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.
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.
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 <playername> 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
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.
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 <playername> 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
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.
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.
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.
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:
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
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!
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:
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
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!
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!
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!