some minor fixes. * Should you choose to build the game yourself from the repository, you can opt to compile with OpenAL instead of FMOD (or neither to disable sound completely) Note for translators: This version modifies en.txt. Translations will need to be updated. A big thank-you to the community for the continued interest, including contributions to the Github repository. - Ciprian


    [ 2017-03-10 02:09:33 CET ] [ Original post ]

    Barony v2.0.4 Release

    Howdy folks, I've released the latest update, bringing with it a slew of bug fixes as well as several new features. Check it out:

    • Added a "right click protection" option (when set, navigating to the right click menu in a player's inventory is required for selection).
    • Background colors for items: yellow=unidentified, green=blessed (blue in colorblind mode), red=cursed.
    • Save the last-used name and automatically fill it into name text box.
    • /startfloor command.
    • /splitscreen command (TEST COMMAND PLEASE IGNORE).
    • Shift-left clicking an item in the inventory drops it.
    • Auto appraise option.
    • -map argument for editor.
    • Tooltip noting that disabling "[ ] Traps" only disables trap generation, does not remove traps built-into a map.
    • Changed "New Game" -> "Start Game".
    • Game assigns default keybindings if config file is missing any.
    • Fixed weaponless creatures doing 0 damage on attack.
    • Fixed crash from incorrectly reading in gamma config option.
    • Fixed mouse cursor not showing up in Steam overlay in OSX.
    • Fixed bug where followers were not created upon loading the game from a save file.
    • Fixed crash on loading save-game if followers have an inventory.
    • Fixed an issue with text positioning on the victory screens.
    • Fixed being able to store spells in chests.
    • Fixed being able to attempt to sell spells to shopkeeper.
    • Fixed a crash with invite friends button if not connected to Steam network.
    • Fixed bug where enemies would not walk through pickaxed walls.
    • Fixed savegame2.dat not getting deleted.
    • Fixed bug where clients wouldn't drop inventory on death.
    • Fixed crash bug involving magic reflection in multiplayer.
    • Fixed bug where you couldn't place sprites in editor.
    • Fixed servers ignoring game type on loading save game (direct-connect vs steam).
    • Fixed clients ignoring save game type (direct-connect vs steam).
    • Fixed edge case where you could drop a spell >:|
    • Fixed being able to enable godmode even with cheats off.
    • Fixed unsustaining a spell instantly recasts it.
    • Fixed bug where game would capture mouse after closing Steam overlay in situations when it shouldn't.
    • Fixed bug where cure ailment spell and potion wouldn't stop player from burning.
    • Fixed falling boulders clipping through other tiles.
    • More C++ porting.
    The beta branch has been removed and all changes in the v2.0.3 BETA are included with this release. And last of all, I'd like to thank the community for showing interest and actively participating in the continued development of Barony. Stay tuned for future updates -- and keep an eye on the Github repository if you want to see what's cooking! - Ciprian


    [ 2016-10-25 08:09:04 CET ] [ Original post ]

    Barony Code Open Source

    Hey all, After months of deliberation and to celebrate the 1st year anniversary of Barony on Steam, we've decided to release the source code for Barony: Cursed Edition on GitHub. You can get it here: https://github.com/TurningWheel/Barony This source release is licensed under GNU General Public License 3.0, so you are more or less free to modify, distribute, and do whatever you wish with the code, though any derivative works must be licensed under the GPL as well. By this move, Barony is now officially fully modifiable, any further updates we do on the game will be reflected in this new public repository, and the community will be free to contribute to the game's direction from here on out. Keep in mind, the original game assets (models, sprites, textures, sounds, music, etc.) are NOT open source. So you will still need a legal copy of the game to play it, and the value of your purchases has certainly not been voided, either. If you are not a developer, all this means is that the game has not been made freeware all of the sudden, but serious Barony mods are now 100% possible. If you are a developer, we hope to hear from you in the coming months and years as you start digging around and hopefully begin collaborating on some cool stuff with each other and with us soon. That's all for now folks. Cheers!


    [ 2016-06-28 07:42:26 CET ] [ Original post ]

    Barony v2.0.3 BETA Release

    Heya guys, Today we are releasing a new beta of the update we've been working on for the past few months for all three platforms (Mac, Linux, and Windows). This new update concentrates pretty much on two things exclusively: bugfixes (and lots of them), and porting Barony from C to C++. Which means as of this update, Barony is now officially a C++ project. :) Keep in mind to activate this release, you will need to right click on Barony in your steam library, select "Properties", go to the "BETAS" tab, and in the drop down list, choose the "beta" option. No password is needed to activate this branch. Just hit okay and after an update, you'll be good to go. So without any further ado, let's cut to the chase and list all the changes in this release:

    • internal port of lots and lots of C to C++
    • fixed occasional crash on player death
    • fixed occasional random crash in collision code
    • fixed occasional crash when trading with shopkeeper
    • fixed lots of other random crashes
    • boulders now fall through water and lava
    • fixed shields getting double bonus or negative from beatitude
    • fixed traps spawning in doors
    • fixed clients not being able to walk through certain allies
    • fixed stack overflow caused by monsters accidentally being set as an ally to all other monsters
    • fixed demon heads going through ceilings (they now break them like minotaurs)
    • fixed minotaurs not breaking gates, only gate frames
    • fixed spears actually doing worse than other weapon types
    • fixed amulet of life saving not extinguishing burning characters
    • fixed ladders being placed behind iron gates
    • cure ailment now extinguishes burning players
    • fixed shopkeepers not losing their grudge after a new game is started
    • fixed creature followers getting in fights with shopkeepers and other humans
    • added ability to bind mouse buttons
    • added future ability to bind joystick buttons :)
    • attack and use inputs now configurable
    • fixed game speed slowing down when fps<30 (now only happens if fps<10 to prevent racing)
    • fixed possible crashes when playing the game with incompatible highscore and save files
    • multithreaded steamworks packet handling
    • added /segfault console command, which induces a segfault. :)
    • Linux only: game now releases mouse and dumps stack on segfault
    Other things you may need to note with this release: you may have to bind the Attack and Use commands in your settings menu to use the mouse buttons when you start playing, or you will find you cannot pick up or use anything! Keep that in mind before you send us any angry messages about the game being broken or some such. I'm hungry so it's time for me to build a sandwich. Hope y'all enjoy the update -- we have big plans for the future. Also, keep an eye out for an open source release of the game code (not the assets) in the next few days. Sheridan


    [ 2016-06-26 23:41:23 CET ] [ Original post ]

    Barony Steam Trading Cards!

    I'm very pleased to announce that we've completed

    Steam Trading Cards for Barony!


    Here are a few examples of each type of content to demonstrate what you all get out of this. The theme we selected for our cards is "Death By...": Death By Boulder Trading Card Death By Strangulation Trading Card [img=http://i.imgur.com/P2BonS8.jpg]________[img=http://i.imgur.com/YfRqqCW.jpg] Each of those cards can be viewed at full 1080 HD wallpaper resolution. Death By Boulder Full Card Art [img=http://i.imgur.com/mfpCL8l.jpg] Death By Strangulation Full Card Art [img=http://i.imgur.com/Uu92yHL.jpg] By being a diligent collector, you can earn Barony badges which level up to demonstrate your collector commitment! [img=http://i.imgur.com/r6swikc.png][img=http://i.imgur.com/hhTulUG.png][img=http://i.imgur.com/4ySKMlI.png][img=http://i.imgur.com/EBYpLH7.png] Doing so will also earn you some sweet Emoticons to enhance your posts: [img=http://i.imgur.com/HAWNY6M.png][img=http://i.imgur.com/fVzrAgB.png] And some hot Steam Profile Backgrounds to show your fandom!: [img=http://i.imgur.com/eL0jdVg.jpg] [img=http://i.imgur.com/AgQ880y.jpg] We really appreciate you guys, especially you die-hard fans, and we hope you find this to be high-value content, even if it doesn't add to the game directly. We know some of you are pining for some pet feature additions or fixes, but lucky for you, I'm not a programmer, so all this Steam Card stuff hasn't distracted our code wizards at all from that other stuff. ːB1ː Completing all the required content for Steam Trading Cards took a lot more art than was initially anticipated (I mean, isn't it just a few little cards?!), but we think it was worth it! Also a big welcome to everyone who just hopped on the Barony bandwagon thanks to the sale!

    I hope you love the game to death.



    [ 2016-06-25 04:12:54 CET ] [ Original post ]

    Official Steam Controller Configuration

    Heads up! We have a Steam Controller Configuration set up for Barony! You can currently find it in the Barony Steam Controller Community Configurations list.
    The Steam Controller interface has given us an opportunity to prototype gamepad-style controls with ease, and I'm happy to report that the game feels at home on the couch. We're excited to share some early-stage results with you. The touch-menu for the hotbar works great, and Appraising is a snap. Note this configuration is optimized for a 720p setup. At this point, the reason is 100% because of the UI size being unreadable from a couch distance at 1080p for most players (something we'll work on more in the future), but it will function fine at higher resolutions.
    There's a little more effort to put in on our end before the game recognizes this as the "official" configuration, but it'd be great to hear what you guys think at this stage! I realize many players aren't into the Steam Controller and want standard Gamepad support! Believe me we haven't ignored that fact and there's more we hope to do for you guys in the future. But if you're on the edge about a Steam Controller, my experience with Barony makes me happy to recommend it.


    [ 2016-06-12 01:35:10 CET ] [ Original post ]

    Barony v2.0.2 Release

    Hi everyone, Last night I released an early version of Barony 2.0.2 for Windows, and today I've uploaded a quick hotfix for the Windows release as well as a Linux version for 2.0.2. Mac and DRM-free builds are not here yet, but they are on their way and should be released in just a couple of days. So without further ado, here are the patch notes!

    • 99% of ingame text converted to a UTF-8 standard, enabling translation to a number of non-english languages
    • Most text now uses a bundled TTF font, en.tff. Additional languages can optionally be packed with their own TTF fonts, so languages like Japanese, Hungarian or Korean can use their own character sets
    • players can now appraise items by shift+right-clicking an item in their inventory
    • fixed Slow spell being named "Extra Healing"
    • fixed logfile being rewritten when a language file is loaded
    • fixed custom language files not loading when specified in configs
    • fixed some additional random crashes from things like text buffer overflows
    • added additional safeguards to map-gen code to prevent some crashes
    • fixed game crash when failing to sustain spells
    • fixed "Not a Team Player" achievement not working
    • Windows hotfix: corrected "blessed" appearing in wrong location in item tooltips
    As you can see, the big feature for this release is the new ability to do full localization for Barony. I'm personally quite excited about this and would love to help organize community efforts to translate the game into new languages. If you believe you can help, please check out this forum thread: http://steamcommunity.com/app/371970/discussions/0/405694115216161974/ You can also shoot me a message on Steam or email us here: contact@baronygame.com We'd love to have you help out with this! Special note for Linux users: to add TTF support to Barony we've had to add an additional dependency for libSDL2-ttf. We've thus packed the necessary .so file in with the rest of the game files, but there may be initial dependencies that we missed when we added libSDL2-ttf. If the game doesn't start, try running it from a terminal to see if it's missing any additional libraries, and then please let us know you're having trouble so we can add in the missing libraries straight away. That's all for now folks. Hope you enjoy! EDIT: As of March 15th, Mac and DRM-free builds of the game should now be available on all platforms. Thanks for your patience!


    [ 2016-03-15 00:30:07 CET ] [ Original post ]

    Hotfix 2016-03-02

    Hi everybody, In response to some issues you guys have been having lately I've just pushed out a hotfix for Windows (coming to other platforms as well, soon) that addresses the following issues.

    • fixed save games not deleting on game end
    • fixed game still occasionally crashing when reading mail scroll
    • fixed fire desyncing objects in multiplayer
    The hotfix should also fix some random crashing that was happening most likely as a direct result to the first issue. If you guys continue to have problems, please be sure to post them on our bugtracker or report them on the forums! Cheers, Sheridan


    [ 2016-03-03 04:32:44 CET ] [ Original post ]

    Barony v2.0.1 patch notes

    Hi everyone, Tonight I released a new patch for Windows and Linux (Mac version inbound soon!) and it is quite small, but there are still a few significant changes, so here are the patch notes.

    • Humble users: the DRM-free version of the Cursed Edition is now available on Windows and Linux! (again, Mac version coming very soon)
    • significantly more messages use colored text
    • item tooltips now use colored text
    • fixed broken blindfold model
    • fixed crash on start for linux
    • fixed persistent green spheres on humans for clients
    • fixed spectator cams not working for clients
    • fixed numerous bugs cropping up when clients die
    • fixed some broken or inappropriately used game messages
    • fixed client not getting new monster summons sometimes
    • fixed players not being able to heal each other and fixed heal range exploit (infinite heal range)
    • fixed numerous other random crashes
    Some of these changes were already present in our Windows hotfixes, but they've now been rolled into all of the other platforms so they should be public for almost everybody now. For the near future we're going to continue focusing on bugfix releases like this, so if you experience any more crashes or other issues, just hang on while we get to them! If you're interested in helping to report new issues, we'd very much appreciate if you'd submit them to our new bugtracker, located here: http://baronygame.com/ Placing issues there will ensure that they get utmost priority because we use it as a kind of public to-do list, so if you want something fixed pronto, that is the place to complain about it :) Anyway, that's all. Thanks for your time and enjoy the update!


    [ 2016-02-24 13:12:33 CET ] [ Original post ]

    Cursed Edition: LAUNCH HYPE!

    Today, February 20th 2016, starting at 1pm PST Turning Wheel LLC is having a LAUNCH PARTY for Barony: Cursed Edition. We've scheduled an event to encourage you all to participate in the LAUNCH HYPE by:

    • Broadcasting and Streaming Barony: Cursed Edition
    • Watching Broadcasts and Streams of Barony: Cursed Edition
    • Taking and uploading Cursed Edition Screenshots
    • Creating and uploading Barony fan art to the Community Hub
    • Hosting and joining Steam Multiplayer Lobbies
    • Posting your Barony: Cursed Edition reviews


      At our meat-space party, we'll also have the game going with our friends and family occasionally playing on my Twitch stream here: http://www.twitch.tv/mistersneak/ If you wanna watch some newbs in action, and occasionally one of the devs, tune in between 1pm - 9pm PST. Side Note: The Windows build has received a hotfix as of last night to fix some crashing and visual issues, and a bug with the healing / cure ailment spell. This won't change the version number and Steam should download it for you automatically. We will get this fix out to Linux and Mac users ASAP.


      [ 2016-02-20 19:50:04 CET ] [ Original post ]

    Barony v2.0.0 - Cursed Edition Patchnotes


    Hello Everyone, After several days of testing, we've decided to make the leap and release Barony - Cursed Edition to the public free of charge. This brand new major update includes several brand new features:

    • A complete overhaul of all existing artwork
    • Improved enemy and follower AI, including allies which can follow you through multiple levels
    • New gameplay mechanics like monster summoning, enemy war bands, new rare boss characters and several new and modified game levels
    • Integrated Steam lobbies and matchmaking for easy multiplayer setup
    • Server flags to customize mechanics like Hunger, Minotaurs, Friendly Fire, etc.
    • Numerous bugfixes, gameplay tweaks, and more.
    A full changelog which sums up all the differences between this new version and the previous stable release (v1.0.6) can be found below. Changelog
    • added Steamworks lobbies & matchmaking
    • added basic language features: all game strings exported to text files in lang folder
    • fixed Baphomet invisibility exploit
    • fixed monsters hit with confusion potions not forgetting their target
    • fixed Baphomet being super vulnerable when flying off the main platform during his boulder drop phase (he now blasts fireballs with every fist pound)
    • kills with beartraps now award XP
    • XP now divides among players who are within line of sight of each other
    • fixed NPC allies not giving XP to leaders on downing a named monster
    • extra food spawns as player count increases
    • fixed some text input bugs
    • arrow and magic traps can now be destroyed with pickaxes/spells
    • modding: creature limb offsets now user-modifiable via limbs.txt files
    • added /god, /buddha, and /friendly cheatcodes
    • fixed game crash when touching burning object that is not an NPC
    • /restart command (which isn't valid anyway) no longer causes black screen
    • /summon now spawns monster directly ahead of the player
    • modding: color index 0 now valid for voxel models
    • critical startup error now produces an error message box
    • all weapons now use HD-model variants
    • multiplayer games with incompatible saves no longer possible
    • game frame rate now fixed to 60 fps
    • fixed fps counter not reading correctly on Mac/Linux
    • fixed amulet of life saving not reviving burnt players
    • unresponsive players now auto-kicked from game
    • added /kick command
    • added chat log to multiplayer lobby
    • fixed magicstaff item stacks degrading all at once when used
    • fixed occasional crash while screenshotting
    • improved AI: intelligent creatures now strafe at range
    • improved AI: creatures with ranged weapons keep their distance
    • improved AI: many creatures will now retreat when wounded
    • chests now destructible
    • added running water animation to sinks
    • shields now held at an angle on most creatures
    • removed mysterious Herx endgame speech (detracted from feeling of victory)
    • modified herx endgame text slightly to accomodate missing speech
    • added numerous new human hero characters and special monsters
    • added monster gangs (monsters with their own followers)
    • added five new server flags: minotaurs, hunger, traps, friendly fire, cheats
    • added weapon and shield switching animations
    • fixed shopkeepers occasionally selling broken "spell" items
    • fixed boss trigger activating when not all players are within the arena
    • added player and ally obituary messages
    • nerfed throwing items (reduced fire rate)
    • fixed monsters getting stuck on door frames
    • rebalanced offensive spells
    • rebalanced class loadouts
    • cleric now starts with three summoning scrolls
    • ally NPCs now follow you between levels
    • fixed rare crash while generating dungeons
    • fixed inventory space exploit
    • fixed monster pathfinding occasionally crashing the game
    • fixed FMOD using wrong sound output device on some systems
    • fixed savegame bug occasionally crashing clients
    • fixed game crashing when outdated savegame data is present
    • optimized item physics somewhat
    • hell now uses portals instead of ladders
    • cheating in Sokoban now punishes unwary players
    • shield of magic resistance now reflects when blocking
    • shields now take damage far less frequently when blocking
    • minetown now only available half the time, gnomish mines always available
    • added new bow drawing animation and sounds
    • switches now passable
    • rebalanced ranged weapons
    • sling item replaced with slingshot
    • amulet of water breathing renamed to amulet of olympic swimming
    • injured monsters run away to a random location when they lose sight of their target
    • added hue-shifted creatures (signifies ally status)
    • fixed stacks of >9 items in the hotbar from overflowing the item count into the next hotbar slot
    • fixed poisoned arrows poisoning even when damage is 0
    • optimized monster pathfinding significantly
    • demons now see better in darkness
    • added iron bracers
    • campfires now passable, don't disappear completely when extinguished
    • weighted monsters now move faster
    • swamp levels now have significantly more water than before
    • rebalanced herx fight slightly
    • added several additional human races
    • fixed clients occasionally being left behind on past levels
    • fixed clients occasionally failing to load new levels
    • added colorblind mode
    • fixed some graphical lines and circles being invisible on certain video cards
    • fixed hell-sky clipping world objects
    • fixed hell-sky edges being visible in certain level locations
    • removed MAXFACES limit on voxel models
    • fixed game crash when loading non-32-bit images
    • added colored log messages
    • fixed many spells not being able to destroy doors and other furniture
    • shopkeepers now hold grudges against players
    • leadership now requires only 4 points instead of 20 for an additional follower
    • added a restart game button to multiplayer pause menu
    • minotaurs can now levitate over water and open pits
    • elaborated game loading messages
    • light spell now consumes mana at 25% the previous rate
    • monster death by fire or poison now rewards XP
    • fixed level exits spawning across open pits
    • fixed NPCs occasionally getting stuck on furniture
    • raised default FOV to 65
    • added option to disable pop-up messages
    • fixed boulders being blocked by open gates
    • fixed some random memory leaks
    • fixed several additional random crashes
    Known issues:
    • certain systems display chronic crashing behavior: we're doing our best to fix this!
    • friends-only lobbies cannot be found by friends searching for lobbies. Invite them manually instead or set the lobby to public so they can find it themselves
    • host direct-ip and join direct-ip options not accessible via mouse - use keyboard instead
    • steam multiplayer somewhat resource intensive compared to direct-IP multiplayer
    • linux version may fail on startup; quick fix is available on discussion board
    Additional News After deliberating over some user feedback over the past several months, we've decided that due to the added value the Cursed Edition of Barony brings to the game, we will raise the game's price to 9.99 USD from the previous 6.99 USD on March 1st. This decision wasn't made lightly, which is why we plan the next two weeks to act as a grace period between now and the point in time when we actually raise the price. So if you or someone you know is still deliberating on whether or not you want to buy the game, now is definitely the time to do it! That's all for now... we hope you enjoy the Cursed Edition of Barony as much as we enjoyed making it. Cheers!


    [ 2016-02-16 06:25:55 CET ] [ Original post ]

    Barony: Cursed Edition - Beta Update!

    Quick heads up, adventurers! The Barony Beta Build has been updated and now Linux, Mac and Windows builds are alll supported. We've made numerous fixes and have revived the Direct IP connection feature. We are expecting to ship the full Cursed Edition update within the next couple of days. Thanks for your continued patience and support! Note that the full changelist will be available with the Cursed Edition update. For those of you who have been playing the Beta builds, thank you! Please continue visiting our discussion forums for any bug reports. Thanks!


    [ 2016-02-12 10:16:33 CET ] [ Original post ]

    January Update: Cursed Edition Open Beta


    As of January 31st eager players on Windows can now take part in the open beta for Barony: Cursed Edition. This version of the game includes COMPLETELY OVERHAULED ART and EXCITING NEW FEATURES such as Steam Lobby support! To activate the beta build, follow these simple instructions: [olist]

  • Go to your Steam Library and locate Barony
  • Right-click and select Properties
  • Go to the BETA tab
  • Click the dropdown and select the Beta build [/olist] We had hoped to do the full release in January, but as is often the case with game development, things take a bit longer than expected. But more importantly, we want to make sure the new features are well tested before we subject all players to them. So if you'd like to give it a try, we would love it if you could report any problems you discover to our Steam Community Discussions board. We have very little work left before we're ready for the full release of the updated game. In addition to fixing any surprise bugs, we're also creating a new and exciting trailer to help spread the Barony vision to potential players. For your viewing pleasure, here are screenshots of the Cursed Edition in action that we've prepared for our Steam store page:














    Thanks for your patience and attention, adventurers! Happy lich-hunting!



    [ 2016-02-01 05:45:10 CET ] [ Original post ]

  • November Status Update

    Hello everyone, It's been a while. Perhaps too long. But we have been hard at work! So here's what's up. Steamworks Multiplayer Integration Programming-wise, this has easily dominated our attention for the past two months. As it turned out, Steamworks is a surprisingly poorly documented API, and to make matters worse, it's written in C++, with no official bindings for C (which the entirety of Barony was written in). That means, before we could even begin using its networking features, we had to decipher and wrap every tiny function we needed (and lots, it turns out, that we didn't need) into C equivalents. We then had to integrate these wrapped functions into Barony, and smack the resulting Frankenstein of a program with a debugger until it worked. Needless to say, the process was very arduous. But, it has yielded great results. Gone are the days that you must memorize IP addresses and port numbers to connect. Gone are the days that you must manually configure your firewall and forward your ports. Starting with the next update (which I can now say with confidence, is coming SOON) creating and joining lobbies is as quick and painless as it should've always been. So why isn't it in your hands already? Well, we literally just got the primary features working all nice and reliably today, so it's missing a lot of polish and expected features, like filters, private/friends-only lobbies, names, and other dull stuff. On top of that, we're still deep in the middle of a couple other important projects, like... The Art Update Since September, the mega-art-update thingy has been pushing along steady as usual. With the texture art completed, Josiah (aka mistersneak) has gone on to redo tons of decorative models, all of the item models, all of the human models, many more creature models, and more models, models, models, and models. He's even begun to produce HD variants of all the weapon models in the game to be viewed when a player holds said weapons in first person. Snazzy. Which brings us to our last point... DLC? Sequels? BRAND NEW GAMES? In a previous update, we mentioned that we were planning new DLC for Barony that would add some new areas to the game, as well as various other gameplay goodies. Nonetheless, the work we've had on our plate with this next big update has kept our small team very busy for the past couple months, so we haven't been able to spend much time developing these ideas yet. However, I will say that we are not done with Barony yet: in fact, our ideas for new content have gotten only bigger since we last talked about it. To answer a few specific questions publicly: 1. Rather than DLC, we are now pursuing the idea of creating a full-blown sequel. 2. Said sequel would involve a significantly bigger, more interconnected world. A fully 3D environment would replace the flat dungeon floor plans of the past. 3. It would contain all of Barony's primary gameplay elements, such as: a proper RPG system, persistent dungeon environments, full cooperative multiplayer, and roguelike elements. 4. Rather than a singular goal with a linear path to victory, there would be several goals, sidequests, and branching paths. That is all for now. Here in the states I wish everyone a happy thanksgiving, and to everyone else: cheers!


    [ 2015-11-25 13:12:25 CET ] [ Original post ]

    September Status Report!

    Hello Barony fans! I'd like to give you a taste of what's in the works. Development Update Right now our biggest priority is the integration of Steam multiplayer features. There's a lot of fun to be had with Barony's multiplayer features as-is, but we (maybe as much as you!) would love a more streamlined multiplayer experience. Our update work should make it easier and more fun than ever to play Barony co-operatively with your friends. Due to the challenge of integrating the Steam systems into the game, we can't say exactly when this update will be coming down the pipe. The documentation isn't the best and our homecooked engine isn't exactly standard when it comes to this kind of integration! But trust that we feel strongly about these features and are working tirelessly to upgrade the game for you. In addition to planning and groundwork on a future content update, we are always on the lookout for occasional bugs you guys are experiencing, and bugfixes are in the works as well. Art Update The art overhaul is making great progress. If you frequent the forums you may already know that we've posted several screenshots of several tilesets using overhauled textures here. We've completed the first pass on all of the level art. Yay! But before we ship this update do you, we're taking more steps to add variety to tilesets, which means we have a few more textures to add to the game, and that we need to update all the randomizable level pieces so that these textures actually show up in the game in a way that makes it all look better. Also, thanks to developer BlackFlux, the voxel art update is well underway. A greatly streamlined voxel art pipeline has made creating new, improved voxel modes easier than ever. The side benefit of this is that modders will also have a much easier time modding Barony! I encourage you to check out VoxelShop here. Replacing a lot of the voxel art is the second step in the overhaul and we're already well on our way through it. Turning Wheel Update We're currently in the middle of a locational transition (AKA moving!). The result is that a few of our team members will be working much more closely, facilitating collaboration and likely faster patch development process in the future. Thanks for your support and dedication! Stay tuned, more is coming on the horizon. - Josiah


    [ 2015-09-25 04:02:37 CET ] [ Original post ]

    1.0.6 Patch Notes

    Hi everyone! Sorry it ended up taking longer to get this update out. As I said in an earlier announcement I wanted to have it out two days ago, but we ended up spending the rest of the day testing it instead, and that combined with obligations at my real life job prevented me from posting the update until today. Anyway... here is your changelog:

    • fixed broken cross-platform multiplayer (unresponsive doors, disappearing objects, etc.)
    • fixed herx boss start room exploit
    • magicstaffs significantly more expensive, rarer, burn out easier
    • fixed linking libsteam_api.so in non-steam linux builds
    • added option for random character gen
    • sending/receiving chat messages now makes audible ping sound
    • window background art no longer fixed to 16x16
    • voxel models now use their own internal palettes ingame rather than the default
    • minor changes to map generator
    • fixed backspace not working correctly on macs
    • fixed fullscreen bug on macs
    • fixed headstones not appearing in singleplayer in the haunted castle
    • fixed performance penalty for playing with FOV other than 50
    • fixed inappropriate ray distribution in raycasting algorithm
    • FOV in character boxes is now locked to 50
    Once again, this is a pretty minor update feature-wise, as 90% of our programming effort was spent fixing that cross-platform multiplayer issue at the top of the list. BUT as mentioned in our last collection of patch notes, we do still have some cool things in the works, and you should all get a good taste of that Soon. Thanks for your patience, we look forward to seeing you all some more in the future. DRM-free players can expect to get this update just as soon as we can update the game files in your respective systems (Humble, Desura, etc.) Until next time, Sheridan


    [ 2015-08-02 16:44:57 CET ] [ Original post ]

    Fixed Cross-platform Multiplayer

    Hey everyone! After weeks of struggle, I can finally come bearing good news for those people who've experienced game breaking bugs when playing multiplayer across different platforms. Simply put, as of today, we've finally managed to find and fix the issue for good! The source of the problem turned out to be extremely well hidden and rather technical, but for those of you who understand programming, the issue was that on different platforms, the game would compile with slightly different definitions for the common min/max C macros that are used everywhere in the code. Under almost every circumstance, the difference was completely unnoticeable, but in the map generation code this tiny inscrutable difference was enough to throw the RNG out of sync between the server and the clients at a critical point, which messed up the final part of the map gen process: placing entities like doors, monsters, items, traps, decorations, and so forth. It took us WEEKS to figure out first that this tiny tiny detail was screwing everything over and we wasted a lot of time trying crazy things like rewriting the RNG a few times and searching for problems caused by differences in bitdepth from host to client, but right now we're just happy to have it fixed. We're sorry too that this issue was even in the release version of the game in the first place -- it seems it only manifested itself AFTER we did all of our cross-platform multiplayer tests, where an ever-so-slightly different map generator didn't exhibit this problem. Anyway... as I mentioned, a patch including this fix is scheduled to go out later today. Thanks to all of you who've waited this long for your patience, none of it has gone unnoticed. Believe me. Until next time! Sheridan


    [ 2015-07-30 22:08:06 CET ] [ Original post ]

    Barony Historic Alpha - 7 months

    Hello everyone, Today I was digging through some old files and stumbled across an extremely early alpha of Barony dated from when the game was only 7 months into development. For historic interests I thought you'd all be interested in seeing what the game looked like at that stage of development, so here is a first ever public link to that alpha version of the game: https://www.dropbox.com/s/gb8sssj8w6qa6sx/BaronyAlphaPublic.zip?dl=0 Some interesting things to notice:

    • An original software renderer! No fancy openGL stuff involved.
    • We didn't have our own music yet... Chris had composed a few tracks, but none of them fit what we were going for so we just stole tracks from Ultima Underworld instead.
    • The game's backstory changed a few times during development... the one we ended up with in the end was ultimately the first one we came up with, however.
    • The only working enemy in the game is the rat.
    • Morrowind style combat (ie hit chance) was a big thing. I had been playing a lot of Morrowind at the time and so I had come to think it might be a fun idea to toy around with. It didn't get tossed out until about two weeks from our Steam release.
    • No swimming
    • No removing torches from walls
    • A lot of objects are unusable
    • Even at this stage, multiplayer had been working for months (though shakily and inefficiently)
    • Most of the level design for the mines was already done (though it would be refined in minor ways many times over the following months)
    • Art spreadsheet, audio spreadsheet, and two versions of the game's design document! These documents were written by me personally with minor edits from other team members. They were used to help coordinate development early in the project but for the most part they fell out of use once everyone on the team got a feel for what the project was and where it was headed.
    • Though you can't see it in this download, the game was cross-platform from the beginning and we were developing and building binaries for both Windows and at least two flavors of Linux.
    • We had a few more monsters planned for the game than what ended up in the final version. Perhaps these monsters will make a return in a future update.
    Perhaps if you go digging you will find more interesting things that I have missed. It's been a long time since I've looked at any of this old stuff, so I hope you guys have fun looking at the game as it was in a rather primordial state. Cheers, Sheridan


    [ 2015-07-13 21:38:37 CET ] [ Original post ]

    Barony v1.0.5

    Heyyy everybody, So I intended to push this patch out a few days ago, but a few things in my personal life got in the way of that, and it's just getting out to you guys now. Sorry about that... like the rest of you, I'm only human. But with that out of the way, here are the patch notes for this new small bugfix release of Barony:

    • fixed broken mouse sensitivity when mouse smoothing is enabled
    • tweaked mouse input code to improve input fidelity
    • added custom FOV option to video options menu
    • added 1366x768 to list of default supported resolutions
    • improved editor layout somewhat; icons are now significantly bigger; textures and sprites of all manner of sizes now conform to the grid properly
    • added option to disable auto-filling of hotbar
    • fixed game requiring steam users to be online to start
    • fixed cloaks not adding to characters' AC value
    • fixed certain achievements not unlocking properly
    • fixed game crashing on certain setups when Accept is pressed in options menu
    • fixed game crashing when entering the swamp on Mac
    As you can see, this is not a MAJOR update, and there are two issues specifically that we were not able to adequately address before we released this: 1. High DPI mice and other gaming mice may still have problems with Barony. If this is the case, we encourage you to continue making use of workarounds such as lowering the polling rate / DPI settings on your mouse while we keep looking for a solution. 2. Crossplatform multiplayer desyncing: we've been able to confirm this is an issue, but have been unable to find a cause for it. We *think* it may have something to do with a difference in bit-depths across platforms, but our experiments here have proved fruitless. For now, we're just going to continue our search and hope for the best... As for good news, we have two things to confirm about the future of Barony's development: 1. Thanks to a professional game artist and fan based in Seattle, Washington, Barony is getting a real artistic facelift. While the pixel aesthetic is planned to remain intact, the resolution of the game textures is being increased to match the resolution of the voxel models, and every visual aspect of the game will be getting a do-over to bring it in line with a coherent visual art style. The prospect of this is exciting to say the least, and I can guarantee you'll be hearing more about this in the future as we continue to work on it. 2. We've begun to develop a few new game features for an expansion of Barony with one major theme: the magical art of summoning monsters. Again, I can't give many details about this planned expansion yet, but our intention is to integrate it seamlessly with the rest of the game in a way that provides the player with an optional and interesting new starting route to the adventure. But I'll explain more on that later. v1.0.5 of Barony will be uploaded to Humble quite soon, so people who still play the game DRM-free can get their hands on these bug fixes soon enough. :) Cheers for now! Sheridan


    [ 2015-07-10 09:20:54 CET ] [ Original post ]

    Mac problems -- we're right on top

    Hi all, So, another quick update -- it seems some Mac players are having issues getting the game to start up (yes, this old issue, but not quite). If you're a mac player and you're getting a big long error on start that says this at one point: Dyld Error Message: Library not loaded: /opt/local/lib/libpng16.16.dylib Referenced from: /Users/USER/Library/Application Support/Steam/*/barony.app/Contents/MacOS/barony Reason: image not found Basically it means a dynamic library called libpng16.16.dylib (which is stored in the app, I just checked) isn't being loaded by the game right for some reason. It's likely that the game just doesn't know the library is there and we'll be able to fix it with a quick tweak and a patch, but I'm letting you all know NOW so you don't buy the game and get disappointed if/when it doesn't start right away. :) Sorry to those who've been afflicted! We should have this fixed within 24 hrs tops. Sheridan


    [ 2015-06-23 17:04:10 CET ] [ Original post ]

    Steam keys for IndieGameStand / Groupees / Humble / Desura

    Greetings faithful Barony players, So Barony has literally just been released on Steam, and some of you are already wondering where your promised Steam keys are. I just wanted to assure you all, you will be getting them - and soon - but it could take a few days to get them to everybody, as there are a lot of you spread out over a lot of services, this is our first time doing this as a team, and there will be some inevitable delays as we communicate with the distributors. But! Post-launch, you can be sure that this is our immediate priority. We thank you for your patience ahead of time as we sort through all of this stuff and get everything worked out. It probably won't take much time at all but I'm just giving all of you a heads up so you don't come after me with pitchforks. Thanks again and stay tuned. We'll keep you updated. Sheridan EDIT: Aaaannd Steam keys sent to IndieGameStand! Wow, that was easier than expected. I'm not looking forward to dealing with Humble as I don't think they have much of an interface for doing this (though if it comes down to it we do have every single email address of everyone who's ever purchased the game, we could crawl through those and do it manually). I'll keep the rest of you guys posted. EDIT 2: See my last comment below. Steam keys have now been sent to Humble, Desura, IndieGameStand, and Groupees. It may take some time for everybody to get them as the maintainers of those sites have to update their own systems first, but they're out there and you should all get them soon. :) Remember, only the people who bought the game on those sites BEFORE its steam release are entitled to Steam keys now that the game has been released here.


    [ 2015-06-23 16:23:52 CET ] [ Original post ]

    Now Available on Steam - Barony, 15% off!

    Barony is Now Available on Steam and is 15% off!*

    Barony is a 3D, first-person roguelike that brings back the cryptic and intricate designs of classic roguelikes such as Nethack and melds them with RPGs like Ultima Underworld, System Shock, and Daggerfall. Challenge is the calling card of this hard-boiled dungeon-crawler.

    *Offer ends June 30 at 10AM Pacific Time


    [ 2015-06-23 16:00:39 CET ] [ Original post ]

    Barony
    Turning Wheel LLC Developer
    Turning Wheel LLC Publisher
    2015-06-23 Release
    Game News Posts: 113
    🎹🖱️Keyboard + Mouse
    Very Positive (6229 reviews)
    The Game includes VR Support
    Public Linux Depots:
    • Barony Depot (English) (Linux) [144.38 M]
    Available DLCs:
    • Barony Extended Soundtrack by Chris Kukla
    • Barony: Myths & Outcasts DLC Pack 1
    • Barony: Legends & Pariahs DLC Pack 2
    Barony is a 3D, first-person roguelike with cooperative multiplayer that brings back the cryptic and intricate designs of classic roguelikes such as Nethack and melds them with RPGs like Ultima Underworld, System Shock, and Daggerfall. Challenge is the calling card of this hard-boiled dungeon-crawler.

    Features


    • Gameplay inspired by RPG classics like Ultima Underworld, System Shock, & Daggerfall
    • Roguelike mechanics such as perma-death, random dungeons, cryptic messages, and more
    • Meticulously narrated action that mimics the insane events one could expect to find in games like Nethack
    • A complex yet intuitive drag & drop interface to manage items and character stats
    • Cooperative multiplayer for up to 4 players over internet or LAN (includes Steam and direct-IP connections)
    • Hundreds of unique collectible items and loot, including several rare and mystical artifacts
    • Chock-full of secret areas, special levels, developer easter eggs, and more
    • Bundled level editor, exposed assets, and simple file formats for easy hacking, modding & tinkering

    The Story So Far


    Barony tells the story of an undead lich named Baron Herx, who terrorized the town of Hamlet in a previous life and is now holding out in a vast subterranean complex known as the Devil's Bastion. As a single hero or a group of adventurers, it is your mission to descend the depths of his abode, confront him in his hellish lair, and destroy him forever. Whether you will simply meet your doom in the dungeons as many have before you or rise to victory against the Baron and his hellspawn is ultimately up to you.

    MINIMAL SETUP
    • OS: Steam OS 3.4.8
    • Processor: Intel i5 2.5 ghzMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 630 (OpenGL 3.2+)
    • Storage: 1 GB available space
    RECOMMENDED SETUP
    • OS: Steam OS 3.4.8
    • Processor: Intel i5 3.5 ghzMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: Geforce GTX 1050Network: Broadband Internet connection
    • Storage: 4 GB available space
    GAMEBILLET

    [ 6137 ]

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