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.
- 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.
- 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.
- 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.
- 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 ]
- Barony Depot (English) (Linux) [144.38 M]
- Barony Extended Soundtrack by Chris Kukla
- Barony: Myths & Outcasts DLC Pack 1
- Barony: Legends & Pariahs DLC Pack 2
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.
- 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
- 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
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