Barony - mistersneak
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



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:



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.



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:



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!



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.



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.



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!



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
Barony - mistersneak
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:



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.


Assemble a team of monsters and undermine the humans!


Party up as different monster types with your pals and find new synergies!


Play your favorite class with a new twist using a monster race!


Simply select the "aesthetic skin only" option to enjoy your monster costume without the gameplay tweaks.


Take on an entirely new look when you outfit a monster with adventuring gear!

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
Barony - WALL OF JUSTICE
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
Barony - WALL OF JUSTICE
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
Barony - WALL OF JUSTICE
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

Barony - WALL OF JUSTICE
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
Barony - WALL OF JUSTICE
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
Barony - WALL OF JUSTICE
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
Barony - WALL OF JUSTICE
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
Barony - mistersneak
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 is now 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:
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