Barony - mistersneak
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, we’ve updated the game’s 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 Oracle’s 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 Parashu’s 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 Tinkerer’s Gyrobot can now also deploy/interact with bombs
The Punisher’s executioner hood provides increased MP regeneration upon inflicting bleeding status.
Disarming/sneak attacks strikes using the Punisher’s 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 can’t 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 Executioner’s 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 don’t 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.
Barony - mistersneak
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!
Barony - mistersneak
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!
Barony - mistersneak
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

First time playing a Barony mod? Read below!
Setting up a mod for Barony is easy if you just follow a few simple steps.
  1. Find the mod you want. In this case, "Merry Barony Christmas". A link to the mod is found higher up on this page.

  2. Once you're on the page for the mod you want, click the "Subscribe" button. Subscribing to the mod just means that Steam downloads the latest version of the mod automatically.

  3. Once you're subscribed, you're ready to launch Barony! Go to your Steam Library and launch Barony.

  4. Once the game loads, you'll find yourself on the main menu. Select the Workshop menu item to access Steam Workshop mods you've subscribed to.

    Note the "Custom Content" option allows you to activate mods that are not from the Steam Workshop. Let's not worry about that for now.
  5. When you first get to the mod page, likely it will be empty. Click the "Get Subscribed Item List" button on the top left, and you'll see the list populate with any of the mods you're currently subscribed to. "Merry Barony Christmas" should be in the list. Click the "Load Item" button.

  6. Now the mod is loaded and the item turns green! Once you've selected all the mods you want to load, you're ready to start your game! Click "Start Modded Game."
And that's it! From here on out it's standard Barony procedure, but with your mod turned on.
A few notes about modded games:
  • To play multiplayer with mods on, everyone needs to have the same mods loaded!
  • You can still earn achievements with mods turned on, except if the mod changes map files. When playing a game with modded maps, achievements will be disabled. "Merry Barony Christmas" does not alter any maps!
  • Modded savegames are kept separate from standard savegames, so don't be alarmed if you don't see all your savegames in a list!
If you're interested in making some mods of your own, check out the excellent tutorial created by Wall of Justice here.
Making asset changes like those found in the Merry Barony Christmas mod might be easier than you think!
Barony - WALL OF JUSTICE
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
Barony - mistersneak

The Incubus as the Punisher Class
We have another exposé 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
Barony - mistersneak
Turning Wheel DevBlog


Shaman shapechanging into a rat
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



First cockatrice concept
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


Barony - mistersneak
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
Barony - mistersneak
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
Barony - WALL OF JUSTICE
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
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