We at Turning Wheel are turning to the community to take some thrilling Barony: Blessed Addition screenshots!
We're looking for 10 fantastic screenshots that show Barony at its best. We'll be picking out the best of the best and using them to help show off the game on digital storefronts.
What's in it for you?
The top 20 submissions will have a name of their choosing [within reason!] added to Barony's name randomizer for all to behold! The top 10 submissions will receive a free copy of the Barony Soundtrack on Steam!
That's right! With the launch of the Blessed Addition, we're also launching the Barony Soundtrack, and Soundtrack Bundles for you to enjoy.
For your screenshot to qualify, gather screenshots from the Blessed Addition Beta. Simply submit it through the Steam Screenshot tool at 1920x1080 resolution. Title the Screenshot as "Community Screenshot Challenge". Comment on your Screenshot the name you would like to be added to the name randomizer.
You may submit several screenshots if you like. If we pick multiple of your screenshots, you may specify an additional name for the randomizer, but you'll still receive a single copy of the soundtrack. We'll be picking shots that make the game content look diverse, interesting, fun, beautiful, and exciting. To improve your chances, show great cooperative play, take shots of more than just the new content, and avoid shots that spoil some of the game's bigger bosses.
You're welcome to try some hot cheats to get a leg-up on the screenshot pile including the following:
/noclip - good for generally putting the camera wherever you want - and if you press q or e you can raise or lower the camera for taking cool shots!
/thirdperson - detaches the camera and leaves it stationary in place, while you can move the character away
Again, first and foremost, catch the game at its best! Thank you, and have fun! Happy lich hunting!
We at Turning Wheel are turning to the community to take some thrilling Barony: Blessed Addition screenshots!
We're looking for 10 fantastic screenshots that show Barony at its best. We'll be picking out the best of the best and using them to help show off the game on digital storefronts.
What's in it for you?
The top 20 submissions will have a name of their choosing [within reason!] added to Barony's name randomizer for all to behold! The top 10 submissions will receive a free copy of the Barony Soundtrack on Steam!
That's right! With the launch of the Blessed Addition, we're also launching the Barony Soundtrack, and Soundtrack Bundles for you to enjoy.
For your screenshot to qualify, gather screenshots from the Blessed Addition Beta. Simply submit it through the Steam Screenshot tool at 1920x1080 resolution. Title the Screenshot as "Community Screenshot Challenge". Comment on your Screenshot the name you would like to be added to the name randomizer.
You may submit several screenshots if you like. If we pick multiple of your screenshots, you may specify an additional name for the randomizer, but you'll still receive a single copy of the soundtrack. We'll be picking shots that make the game content look diverse, interesting, fun, beautiful, and exciting. To improve your chances, show great cooperative play, take shots of more than just the new content, and avoid shots that spoil some of the game's bigger bosses.
You're welcome to try some hot cheats to get a leg-up on the screenshot pile including the following:
/noclip - good for generally putting the camera wherever you want - and if you press q or e you can raise or lower the camera for taking cool shots!
/thirdperson - detaches the camera and leaves it stationary in place, while you can move the character away
Again, first and foremost, catch the game at its best! Thank you, and have fun! Happy lich hunting!
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
Complete extended story! Investigate what lies beyond the crystal caves...
Added separate save files for single and multiplayer games. E.g starting a new single player game will only delete the old single player game, and keep the multiplayer file intact.
Added dialogue options to delete existing save games.
Added warning on the single/multiplayer select to notify player if there is an existing save file and that it will be deleted.
Added some new server flags, 'Classic' and 'Hardcore'.
Classic mode will finish the playthrough at the end of the Cursed Edition maps.
Hardcore mode significantly increases the stats and levels of all enemies in the game, and also reduces the reaction time of all melee monsters. This mode is entirely experimental at this point.
Added autosorting functionality to player inventories. Accessible through a button next to the inventory panel, or with a configureable hotkey (default 'R').
Priorities are configureable for different item categories (weapons, equipped items, gems etc) through the settings->misc tab.
Setting a priority from 1-9 will cause those items to be sorted from left to right, highest priority (9) will be sorted first
Setting a priority from -1 to -9 will cause those items to be sorted from right to left, highest priority (-9) will be sorted first
Reworked layout in boss map. Players who fully explore the dungeons can now have an easier time during the fight.
Updated scores file format, now has capability to embed new challenges and statistics. Added some new 'conducts' at the scores display page (such as hardcore, multiplayer etc) to provide more information about the run.
Added in separate scores files for singleplayer and multiplayer. Increases the maximum amount of scores from 10 to 30 for each.
MECHANICS/BALANCE:
Maps:
Increased minimum spawn rates of monsters in all tilesets. Floors should no longer spawn with almost no monsters.
Slightly adjusted food generation balance in multiplayer. Separate food spawn rates have been slightly reduced, but the items on the ground now have a chance to have a quantity higher than 1 depending on the amount of players.
Exiting secret levels no longer skips one of the regular floors. Previously the level progression go mines level 2 -> secret level -> mines level 4. Now goes mines level 2 -> secret level -> mines level 3. Underworld maps still retain the old behavior as a speedrun tactic and passage to the alternate route.
Vertical magic traps now have a shorter impact delay.
Hunger rate is now reduced on boss maps.
Increased the difficulty of the Great Castle map and it's inhabitants.
Monsters
Buffed vampire melee damage
Buffed shadow proficiencies with weapons, deal slightly more damage.
Removed Goatmen from the Caves tileset, moved to the Citadel. Buffed stats to match the new living quarters. Goatmen now spawn as weaker 'lesser' Goatmen in Hell.
Adjusted initial reaction time for ranged monsters, now will attack instantly if they previously did not have a target. Prevents ranged monsters from immediately backing up and losing sight before a shot is made.
Buffed Ghoul miniboss and followers.
Monsters with higher STR now beat down doors faster.
Monsters now attempt to move out of the way after being hit by a magic trap.
Humans and other followers no longer walk over spike traps.
Buffed Minotaur and increased Minotaur arrival delay in levels 25 and beyond. Minotaur now is enemies with more of the Blessed Addition monster set.
Shadows now bleed and leave particles on death.
Magic traps casting the Sleep spell now have a chance to not reapply effect to currently sleeping creatures. Chance to not reapply is improved with magic resistance.
Shopkeepers reconcile their grudges with humans immediately after the ruins as a once-off. Re-aggroing shopkeepers in the Caves and onwards will cause the vendetta to reapply.
Shopkeepers now carry new spells to defend themselves after the ruins map.
Classes:
Monk no longer starts with a slingshot.
Monk starting shield proficiency reduced by 1 tier.
Arcanist now starts with purple hood and cape
Sexton now starts with a fez hat.
Oh yeah, we added a fez hat.
Proficiencies/Stats:
Reworked Sneak proficiency capstone:
Now only provides invisibility if sneaking with no off-hand held item.
Quadruples backstab and doubles flanking bonus damage output.
Invisibility is broken temporarily when attacking or casting spells.
Rebalanced spellcasting capstone, Player now learns the Forcebolt spell with 0 mana cost instead of Magic Missile.
CON now decreases the duration of Sleep status effect.
Items:
Added auto-stacking of items when picked up or successfully appraising them.
Implemented Artifact tier armor.
All equipment that grants stat bonuses now take into account the blessing. E.g +2 glasses now provide +3 PER instead of always +1 PER.
Scrolls of Remove curse and Identify now open up a GUI for the player to select an item.
Spellbooks now deteriorate by 1 use after learning the spell from it.
Added/Implemented Blindfold of Telepathy and Blindfold of Focus. Blindfolds now apply a lingering blind effect for a short duration when unequipped.
Crystal tier weapon damage increased from 7 to 10 base attack.
Adjusted item stacking behavior, now items such as armor, weapons and magicstaffs no longer stack. Consumables such as thrown items, gems, food etc will stack.
Blocking with a light source (torch, latern) now lights up the area even more for the player.
Mirror shield now requires facing the incoming magic projectile when blocking in order to reflect spells.
Rebalanced fountain enchantments, now will enchant only 1 piece of equipment usually, and has a rare chance to enchant all worn equipment as it did before.
Added negative effects for cursed potions.
Thrown blessed potions of water now deals additional damage to the undead.
Potions of Healing and Extrahealing now grant bonus healing depending on the CON stat. Bonus is 2x and 4x CON respectively.
Slightly reduced healing rate from sources of HP regeneration. Healing rate is now improved with blessing.
INTERFACE:
Added buttons in the scores/character creation/in game stats page to rotate the player model.
Updated main menu logo, music and background maps.
Added in ability to drop held gold on the floor. Accessible when hovering over the player's gold count in the stats panel and pressing the USE key.
Added in settings option to disable torch/other light sources from flickering.
Added in locking functionality to the 'Party Stats'/proficiencies panel. Keeps the panel open while the inventory is closed to monitor your party's status. Can be enabled via the settings menu or by clicking the locking image on the panel.
Added health regeneration rate to CON tooltip.
MUSIC/SOUND:
Added new music track to the mines and swamps map.
EDITOR:
Added customisable decoration tiles with configureable height, direction and model numbers (model number taken from models.txt)
Added customisable shopkeeper types through the NPC flag property. Allows shopkeeper to always be equipment/jewelry/etc. merchant.
BUGFIXES:
Fixed issue where chests sometimes causes a crash when the opener died.
Fixed issue where players would get notified of any monster's level ups.
Fixed issue where multiplayer clients were not identifying picked up items when appraisal was maxed out
Fixed missing equip text on the vampire doublet.
Fixed issue where teleporting as a client may not result in any movement.
Fixed issue where tinned food would always display the same prefix, now all variants are shown on the item text.
Added failsafe for monster pathing if stuck inside a gate, monster should back up away from their location and try path elsewhere.
Fixed issue where attempting to paralyze or sleep an immune monster would still display the monster succumbed to the status effect.
Fixed issue where Automaton explosion animations still continued if the monster died partway through.
Fixed issue where items would continue to levitate if the table/podium they were placed on was destroyed.
Fixed issue in editor where EXCELLENT status items were being shown as DESTROYED ingame.
Fixed issue where explosion sprites would stop a monster from pathing towards the enemy who cast the spell.
Fixed issue where 'Drain Soul' spell could crash if the caster died.
Fixed rare issue where map generation could fail when using submap tiles.
Fixed issue where clients holding a thrown item may fail to throw anything at all, but lose the held item.
Fixed issue where mirror shield would not take priority over a magic reflection amulet or ring. Now successfully blocking with the mirror shield will prevent degradation of the other equipment.
OPTIMISATIONS/OTHER:
Refactored entity lookups when only searching through monsters to improve performance.
Added reminder when crashing on start up.to check if Steam is running.
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
Complete extended story! Investigate what lies beyond the crystal caves...
Added separate save files for single and multiplayer games. E.g starting a new single player game will only delete the old single player game, and keep the multiplayer file intact.
Added dialogue options to delete existing save games.
Added warning on the single/multiplayer select to notify player if there is an existing save file and that it will be deleted.
Added some new server flags, 'Classic' and 'Hardcore'.
Classic mode will finish the playthrough at the end of the Cursed Edition maps.
Hardcore mode significantly increases the stats and levels of all enemies in the game, and also reduces the reaction time of all melee monsters. This mode is entirely experimental at this point.
Added autosorting functionality to player inventories. Accessible through a button next to the inventory panel, or with a configureable hotkey (default 'R').
Priorities are configureable for different item categories (weapons, equipped items, gems etc) through the settings->misc tab.
Setting a priority from 1-9 will cause those items to be sorted from left to right, highest priority (9) will be sorted first
Setting a priority from -1 to -9 will cause those items to be sorted from right to left, highest priority (-9) will be sorted first
Reworked layout in boss map. Players who fully explore the dungeons can now have an easier time during the fight.
Updated scores file format, now has capability to embed new challenges and statistics. Added some new 'conducts' at the scores display page (such as hardcore, multiplayer etc) to provide more information about the run.
Added in separate scores files for singleplayer and multiplayer. Increases the maximum amount of scores from 10 to 30 for each.
MECHANICS/BALANCE:
Maps:
Increased minimum spawn rates of monsters in all tilesets. Floors should no longer spawn with almost no monsters.
Slightly adjusted food generation balance in multiplayer. Separate food spawn rates have been slightly reduced, but the items on the ground now have a chance to have a quantity higher than 1 depending on the amount of players.
Exiting secret levels no longer skips one of the regular floors. Previously the level progression go mines level 2 -> secret level -> mines level 4. Now goes mines level 2 -> secret level -> mines level 3. Underworld maps still retain the old behavior as a speedrun tactic and passage to the alternate route.
Vertical magic traps now have a shorter impact delay.
Hunger rate is now reduced on boss maps.
Increased the difficulty of the Great Castle map and it's inhabitants.
Monsters
Buffed vampire melee damage
Buffed shadow proficiencies with weapons, deal slightly more damage.
Removed Goatmen from the Caves tileset, moved to the Citadel. Buffed stats to match the new living quarters. Goatmen now spawn as weaker 'lesser' Goatmen in Hell.
Adjusted initial reaction time for ranged monsters, now will attack instantly if they previously did not have a target. Prevents ranged monsters from immediately backing up and losing sight before a shot is made.
Buffed Ghoul miniboss and followers.
Monsters with higher STR now beat down doors faster.
Monsters now attempt to move out of the way after being hit by a magic trap.
Humans and other followers no longer walk over spike traps.
Buffed Minotaur and increased Minotaur arrival delay in levels 25 and beyond. Minotaur now is enemies with more of the Blessed Addition monster set.
Shadows now bleed and leave particles on death.
Magic traps casting the Sleep spell now have a chance to not reapply effect to currently sleeping creatures. Chance to not reapply is improved with magic resistance.
Shopkeepers reconcile their grudges with humans immediately after the ruins as a once-off. Re-aggroing shopkeepers in the Caves and onwards will cause the vendetta to reapply.
Shopkeepers now carry new spells to defend themselves after the ruins map.
Classes:
Monk no longer starts with a slingshot.
Monk starting shield proficiency reduced by 1 tier.
Arcanist now starts with purple hood and cape
Sexton now starts with a fez hat.
Oh yeah, we added a fez hat.
Proficiencies/Stats:
Reworked Sneak proficiency capstone:
Now only provides invisibility if sneaking with no off-hand held item.
Quadruples backstab and doubles flanking bonus damage output.
Invisibility is broken temporarily when attacking or casting spells.
Rebalanced spellcasting capstone, Player now learns the Forcebolt spell with 0 mana cost instead of Magic Missile.
CON now decreases the duration of Sleep status effect.
Items:
Added auto-stacking of items when picked up or successfully appraising them.
Implemented Artifact tier armor.
All equipment that grants stat bonuses now take into account the blessing. E.g +2 glasses now provide +3 PER instead of always +1 PER.
Scrolls of Remove curse and Identify now open up a GUI for the player to select an item.
Spellbooks now deteriorate by 1 use after learning the spell from it.
Added/Implemented Blindfold of Telepathy and Blindfold of Focus. Blindfolds now apply a lingering blind effect for a short duration when unequipped.
Crystal tier weapon damage increased from 7 to 10 base attack.
Adjusted item stacking behavior, now items such as armor, weapons and magicstaffs no longer stack. Consumables such as thrown items, gems, food etc will stack.
Blocking with a light source (torch, latern) now lights up the area even more for the player.
Mirror shield now requires facing the incoming magic projectile when blocking in order to reflect spells.
Rebalanced fountain enchantments, now will enchant only 1 piece of equipment usually, and has a rare chance to enchant all worn equipment as it did before.
Added negative effects for cursed potions.
Thrown blessed potions of water now deals additional damage to the undead.
Potions of Healing and Extrahealing now grant bonus healing depending on the CON stat. Bonus is 2x and 4x CON respectively.
Slightly reduced healing rate from sources of HP regeneration. Healing rate is now improved with blessing.
INTERFACE:
Added buttons in the scores/character creation/in game stats page to rotate the player model.
Updated main menu logo, music and background maps.
Added in ability to drop held gold on the floor. Accessible when hovering over the player's gold count in the stats panel and pressing the USE key.
Added in settings option to disable torch/other light sources from flickering.
Added in locking functionality to the 'Party Stats'/proficiencies panel. Keeps the panel open while the inventory is closed to monitor your party's status. Can be enabled via the settings menu or by clicking the locking image on the panel.
Added health regeneration rate to CON tooltip.
MUSIC/SOUND:
Added new music track to the mines and swamps map.
EDITOR:
Added customisable decoration tiles with configureable height, direction and model numbers (model number taken from models.txt)
Added customisable shopkeeper types through the NPC flag property. Allows shopkeeper to always be equipment/jewelry/etc. merchant.
BUGFIXES:
Fixed issue where chests sometimes causes a crash when the opener died.
Fixed issue where players would get notified of any monster's level ups.
Fixed issue where multiplayer clients were not identifying picked up items when appraisal was maxed out
Fixed missing equip text on the vampire doublet.
Fixed issue where teleporting as a client may not result in any movement.
Fixed issue where tinned food would always display the same prefix, now all variants are shown on the item text.
Added failsafe for monster pathing if stuck inside a gate, monster should back up away from their location and try path elsewhere.
Fixed issue where attempting to paralyze or sleep an immune monster would still display the monster succumbed to the status effect.
Fixed issue where Automaton explosion animations still continued if the monster died partway through.
Fixed issue where items would continue to levitate if the table/podium they were placed on was destroyed.
Fixed issue in editor where EXCELLENT status items were being shown as DESTROYED ingame.
Fixed issue where explosion sprites would stop a monster from pathing towards the enemy who cast the spell.
Fixed issue where 'Drain Soul' spell could crash if the caster died.
Fixed rare issue where map generation could fail when using submap tiles.
Fixed issue where clients holding a thrown item may fail to throw anything at all, but lose the held item.
Fixed issue where mirror shield would not take priority over a magic reflection amulet or ring. Now successfully blocking with the mirror shield will prevent degradation of the other equipment.
OPTIMISATIONS/OTHER:
Refactored entity lookups when only searching through monsters to improve performance.
Added reminder when crashing on start up.to check if Steam is running.
Hey everyone, quick note this weekend (17-18th) March we'll be rolling out our last BETA before release. This'll be feature complete and will be mostly for bug fixes.
If all goes well then we'll be able to ship Blessed Addition to all owners in the coming days.
Hey everyone, quick note this weekend (17-18th) March we'll be rolling out our last BETA before release. This'll be feature complete and will be mostly for bug fixes.
If all goes well then we'll be able to ship Blessed Addition to all owners in the coming days.
The v3.0.0 open beta for the upcoming content update, from here on known as "Barony - Blessed Addition", is now live!
Onto how to download: Head over to your Steam Library, right click on Barony, and click "properties". The properties window will open up, click on the "BETAS" tab and select "beta-3.0.0-blessed-addition" from the drop-down list. Steam will queue the update for download. (Note that if you are reading this fresh off the press, you may need to restart Steam for the beta branch to appear)
Make sure to backup your saves and scores.dat! Nature of betas, here be dragons. Also note that if you go back to the main branch, scores and savegames are not backwards compatible, so back them up or else they will be deleted!
To backup your saves and scores, open up your Steam Library, right click on Barony and click "properties". In the "LOCAL FILES" tab, click on "BROWSE LOCAL FILES…" Your file manager will open up in Barony's Steam directory. Windows and Linux users: Copy the "scores.dat", "savegame.dat", and "savegame2.dat" files (if you have them) into a separate directory. Mac users: Once the file manager opens up, you'll have to right click on "Barony" and select "Show Package Contents". Then navigate to "Contents/Resources/" and copy the "scores.data", "savegame.dat", and "savegame2.dat" files (if you have them) into a separate directory.
After trying out the beta, we would love to hear your feedback about your experience! We have included a clickable link to a beta survey in the top right of the Barony main menu screen, this will open up in your Steam overlay. You can also access the survey form at any time from here: Survey link
Thanks for all the support and patience from our community, enjoy the beta!
The v3.0.0 open beta for the upcoming content update, from here on known as "Barony - Blessed Addition", is now live!
Onto how to download: Head over to your Steam Library, right click on Barony, and click "properties". The properties window will open up, click on the "BETAS" tab and select "beta-3.0.0-blessed-addition" from the drop-down list. Steam will queue the update for download. (Note that if you are reading this fresh off the press, you may need to restart Steam for the beta branch to appear)
Make sure to backup your saves and scores.dat! Nature of betas, here be dragons. Also note that if you go back to the main branch, scores and savegames are not backwards compatible, so back them up or else they will be deleted!
To backup your saves and scores, open up your Steam Library, right click on Barony and click "properties". In the "LOCAL FILES" tab, click on "BROWSE LOCAL FILES…" Your file manager will open up in Barony's Steam directory. Windows and Linux users: Copy the "scores.dat", "savegame.dat", and "savegame2.dat" files (if you have them) into a separate directory. Mac users: Once the file manager opens up, you'll have to right click on "Barony" and select "Show Package Contents". Then navigate to "Contents/Resources/" and copy the "scores.data", "savegame.dat", and "savegame2.dat" files (if you have them) into a separate directory.
After trying out the beta, we would love to hear your feedback about your experience! We have included a clickable link to a beta survey in the top right of the Barony main menu screen, this will open up in your Steam overlay. You can also access the survey form at any time from here: Survey link
Thanks for all the support and patience from our community, enjoy the beta!
Some light reading for you to enjoy prior to the BETA launch!
You can expect to see the beta branch appear within the next day. We will post an announcement when it goes live with full instructions on how to download!
::Barony V3.0.0 BETA Changelog::
GENERAL:
Added new monsters!
Added new items, including:
Throwing weapons
New tiers of armor
New tiers of weapons
Starting class specific armors
High tier spellbooks, magicstaffs
Extended dungeon depth into 1 new tileset, slightly reworked ending. (Open BETA preview, more to come!)
MAJOR GAMEPLAY CHANGES
Added 3 new starting classes:
Sexton: A temple officer who serves unseen, using stealth and magic to slip their way through the dungeon with the aid of a few rare tools.
Ninja: A highly specialized assassin. They ambush foes with swords or ranged weapons, using a few other tricks to get out of bad situations.
Monk: Disciplined and hardy. They have little in the way of offensive training and material goods, but can rely on their excellent fortitude and adaptability.
New Animations:
Add "special attacks" for new monsters, allow monster AI to choose between different attacks depending on circumstance
Overhauled/replaced all monster animation
Added unique animations for all ranged weapon firing
Added unique animations for monster spellcasting
Monster animation now has a "windup" period before dealing damage, allowing greater opportunity to block and dodge
Monsters can now throw items
Replaced randomly choosing 3 attributes on level up with weighted attribute growth for each class.
(E.g Warriors have higher chance for strength and lower chance for intelligence, opposite for Wizards)
Add chance for gaining a "bonus" attribute point on level up if the player has gained at least one level in a skill since their last level up.
Each proficiency is tied to 1 of the 6 attributes. "Bonus" attribute point is tied to the proficiency's associated attribute.
E.g combat proficiencies like POLEARM will grant a chance for bonus STR, SWIMMING will grant a chance for bonus CON)
Levelling up will reset the chance.
Shared experience from killing monsters by followers/other players is now based on proximity of other party members, rather than line of sight checking.
(Previously monster entities could disrupt the line of sight check and not share experience)
Reworked melee weapon damage formula. Now linearly scales with weapon tier and durability, rather than multiplicatively.
(Previously it was possible for a DECREPIT and WORN weapon to display the same +attack value due to number rounding, now there will always be a +1 attack difference.)
This results in a net-gain of attack power in most cases, monster stats have been shifted in damage output to mostly remain the same.
Ranged weapons now use DEX attribute in calculation for damage instead of STR.
Monsters use a combination of DEX + PER to avoid monsters becoming too speedy
Adjusted goblin and skeleton stats to compensate
Ranged weapons now have a chance to "pierce" half the armor of targets, chance scales with PER attribute. Also applies to monsters.
Mana regen now scales with a combination of INT attribute and SPELLCASTING proficiency.
Multiple sources of Magic Resist & HP/MP Regen now stack diminishingly instead of having no effect past the first point
(E.g 50% becomes 33%, then 25% resistance)
Thrown potions/rocks/gems/throwing items now ignore half the armor of hit target, previously was reduced by all armor.
Additional damage is dealt depending on the RANGED proficiency of the thrower
Successfully hitting a target with thrown potions/rocks/gems/throwing items has a chance to increase ranged proficiency.
New armor breaking formula for some new items. (E.g Crystal Tier items)
Shield of Magic Resistance no longer provides reflection when blocking.
Changed to +1 additional resistance
Movement speed from DEX attribute reworked, slower speeds overall at high DEX and movement speed has a upper limit.
Carry weight now has a larger impact on speed at lower STR levels.
Add minor "blocking" animation for player characters in multiplayer
Add “sneaking” mechanic when using the ‘block’ key when no offhand item is equipped
Sneaking reduces your movement equal to the blocking speed
Sneaking reduces monster vision of the player
Sneaking grants bonus to vision/light level depending on sneaking proficiency of the player
Add “backstab” and “flanking” mechanics depending on the facing direction of the player and the hit monster.
"Backstab” applies bonus damage when hitting a target from behind that is currently not in combat or alerted
“Flanking” applies a chance for bonus damage when hitting a target from behind that is currently engaged in combat or is otherwise alerted. Bonus damage is less than a successful backstab.
Both mechanics display unique combat messages when successful.
Bonus damage is based on the stealth proficiency of the player.
Successfully backstabbing or flanking grants a chance to raise stealth proficiency
Add "THROWN" item category for item types
`Add 3 new glove types that grant additional unarmed melee damage
Add capstones for reaching legendary tier in a non-combat proficiency.
APPRAISAL: Instant Appraise
SPELLCASTING: Makes magic missile cost 0 mana. You learn magic missile if you don't already know it.
LOCKPICKING: Lockpicking is always successful, and you find extra gold in chests.
LEADERSHIP: Recruit Goblins as followers
MAGIC: Gain exclusive spell "Dominate"
STEALTH: Permanent Invisibility
SWIMMING: Permanent Waterwalking
TRADING: Sell any category of item to any vendor
MECHANICS/BALANCE:
General:
Buffed fountains from dungeon depths past 10
Buffed gravestones from dungeon depths past 15
Improved chance of food sources in the labyrinth.
Basic damage spells now break chests to match the effect on doors and furniture.
Items:
Add beartraps and thrown items to chest items pools
Reworked Beartraps, beartrap damage is now increased by the trapper’s locks proficiency, as well as the status of the item
Beartraps are now reusable, degrade by 1 status every use.
Add beartrap set sound effect
Successfully trapping a monster in a beartraps has a chance to increase lockpicking and ranged proficiency
Beartraps no longer target allies.
Fixed case where beartraps were incorrectly rendered invisible in multiplayer
Enchant/Destroy Armor, and Repair scrolls now choose a random worn piece of equipment rather than helmet first.
"Cursed" scrolls of Remove Curse now curse a random worn piece of equipment.
Several potion effects reworked:
Confusion/Booze/Blindness potion duration are reduced depending on the hit target's CON and PER
Paralyze potion duration reduced depending on the hit target's CON
Bottle of water now heals 2 HP
Bottle of booze/juice/+1 water now heals 5 HP
Adjust DRUNK duration from booze to be random duration rather than fixed
Lowered chance for random chests to contain "garbage" item pool (E.g rock/nothing)
"Random" chest item pool now is limited to 5 levels above current dungeon depth, avoids spawning ANY item.
Equipped rings now apply a +1 attack bonus to fists. Damage bonus increases with enchantment
Proficiency Changes:
Lowered chance to raise SHIELD proficiency when getting hit
Slightly changed learning magic requirements for spells to match the current tier list in the proficiencies panel.
(E.g some spell requirements needed 25 magic but you could only tell if you had 20 magic or 40 magic. Requirement changed to 20 in that instance.)
Rescaled magic and spellcasting proficiency levelling on spell cast.
`Casting spells of a lower tier than your current spellcasting proficiency level will have a diminishing chance to raise your proficiency.`
Increased the chance to level when using a spell that is closer to your spellcasting level.
Reduced chance to level magic and spellcasting with magicstaffs
Rescaled appraisal proficiency levelling on successful appraise. Cheaper items no longer guarantee an appraisal increase if your proficiency is higher.
Appraising high-value items such as gemstones will still provide a high chance for proficiency increase.
Status Effects:
Add “heavy bleeding” status condition. Applies slowness in combination with normal bleeding effect.
(Applied only by certain new monster attacks/spells.)
Poison now damages every 3 seconds rather than 3.6 seconds for consistency.
Poison/Paralyze effect duration from Spiders and Scorpions is now reduced by player's CON attribute.
Added chance to apply effect even if the damage received from the monster's blow was 0. (Reduced effect, rarer chance).
Successfully blocking and receiving 0 damage will avoid the status effect chance.
"Fire" status duration and chance to extinguish now based on CON attribute. Now has a max duration the effect can last for, with chances to extinguish early depending on the CON attribute.
INTERFACE/QUALITY OF LIFE
General:
Add online player count feature to Steam version
Add FPS slider in settings menu, added support for 60-144Hz refresh rates.
Add /fps XX command to set the FPS limit, XX is desired limit.
Add “hotbar filters” to control what items automatically get added to the hotbar, only applies when auto add to hotbar setting is enabled. Accessible from “misc” settings tab.
Inventory/Menu:
Add “Party Stats” to the inventory view, accessible by clicking a new button above the proficiencies panel. Displays all lobby player names, current HP/MP values and level.
HP/MP values are updated every 3 seconds for clients to minimise network traffic.
Redesigned artwork for all spell icons
Players now spawn with their class spellbooks in the right side of the hotbar, still need interacting to learn the spell
Proficiencies with an unlocked capstone are displayed in green text in the proficiencies sidebar
On level up: Display icons corresponding to the 3 attributes that were raised (& the bonus attribute, if any)
Items now stack more consistently, will stack if their visible "world" models match rather than an invisible random "appearance" attribute.
Stacking items still need to have the same durability/blessing etc.
Add attribute tooltips when hovering over them in the left attributes panel. Will show any bonuses from gear.
Add current mana regen rate to the INT attribute hover tooltip.
Add ATK power to the character sheet next to AC.
Add hover text over ATK stat to show the internal breakdown of bonuses applied to the equipped weapon.
Slightly adjusted left attributes view to display Base Value -> Modified Final Value. E.g. now shows as STR: 10 -> 11 rather than 11 (10) for a 10 STR character with a bonus point from gear/status effects.
Green/Red highlighted text shows if the current stat is being positively or negatively impacted from worn gear/status effects
Add damage sounds and screen shake when dying of starvation
Added a small cooldown before turning off combat music to avoid music cutting in and out when darting between monster vision
Add minor screen shake and sound effect when taking 0 damage from a ranged projectile.
(Helps determining whether it was an arrow trap vs another damage source)
EDITOR CHANGES:
General
Add all new and existing monster types to be placable in editor
Grave key functions as backspace in typing fields
Item icons now change to in-game sprite if not random
Add "Undo" support for sprites
Remap map height cycle to SHIFT + SCROLLWHEEL or CTRL + U or P from just SCROLLWHEEL
New "Point" tool (2nd position), now is the only editor tool that can select sprites. All other tools will ignore left/right clicking on a sprite and draw underneath.
Add bulk sprite moving with "Select" tool. With an area selected, press ALT + ARROWKEYS to move selection and all entities underneath.
If the selection is moved, any new entities inside the selection tool will NOT be selected, and will need to be manually added by re-dragging the select tool over the area.
CTRL + ARROWKEYS will move the selection rectangle
SHIFT + ARROWKEYS will resize the selection rectangle
Pressing 'C' when hovering over a tile with multiple sprites will cause them to cycle heights. Assists with trying to grab a sprite from the bottom of a pile but having to rearrange all the top pieces first.
Add several new sprites/functionality to editor for existing in-game objects
Single boulder trap, direction specific. Configurable re-trigger amount/trigger frequency
Armed bear trap
Inverted gates
Timed lever. (Configurable duration)
Customisable Sprite Properties:
Add "properties" menu for certain sprites, F2 to access
Add properties for chests, can choose which pool of items to spawn or leave as random. Can also choose orientation
Add properties for items, can pick item type/status/qty etc or leave as default random
Add full monster equipment and stat editing
Add support for "NPC" human monsters, accessible from the monster properties window to set the "type" of NPC.
They will patrol a boxed starting area like shopkeepers, and will cycle through dialog when interacted with.
Hover Text:
Add hover text for placed sprites in the map view to show select information at a glance
Add hover text for sprite and tile selection window to show the descriptive name of the object
Add menu dropdown button to toggle the map view hover text. CTRL + H also toggles this behaviour
Extended Map Properties:
Add several new options for map properties window (CTRL + M)
Map-wide options: (Only if applied to the base map, e.g mines.lmp not mines01.lmp)
Map skybox, input a line number from tiles.txt to be the base ""sky"" effect for the map, similar to that found in ""hell"" levels.
Map ceiling, input a line number from tiles.txt to be the ceiling tile instead of the default grey stone.
Maximum/minimum number of total entities/monsters/items/decorations to generate in a level. ""Entity Qty"" is the total pool of object in a level, and monster/items/decorations fill this pool. Priority is monsters, then items, then decorations if there are not enough entities available in the pool for all.
Disable levitation/digging/teleportation, stop players using these mechanics in the level.
Alternate map generation, if selected will generated rooms from left-to-right in the base map, rather than placing rooms in a random location.
Room-specific options: (Can be applied once to the base map mines.lmp or individually for each room)
Disable monsters/traps/loot, stops the random generator spawning these kinds of entities in your room.
Tile Palettes:
Add "tile palette" to editor, allow persistent user saved 3x3 tile selection between editor sessions to quickly organise map tiles.
CTRL + SCROLLWHEEL or NUMPAD +- to cycle between 9 different "banks" of tiles.
NUMPAD * to "lock" the bank and prevent overwriting of palette when selecting new tiles.
LEFTCLICK/SCROLLWHEEL or NUMPAD 1 to 9 to select tiles from this palette. If selecting a tile on the map view or tile select, then will be added to the bank if not locked.
RIGHTCLICK to remove a tile from the palette.
Submap Generation:
Add new "submap" generation, allowing random generation per room for your map!
Using special tile 201 "Submap.png" defines a square area to be randomly replaced from a pool of sub-levels.
E.g mines01.lmp contains a 3x3 of ""submap"" tiles. The generator looks for sublevels mines01a.lmp, mines01b.lmp and mines01c.lmp and will select one of those 3x3 submaps to generate in the mines01.lmp map. Generation will look at 1-26 possible maps if they exist with the suffix 'a' to 'z' after the map name.
BUG FIXES:
Fixed issue where the Editor's map name textbox would not stop text from being input after the map was loaded. Stops saving maps as "mineswdasdw" even though the save window was closed.
Fixed issue where all thrown items would not display correctly for multiplayer clients
Fixed issue where "quickstart" games would always start with the same seed
Fixed issue where quickly "hotswapping" a crossbow caused the player to rapid fire bolts
Fixed issue with rounding error in CONFUSE spell, causing a 2 second less than intended duration.
Fixed issue where "Filthy Rich" acheivement could not be granted to clients
Fixed issue where FPS would be displayed as 57-59 but never 60
Fixed issue where invisibility and levitation channel durations were shorter than they should be after the first duration expired
Fixed issue where items on ground would unnecessarily calculate movement
Fixed feature where clients would render unloaded armor as green orbs
Fix issue where any animated tile is swimmable if placed in the floor. Now only tiles with "water", "lava" and "swimtile" in filename will be considered for swimming
Fixed issue where entities could be generated on lava/water tiles
Fixed issue where vomiting while dying crashes the game
Fixed issue where random player names would continually start with the same random seed
Fixed issue where resizing the editor with a tile/sprite selection window would crash
Fixed issue where map generation would skip the far bottom and right rows of tiles
Fixed issue where opening a door while dying crashes the game
Fixed typo in a book
Fixed issue when spawning in “hell” levels would fail to generate an exit (maybe this time will work?)
Fixed issue where clients would not show Steam usernames of other clients in Steam lobby
Fixed issue where too many combat log messages would corrupt the interface. Typically occurred after extended playthroughs or lots of text chat.
Fix issue where trolls would repeatedly play their footstep audio clip when waking up from sleep status.
Fix issue where picking up/dropping equipment matching your currently equipped piece would cause your currently equipped piece to stack, or be unequipped. Thrown items are exempt from this behavior.
Fixed missing blood particles when a spell inflicted damage for clients
DEBUG:
Add /levelskill x command, where x is proficiency number to be levelled up by 10.
Add /minotaurnow command, force minotaur to spawn in level
Add /minotaurlevel command, force current level to spawn a minotaur after default duration
Add /maplevel command, functions like Scroll of Magic Mapping
/noclip command enables raising/lowering of camera with default player turn bindings Q and E
Holding SHIFT when /noclip is enabled will halve the movement speed of the player
/noclip no longer "swims" in water
Add /nummonsters command, show number of monsters spawned in level
Add /maxout2 command, levels player to 25 and equips full steel equipment.
Quick start multiplayer lobby from main menu with CTRL + L, uses port 12345
Quick join multiplayer lobby from main menu with CTRL + M, uses port 12345
Add /drunky command to even out the effects of drinking while coding
Add /summonchest command to spawn a chest
Add /summonall <monstername> command, vomits the chosen monster onto every possible map tile on the floor.
OPTIMISATIONS/MODDING:
Unify monster attack/movement code into common animation framework to assist when creating new monsters
Unify monster special attacks into common function to assist when creating new monsters
Dedicated animation functions to create new spell effects/timers/limb animations
Extended support for up to 50 new items
Extended monster support for up to 32 new creature entries
Remove many hard-coded limits for strings such as items and status effects, easier to make additions
Items now use an editable items_global.txt file to determine minimum dungeon level to spawn on, rather than obscured in-game gold formula
Centralised monster message events to allow custom name patterns to use generic monster grammar. E.g naming a skeleton "lesser skeleton" will correctly display "you hit the lesser skeleton!" rather than "you hit lesser skeleton". Currently available prefixes include: "lesser", "young", and "enslaved"
Add /reloadlimbs to refresh the in-game limb offsets for monsters. Assists when designing new monsters and equipment
Add /loadmodels x x to refresh in-game models from models.txt without restarting Barony. /loadmodels 400 0 will refresh from 400 onwards, while /loadmodels 590 600 will only reload 590-600. Assists with voxel modelling.
Add /atkspeed x and /animspeed x to globally modify the in-game attack animation speed for debugging animation.
Add caching of Barony models during startup with command /usemodelcache, creating a models.cache file to Barony directory on first run to read on subsequent startups. Reduces startup time from 10+ seconds to <5 on some machines. If models are changed or added after the cache is generated, then the models.cache file will need to be deleted to regenerate the cache.
And that's all! Feel free to drop a comment here on the forums or discuss on our community Discord channel https://discord.gg/j2ne4qW
Some light reading for you to enjoy prior to the BETA launch!
You can expect to see the beta branch appear within the next day. We will post an announcement when it goes live with full instructions on how to download!
::Barony V3.0.0 BETA Changelog::
GENERAL:
Added new monsters!
Added new items, including:
Throwing weapons
New tiers of armor
New tiers of weapons
Starting class specific armors
High tier spellbooks, magicstaffs
Extended dungeon depth into 1 new tileset, slightly reworked ending. (Open BETA preview, more to come!)
MAJOR GAMEPLAY CHANGES
Added 3 new starting classes:
Sexton: A temple officer who serves unseen, using stealth and magic to slip their way through the dungeon with the aid of a few rare tools.
Ninja: A highly specialized assassin. They ambush foes with swords or ranged weapons, using a few other tricks to get out of bad situations.
Monk: Disciplined and hardy. They have little in the way of offensive training and material goods, but can rely on their excellent fortitude and adaptability.
New Animations:
Add "special attacks" for new monsters, allow monster AI to choose between different attacks depending on circumstance
Overhauled/replaced all monster animation
Added unique animations for all ranged weapon firing
Added unique animations for monster spellcasting
Monster animation now has a "windup" period before dealing damage, allowing greater opportunity to block and dodge
Monsters can now throw items
Replaced randomly choosing 3 attributes on level up with weighted attribute growth for each class.
(E.g Warriors have higher chance for strength and lower chance for intelligence, opposite for Wizards)
Add chance for gaining a "bonus" attribute point on level up if the player has gained at least one level in a skill since their last level up.
Each proficiency is tied to 1 of the 6 attributes. "Bonus" attribute point is tied to the proficiency's associated attribute.
E.g combat proficiencies like POLEARM will grant a chance for bonus STR, SWIMMING will grant a chance for bonus CON)
Levelling up will reset the chance.
Shared experience from killing monsters by followers/other players is now based on proximity of other party members, rather than line of sight checking.
(Previously monster entities could disrupt the line of sight check and not share experience)
Reworked melee weapon damage formula. Now linearly scales with weapon tier and durability, rather than multiplicatively.
(Previously it was possible for a DECREPIT and WORN weapon to display the same +attack value due to number rounding, now there will always be a +1 attack difference.)
This results in a net-gain of attack power in most cases, monster stats have been shifted in damage output to mostly remain the same.
Ranged weapons now use DEX attribute in calculation for damage instead of STR.
Monsters use a combination of DEX + PER to avoid monsters becoming too speedy
Adjusted goblin and skeleton stats to compensate
Ranged weapons now have a chance to "pierce" half the armor of targets, chance scales with PER attribute. Also applies to monsters.
Mana regen now scales with a combination of INT attribute and SPELLCASTING proficiency.
Multiple sources of Magic Resist & HP/MP Regen now stack diminishingly instead of having no effect past the first point
(E.g 50% becomes 33%, then 25% resistance)
Thrown potions/rocks/gems/throwing items now ignore half the armor of hit target, previously was reduced by all armor.
Additional damage is dealt depending on the RANGED proficiency of the thrower
Successfully hitting a target with thrown potions/rocks/gems/throwing items has a chance to increase ranged proficiency.
New armor breaking formula for some new items. (E.g Crystal Tier items)
Shield of Magic Resistance no longer provides reflection when blocking.
Changed to +1 additional resistance
Movement speed from DEX attribute reworked, slower speeds overall at high DEX and movement speed has a upper limit.
Carry weight now has a larger impact on speed at lower STR levels.
Add minor "blocking" animation for player characters in multiplayer
Add “sneaking” mechanic when using the ‘block’ key when no offhand item is equipped
Sneaking reduces your movement equal to the blocking speed
Sneaking reduces monster vision of the player
Sneaking grants bonus to vision/light level depending on sneaking proficiency of the player
Add “backstab” and “flanking” mechanics depending on the facing direction of the player and the hit monster.
"Backstab” applies bonus damage when hitting a target from behind that is currently not in combat or alerted
“Flanking” applies a chance for bonus damage when hitting a target from behind that is currently engaged in combat or is otherwise alerted. Bonus damage is less than a successful backstab.
Both mechanics display unique combat messages when successful.
Bonus damage is based on the stealth proficiency of the player.
Successfully backstabbing or flanking grants a chance to raise stealth proficiency
Add "THROWN" item category for item types
`Add 3 new glove types that grant additional unarmed melee damage
Add capstones for reaching legendary tier in a non-combat proficiency.
APPRAISAL: Instant Appraise
SPELLCASTING: Makes magic missile cost 0 mana. You learn magic missile if you don't already know it.
LOCKPICKING: Lockpicking is always successful, and you find extra gold in chests.
LEADERSHIP: Recruit Goblins as followers
MAGIC: Gain exclusive spell "Dominate"
STEALTH: Permanent Invisibility
SWIMMING: Permanent Waterwalking
TRADING: Sell any category of item to any vendor
MECHANICS/BALANCE:
General:
Buffed fountains from dungeon depths past 10
Buffed gravestones from dungeon depths past 15
Improved chance of food sources in the labyrinth.
Basic damage spells now break chests to match the effect on doors and furniture.
Items:
Add beartraps and thrown items to chest items pools
Reworked Beartraps, beartrap damage is now increased by the trapper’s locks proficiency, as well as the status of the item
Beartraps are now reusable, degrade by 1 status every use.
Add beartrap set sound effect
Successfully trapping a monster in a beartraps has a chance to increase lockpicking and ranged proficiency
Beartraps no longer target allies.
Fixed case where beartraps were incorrectly rendered invisible in multiplayer
Enchant/Destroy Armor, and Repair scrolls now choose a random worn piece of equipment rather than helmet first.
"Cursed" scrolls of Remove Curse now curse a random worn piece of equipment.
Several potion effects reworked:
Confusion/Booze/Blindness potion duration are reduced depending on the hit target's CON and PER
Paralyze potion duration reduced depending on the hit target's CON
Bottle of water now heals 2 HP
Bottle of booze/juice/+1 water now heals 5 HP
Adjust DRUNK duration from booze to be random duration rather than fixed
Lowered chance for random chests to contain "garbage" item pool (E.g rock/nothing)
"Random" chest item pool now is limited to 5 levels above current dungeon depth, avoids spawning ANY item.
Equipped rings now apply a +1 attack bonus to fists. Damage bonus increases with enchantment
Proficiency Changes:
Lowered chance to raise SHIELD proficiency when getting hit
Slightly changed learning magic requirements for spells to match the current tier list in the proficiencies panel.
(E.g some spell requirements needed 25 magic but you could only tell if you had 20 magic or 40 magic. Requirement changed to 20 in that instance.)
Rescaled magic and spellcasting proficiency levelling on spell cast.
`Casting spells of a lower tier than your current spellcasting proficiency level will have a diminishing chance to raise your proficiency.`
Increased the chance to level when using a spell that is closer to your spellcasting level.
Reduced chance to level magic and spellcasting with magicstaffs
Rescaled appraisal proficiency levelling on successful appraise. Cheaper items no longer guarantee an appraisal increase if your proficiency is higher.
Appraising high-value items such as gemstones will still provide a high chance for proficiency increase.
Status Effects:
Add “heavy bleeding” status condition. Applies slowness in combination with normal bleeding effect.
(Applied only by certain new monster attacks/spells.)
Poison now damages every 3 seconds rather than 3.6 seconds for consistency.
Poison/Paralyze effect duration from Spiders and Scorpions is now reduced by player's CON attribute.
Added chance to apply effect even if the damage received from the monster's blow was 0. (Reduced effect, rarer chance).
Successfully blocking and receiving 0 damage will avoid the status effect chance.
"Fire" status duration and chance to extinguish now based on CON attribute. Now has a max duration the effect can last for, with chances to extinguish early depending on the CON attribute.
INTERFACE/QUALITY OF LIFE
General:
Add online player count feature to Steam version
Add FPS slider in settings menu, added support for 60-144Hz refresh rates.
Add /fps XX command to set the FPS limit, XX is desired limit.
Add “hotbar filters” to control what items automatically get added to the hotbar, only applies when auto add to hotbar setting is enabled. Accessible from “misc” settings tab.
Inventory/Menu:
Add “Party Stats” to the inventory view, accessible by clicking a new button above the proficiencies panel. Displays all lobby player names, current HP/MP values and level.
HP/MP values are updated every 3 seconds for clients to minimise network traffic.
Redesigned artwork for all spell icons
Players now spawn with their class spellbooks in the right side of the hotbar, still need interacting to learn the spell
Proficiencies with an unlocked capstone are displayed in green text in the proficiencies sidebar
On level up: Display icons corresponding to the 3 attributes that were raised (& the bonus attribute, if any)
Items now stack more consistently, will stack if their visible "world" models match rather than an invisible random "appearance" attribute.
Stacking items still need to have the same durability/blessing etc.
Add attribute tooltips when hovering over them in the left attributes panel. Will show any bonuses from gear.
Add current mana regen rate to the INT attribute hover tooltip.
Add ATK power to the character sheet next to AC.
Add hover text over ATK stat to show the internal breakdown of bonuses applied to the equipped weapon.
Slightly adjusted left attributes view to display Base Value -> Modified Final Value. E.g. now shows as STR: 10 -> 11 rather than 11 (10) for a 10 STR character with a bonus point from gear/status effects.
Green/Red highlighted text shows if the current stat is being positively or negatively impacted from worn gear/status effects
Add damage sounds and screen shake when dying of starvation
Added a small cooldown before turning off combat music to avoid music cutting in and out when darting between monster vision
Add minor screen shake and sound effect when taking 0 damage from a ranged projectile.
(Helps determining whether it was an arrow trap vs another damage source)
EDITOR CHANGES:
General
Add all new and existing monster types to be placable in editor
Grave key functions as backspace in typing fields
Item icons now change to in-game sprite if not random
Add "Undo" support for sprites
Remap map height cycle to SHIFT + SCROLLWHEEL or CTRL + U or P from just SCROLLWHEEL
New "Point" tool (2nd position), now is the only editor tool that can select sprites. All other tools will ignore left/right clicking on a sprite and draw underneath.
Add bulk sprite moving with "Select" tool. With an area selected, press ALT + ARROWKEYS to move selection and all entities underneath.
If the selection is moved, any new entities inside the selection tool will NOT be selected, and will need to be manually added by re-dragging the select tool over the area.
CTRL + ARROWKEYS will move the selection rectangle
SHIFT + ARROWKEYS will resize the selection rectangle
Pressing 'C' when hovering over a tile with multiple sprites will cause them to cycle heights. Assists with trying to grab a sprite from the bottom of a pile but having to rearrange all the top pieces first.
Add several new sprites/functionality to editor for existing in-game objects
Single boulder trap, direction specific. Configurable re-trigger amount/trigger frequency
Armed bear trap
Inverted gates
Timed lever. (Configurable duration)
Customisable Sprite Properties:
Add "properties" menu for certain sprites, F2 to access
Add properties for chests, can choose which pool of items to spawn or leave as random. Can also choose orientation
Add properties for items, can pick item type/status/qty etc or leave as default random
Add full monster equipment and stat editing
Add support for "NPC" human monsters, accessible from the monster properties window to set the "type" of NPC.
They will patrol a boxed starting area like shopkeepers, and will cycle through dialog when interacted with.
Hover Text:
Add hover text for placed sprites in the map view to show select information at a glance
Add hover text for sprite and tile selection window to show the descriptive name of the object
Add menu dropdown button to toggle the map view hover text. CTRL + H also toggles this behaviour
Extended Map Properties:
Add several new options for map properties window (CTRL + M)
Map-wide options: (Only if applied to the base map, e.g mines.lmp not mines01.lmp)
Map skybox, input a line number from tiles.txt to be the base ""sky"" effect for the map, similar to that found in ""hell"" levels.
Map ceiling, input a line number from tiles.txt to be the ceiling tile instead of the default grey stone.
Maximum/minimum number of total entities/monsters/items/decorations to generate in a level. ""Entity Qty"" is the total pool of object in a level, and monster/items/decorations fill this pool. Priority is monsters, then items, then decorations if there are not enough entities available in the pool for all.
Disable levitation/digging/teleportation, stop players using these mechanics in the level.
Alternate map generation, if selected will generated rooms from left-to-right in the base map, rather than placing rooms in a random location.
Room-specific options: (Can be applied once to the base map mines.lmp or individually for each room)
Disable monsters/traps/loot, stops the random generator spawning these kinds of entities in your room.
Tile Palettes:
Add "tile palette" to editor, allow persistent user saved 3x3 tile selection between editor sessions to quickly organise map tiles.
CTRL + SCROLLWHEEL or NUMPAD +- to cycle between 9 different "banks" of tiles.
NUMPAD * to "lock" the bank and prevent overwriting of palette when selecting new tiles.
LEFTCLICK/SCROLLWHEEL or NUMPAD 1 to 9 to select tiles from this palette. If selecting a tile on the map view or tile select, then will be added to the bank if not locked.
RIGHTCLICK to remove a tile from the palette.
Submap Generation:
Add new "submap" generation, allowing random generation per room for your map!
Using special tile 201 "Submap.png" defines a square area to be randomly replaced from a pool of sub-levels.
E.g mines01.lmp contains a 3x3 of ""submap"" tiles. The generator looks for sublevels mines01a.lmp, mines01b.lmp and mines01c.lmp and will select one of those 3x3 submaps to generate in the mines01.lmp map. Generation will look at 1-26 possible maps if they exist with the suffix 'a' to 'z' after the map name.
BUG FIXES:
Fixed issue where the Editor's map name textbox would not stop text from being input after the map was loaded. Stops saving maps as "mineswdasdw" even though the save window was closed.
Fixed issue where all thrown items would not display correctly for multiplayer clients
Fixed issue where "quickstart" games would always start with the same seed
Fixed issue where quickly "hotswapping" a crossbow caused the player to rapid fire bolts
Fixed issue with rounding error in CONFUSE spell, causing a 2 second less than intended duration.
Fixed issue where "Filthy Rich" acheivement could not be granted to clients
Fixed issue where FPS would be displayed as 57-59 but never 60
Fixed issue where invisibility and levitation channel durations were shorter than they should be after the first duration expired
Fixed issue where items on ground would unnecessarily calculate movement
Fixed feature where clients would render unloaded armor as green orbs
Fix issue where any animated tile is swimmable if placed in the floor. Now only tiles with "water", "lava" and "swimtile" in filename will be considered for swimming
Fixed issue where entities could be generated on lava/water tiles
Fixed issue where vomiting while dying crashes the game
Fixed issue where random player names would continually start with the same random seed
Fixed issue where resizing the editor with a tile/sprite selection window would crash
Fixed issue where map generation would skip the far bottom and right rows of tiles
Fixed issue where opening a door while dying crashes the game
Fixed typo in a book
Fixed issue when spawning in “hell” levels would fail to generate an exit (maybe this time will work?)
Fixed issue where clients would not show Steam usernames of other clients in Steam lobby
Fixed issue where too many combat log messages would corrupt the interface. Typically occurred after extended playthroughs or lots of text chat.
Fix issue where trolls would repeatedly play their footstep audio clip when waking up from sleep status.
Fix issue where picking up/dropping equipment matching your currently equipped piece would cause your currently equipped piece to stack, or be unequipped. Thrown items are exempt from this behavior.
Fixed missing blood particles when a spell inflicted damage for clients
DEBUG:
Add /levelskill x command, where x is proficiency number to be levelled up by 10.
Add /minotaurnow command, force minotaur to spawn in level
Add /minotaurlevel command, force current level to spawn a minotaur after default duration
Add /maplevel command, functions like Scroll of Magic Mapping
/noclip command enables raising/lowering of camera with default player turn bindings Q and E
Holding SHIFT when /noclip is enabled will halve the movement speed of the player
/noclip no longer "swims" in water
Add /nummonsters command, show number of monsters spawned in level
Add /maxout2 command, levels player to 25 and equips full steel equipment.
Quick start multiplayer lobby from main menu with CTRL + L, uses port 12345
Quick join multiplayer lobby from main menu with CTRL + M, uses port 12345
Add /drunky command to even out the effects of drinking while coding
Add /summonchest command to spawn a chest
Add /summonall <monstername> command, vomits the chosen monster onto every possible map tile on the floor.
OPTIMISATIONS/MODDING:
Unify monster attack/movement code into common animation framework to assist when creating new monsters
Unify monster special attacks into common function to assist when creating new monsters
Dedicated animation functions to create new spell effects/timers/limb animations
Extended support for up to 50 new items
Extended monster support for up to 32 new creature entries
Remove many hard-coded limits for strings such as items and status effects, easier to make additions
Items now use an editable items_global.txt file to determine minimum dungeon level to spawn on, rather than obscured in-game gold formula
Centralised monster message events to allow custom name patterns to use generic monster grammar. E.g naming a skeleton "lesser skeleton" will correctly display "you hit the lesser skeleton!" rather than "you hit lesser skeleton". Currently available prefixes include: "lesser", "young", and "enslaved"
Add /reloadlimbs to refresh the in-game limb offsets for monsters. Assists when designing new monsters and equipment
Add /loadmodels x x to refresh in-game models from models.txt without restarting Barony. /loadmodels 400 0 will refresh from 400 onwards, while /loadmodels 590 600 will only reload 590-600. Assists with voxel modelling.
Add /atkspeed x and /animspeed x to globally modify the in-game attack animation speed for debugging animation.
Add caching of Barony models during startup with command /usemodelcache, creating a models.cache file to Barony directory on first run to read on subsequent startups. Reduces startup time from 10+ seconds to <5 on some machines. If models are changed or added after the cache is generated, then the models.cache file will need to be deleted to regenerate the cache.
And that's all! Feel free to drop a comment here on the forums or discuss on our community Discord channel https://discord.gg/j2ne4qW