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
Barony - mistersneak


Thank you for you patience in awaiting this announcement and ultimately, the release of the DLC. The final achievements were just added and tested, and a new trailer is hot off the presses, so we're finally ready to announce that the DLC is ready for imminent release.

And now things are in Valve's hands to approve the DLC launch! Unfortunately we don't have control over that, so it might be held hostage over the weekend, but fingers-crossed you'll have a chance to play it today on Friday, February 22nd. Ideally we would have everything approved by Valve and then schedule a release date after that, but we're just trying to make this DLC available to you as soon as possible.

We're planning a 33% off sale for the Barony main game during launch week of this DLC. So it will be the perfect time to get some friends into the game while you show off your awesome new monster characters.

Big thanks to you lich-hunters for your patience and support!
- "mistersneak"
Barony - WALL OF JUSTICE
Hi All,

I'm making a open-beta branch available now on Steam for our V3.2.3 update! This update has been the culmination of 5 months of rewrites and additions to support our upcoming DLC. If you'd like to get your hands on the new features, then select the V3.2.3 beta branch from Barony properties menu in Steam.

Make sure you backup your savefiles and scores when updating, as you may experience crashes when downgrading to the old V3.2.2 branch. We've been using this build for our Developer Livestreams and it has been fairly stable, so you should be safe to stick to this beta version.

We're still finalising some store page business on the DLC front, but getting this base update out now will allow our DLC launch to go smoother when it's ready.

Let's mix things up with Alchemy!

Combine potions to suit your needs, experiment and learn the secrets of Alchemy! In this V3.2.3 update we've added the Alchemy mechanic with it's own proficiency available for all players!

Getting Started With Alchemy

Alchemy requires 2 potions and a new item to get started - the 'Alembic'. You'll be able to experiment out of the gate using the new Brewer class in our upcoming DLC! Otherwise you might be fortunate enough to find one of these inside a potion chest or sold at your local Apothecary shop.

Alembics are reusable but have small chances of degrading, so it's best advised to keep a spare or two handy. Brewing acidic potions increases the chance your alembic may break.



Once you get your hands on an Alembic, you'll have the option to 'brew' or 'experiment'.

Amateur alchemists learn by drinking potions or combining potions using the 'experiment' option to build up their knowledge of ingredients.



Note: Cursed Alembics will produce cursed brews, and blessed Alembics give you sweet blessed potions. But a cursed Alembic does have uses! A cursed potion may give you the same effect benefits of a blessed potion. The blessing/curse interaction potion changes are shown later on. Also if you have a +0 Alembic, the resultant brew will be the minimum curse level of the two ingredients you mixed.

You'll soon learn a select few 'base' and 'secondary' ingredients
  • Mix a 'base' ingredient with a 'secondary' ingredient and voila! You've discovered a new recipe. Which ones are which? Well you'll figure it out! No chemistry degree necessary!
  • You'll learn that certain 'base' ingredients tend to produce certain potions with similar characteristics.
    • Water can be used to dilute other potions, but be careful to not overdo it or you'll ruin the batch!
    • The sweet citrus notes of dungeon juice create potions that make you feel great!
    • Booze makes you feel bad enough on it's own, but what kind of other effects can you make out of it?
  • To keep track of what you have learned so far, mouse over the Alchemy proficiency in the in-game skills page.

Here our budding Alchemist can make use of water, juice and blindness potions using the 'brew' command.
  • Some potions have no special effects in Alchemy, and using them will always result in a potion of sickness.
  • Using the 'brew' command instead of 'experiment' will show you known "good" combinations that don't dissolve into potions of sickness. That being said, a potion of sickness might just be the ingredient or offense you want!
  • Potion recipes are fixed, so carry your knowledge through each playthrough!

How can I keep up a stock of potions? When you're not assaulting enemies with concoctions, maybe you'd like to stop and have a little taste. The higher your Alchemy proficiency, the greater chance you'll be able to recover an 'Empty Bottle' when drinking potions. Combining potions will also allow you to recover some extra bottles for later use.

Apothecary shops or potion chests also have a chance to carry empty bottles.

Equip an Empty Bottle in hand, and use it on a fountain or sink to tap a potion into your bottle. Keep an eye out for slimes or succubi!



Ways to level Alchemy
  • Drinking a potion you've never consumed before will always result in an Alchemy skill point. If the potion is a 'base' or 'secondary' ingredient it'll be added to your Alchemy tooltip.
  • Brewing a potion you've never tried mixing before will add to your knowledge and result in an Alchemy skill point. Otherwise brewing will level your Alchemy skill with a 50% chance.
  • Throwing potions has a 20% on impact to level your Alchemy skill.
Alchemy Skill Bonuses
  • Alchemy modifies your potion impact and effect damage by [100%/110%/125%/150%/250%/400%] for each proficiency tier
  • Increases chance of duplicating potions with water [50%-100%]
  • Increases chance of recovering empty bottles when consuming potions [60-80%]
  • Increases chance of recovering empty bottles when brewing potions [50-75%]
  • At Legendary Alchemy, your alembics will never degrade, and all potions you create have a +2 blessing!
Potion Changes
  • Thrown potions that heal or provide positive effects (strength, cure ailment, healing, juice) no longer deals impact damage to allies or draws aggro to the player.
  • Added an Apothecary shop to the Hamlet map, replacing a general store.
  • Added particle effects for healing effects of potions (booze, healing, juice)

  • Added 4 new brewable-only potions:
    • Potion of Strength: Grants +5 STR and -5 PER for 1 minute. Each blessing increases the duration by 30 seconds. Cursed Potions of Strength will result in blindness.
    • 'Unstable Potions'
      • These explosive potions deal 10 additional impact damage that is multiplied by your Alchemy skill damage bonus
      • Potion of Firestorm: Razes a target with 3 orbiting fireballs that deal low magic damage and ignite foes. Breaks down walls.
      • Potion of Icestorm: Chills a target with 3 orbiting cold spells that deal medium magic damage and inflict slow status
      • Potion of Thunderstorm: Strikes a target with 3 orbiting lightning spells that deal heavy magic damage
      • Each magic projectile from these potions is able to hit up to 3 other targets nearby
      • Impact damage is increased by 5 for each blessing/curse on the potion
  • Potion of Acid: Deals (10 + (5 * blessing or curse) * Alchemy damage bonus) additional impact damage. (Previously dealt 8-10 fixed damage)
  • Potion of Sickness: Deals (5 + (3 * blessing or curse) * Alchemy damage bonus) additional impact damage and poisons a target. (Previously dealt 2 damage)
  • Bottle of Water: Heals (5 * blessing) health if +1 or above. Cursed bottles of water now randomly curse a non-cursed equipped item when consumed. If no held items are eligible, then randomly curse any non-cursed inventory item.
  • Bottle of Booze: Heals 5 + (5 * blessing) health. Cursed potions reduce the heal by 5 HP per curse level
  • Cure Ailment: Blessed potions will provide (4 * blessing) seconds of increased HP/MP regen
  • Potion of Invisibility: Blessed potions provide (12 * blessing) extra seconds of invisibility. Consuming a Potion of Invisibility breaks monster aggro if the player is greater than 3 tiles away from hostile monsters.
  • Potion of Levitation: Blessed potions provide (12 * blessing) extra seconds of levitation
  • Potion of Speed: Blessed potions provide (12 * blessing) extra seconds of speed
  • Potion of Paralysis: Blessed or cursed potions provide (2 * blessing or curse) extra seconds of paralysis per level

That about wraps up the Alchemy portion of this update, let's move on to the other changes and goodies:

General
  • Added two new game/server flags (found under settings->misc)
    • +1 Life: Every player spawns with an amulet of lifesaving. Steam Achievements are disabled while this mode is enabled.
    • Keep Inventory On Death: Multiplayer only. Players no longer drop items when they die. On respawn, will revive with all items equipped as they were. Does not disable achievements, but reduces your final multiplayer score by 50%.
  • Added active status effect icons next to the sustained spells UI
    • Icon blinks when the effect has less than 5 seconds duration remaining
    • Option to disabled this UI element is found in video settings
  • Cockatrice Lair secret level now prevents sources of levitation due to soft-locking possibility
  • Insectoids now have 2 animated wings/antennae on their model

Items
  • Added 'Backpack' item
    • Provides 1 more row of inventory if not cursed
    • Equipped in the player's cloak slot
    • Does not burn like cloaks
    • Items get sorted into the last row only if all other slots have been filled
    • Autosort does not modify any items in this additional row
    • Backpacks can be found rarely in hardware shops or chests

  • Added 'Potion of Polymorph' item
    • If consumed by a player, transforms the player into a random humanoid monster
    • If player starts as a monster race, the polymorph effect transforms the player into a human
    • Polymorph duration lasts 4-6 minutes
    • Polymorph effects dissipate when swimming in water, or drinking from sinks
    • When thrown at a monster, the monster will polymorph into a random creature
    • If the new creature can not wield the same equipment, the old equipment will drop on the floor
    • The new creature will copy the stats of the original polymorphed target (Crystal Golem to a rat anyone?)
    • Polymorphing a monster is permanent
    • If a flying creature is polymorphed and there is no floor to stand on nearby, polymorphing will instantly kill the creature
  • Scroll of Enchant Weapon now targets 'melee gloves' if no weapon is held in hand. (Applies to brass knuckles, iron knuckles, and spiked gauntlets)

  • Scroll of Repair now has a GUI (like identify), no longer targets random equipped items
    • Can target any item in your inventory (does not have to be equipped, or unbroken!)
    • Raises status +2 levels if the item is not broken
    • Raises status +1 level if the item is broken

  • Cursed Scrolls of Enchant Weapon/Armor/Remove Curse now reverse the blessing of an item (e.g +2 to -2) or take a +0 item to -1 curse.

  • Reduced crystal weapon breakage chance (now slightly less durable than other equipment types)

  • Crystal weapons now have 2x chance to level combat proficiencies

  • Halved item breakage chances in Hardcore mode

  • 'Melee gloves' (brass knuckles, iron knuckles, spiked gauntlets) now have chance to degrade on use
Magic
  • Added tooltips for magic spells, showing damage, effects and sustain costs
  • Spray Acid spell now deals 10 damage per projectile (from 7)
  • Bloodletting spell now deals 30 damage (from 25)
  • Charm monster spell now only can charm 1 monster at a time into your service. The Charmed monster must die in order to be able to take control of another.
  • Invisibility spell now breaks monster aggro if the player is greater than 3 tiles away from hostile monsters.

Proficiency Changes
  • Added tooltips to show all gameplay interactions with proficiencies. Mouse over each entry in the skills panel to see details.

  • Added 'Unarmed' proficiency
    • Monk, Warrior, Barbarian and Wanderer classes start with some Unarmed proficiency.
    • Provides +1 unarmed ATK every proficiency tier (+0 to +5)
    • If 'melee gloves' are worn, applies scaling knockback effect on a fully charged strike
    • Knockback distance is increased with higher proficiency tiers
    • Knocking a monster into furniture or doors deals 5-10 damage and breaks the object
    • Unarmed skill provides additional furniture/door damage each tier
    • Unarmed damage from players has it's own damage type when applied to monsters. Damage effectiveness shown below:
      1.f // human 1.1 // ghoul 1.2 // rat 1.1 // skeleton 0.8 // goblin 1.2 // scorpion 0.5 // slime 1.f // imp 0.8 // troll 1.f // gnome 1.1 // spider 0.8 // demon 1.f // succubus 1.f // lich 1.f // minotaur 1.f // devil 1.f // shopkeeper 0.8 // kobold 1.4 // scarab 0.6 // crystal golem 1.f // incubus 1.f // vampire 0.5 // shadow 0.8 // cockatrice 0.8 // insectoid 1.f // goatman 0.7 // automaton

  • Added new capstone effects for the following melee weapon proficiencies (to trigger the capstone effects, you must strike with a fully charged attack - holding the attack key until the strike):
    • Sword: +5 ATK and inflict 5s bleeding status
    • Mace: +5 ATK and 25% chance inflict 1.5s paralyze status
    • Axe: +10 ATK and inflict 3s slow status
    • Polearm: +5 ATK and inflict knockback status
    • Unarmed: +5 ATK and inflict paralyze status on a backstab strike

  • Other capstone effects added:
    • Shield: Your shields never degrade when blocking (excludes mirror shield)
    • Ranged: Your ranged weapons never degrade on use

  • All melee/ranged/shield proficiencies now provide improved durability on your equipment as the proficiency is skilled up

  • Melee proficiencies: Killing a monster has an increased chance to level your proficiency

  • Ranged:
    • Reworked several damage formulas. Thrown weapon ranged damage is now a multiplier [100%/110%/125%/150%/200%/300%] instead of a static value 0-20 ATK. This enables thrown weapons to scale lategame.

    • Potions are no longer influenced by ranged proficiency.

    • Potion damage is
      (base thrown ATK * Alchemy potion multiplier) + potion effect
    • Thrown weapons are now
      (base thrown ATK + weapon ATK + DEX / 4) * (Ranged damage multiplier) - (target AC * 0.25)
    • Gemstones/Rock damage are now
      (base thrown ATK + DEX / 4 + Ranged proficiency / 10) - (target AC * 0.5)

  • Leadership:
    • Followers now gain +1 DEX every proficiency tier (influences movespeed)
    • Capstone changed to Goatmen, Insectoids and Goblins being recruitable
    • Capstone no longer allows unlimited allies
    • Followers now revert their color palettes back to normal if their leader died (A monster previously always reset it's allegiances if their leader died, but this was not obvious)
    • Followers no longer hunt enemies out of sight if told to wait in place
    • Followers now choose a random spot around their leader to walk to, instead of the same one over and over again
    • Followers scan for enemies more frequently instead of waiting for the player to get hit
    • Players accidentally damaging followers now results in a single attack in return instead of normal aggro
    • Added particle effect on successful leadership recruitment

  • Appraisal:
    • Added message to indicate if your appraisal skill was not high enough when attempting to identify an item

  • Sneaking:
    • Improved sneaking effectiveness (blocking without a shield), player concealment changed from 2 tile distance to 3 tiles
    • Improved assassination/backstab mechanic to be more reliable if the target was moving or otherwise not stationary

  • Locks:
    • Doubled base unlocking chances (previously was 1 in 400 at 0 proficiency, now 1 in 200)
    • Catching a target in a beartrap now always levels your locks proficiency
    • Monsters walking into bear traps now properly update their HP bar to the player
    • Capstone bonus gold on unlocking chests changed from 25 to 100 gold
    • Successfully lockpicking an automaton now always increases lockpicking skill
    • Hardware shops now have increased chance to sell lockpicks

  • Swimming:
    • Waterwalking capstone now does not disable your shield

Performance
  • Slight improvements for non-multithreaded networking
  • Improved sound effect processing to reduce frame drops

Bugfixes
  • Fixed 'use previous character' button overwriting the oldest savefile always
  • Fixed rare crash that could happen when an insectoid changed weapon
  • Fixed gates causing players/monsters to get stuck when closing. Now are passable until the colliding entity moves out of the way.
  • Fixed followers not pathing through the player when issuing movement commands
  • Fixed boulders spawning over doorways for the 5th time. Added new hat to eat if I'm wrong.
  • Fixed furniture having status effect colored health bars
  • Fixed hunger icon appearing if hunger was disabled mid-game
  • Fixed player arms occasionally animating in the same direction
  • Fixed cursed enchant weapon/armor scrolls not syncing between server and clients
  • Fixed human arm/footwear equipment not showing correctly in multiplayer
  • Fixed incorrect hunger message that could sometimes appear after vomiting
  • Fixed teleporting not updating player position correctly (affected Cockatrice Lair secret level trigger)
  • Fixed wall traps building a wall ontop of monsters and players
  • Fixed forcebolt spell tooltip not displaying 0 manacost when legendary spellcasting is reached
  • Fixed some modded content disabling Steam Achievements when it shouldn't. (Cosmetic mods e.g sounds/models/music do not disable Steam Achievements)
  • Fixed some items wrongly stacking when bought from shopkeepers
  • Fixed issue where identifying an item via appraisal would close your identify
  • GUI from a scroll
  • Fixed issue where multiplayer clients did not get notified of secret level blurbs ("you hear the sound of pickaxes")
  • Fixed crash when throwing a potion of cure ailment
  • 'Greasy' status effect now lasts 1-2 minutes rather than indefinitely to prevent soft-lock at Herx


Please use the new V3.2.3 Bug Report/Feedback thread to give us feedback on any issues or crashes you might encounter.

Thanks everyone!

Ben
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