Barony - mistersneak

⚙️
GYROBOT PLUSHIE GIVEAWAY
⚙️
Behold, the Gyrobot!
We worked closely with Makeship to bring Barony's own dungeon assistant to life as authentically as possible in plush form, and we're giving away one of these cuties.

To enter the giveaway:
⚙️Follow @Turning_Wheel and @Makeship on Twitter.

⚙️Like & Retweet the Tweet linked below!
Giveaway ends Wednesday the 26th at 11:59pm EST

https://twitter.com/Turning_Wheel/status/1617596062130372608?s=20&t=zarf4hmrQT3iXQXGeVVtTA
Barony - mistersneak
Back in May, we asked our Discord community which Barony character they'd want to buy as a plushie. We gathered the results and found that those goofballs picked "Rat". So instead of making a generic stuffed rat, we worked with Makeship to create their 2nd place pick, Barony's iconic and charming Gyrobot!


Starting on January 26th you'll have the chance to obtain your very own LIMITED EDITION Gyrobot plushie. We'll post again here on Steam so you're sure not to miss out.

If we sell enough, the life-size Gyrobot will become a real thing and a share of the profits will go to Turning Wheel's game development fund. If we sell a LOT of them, we'll get an even bigger cut, and the likelihood we'll get to make MORE plushies will go *way up*. Maybe a Gnome next time?

We're super excited about this plushie!
The most unique piece of Barony merch ever; all the cool kids will be crawling out of the woodwork asking you "Wait is that a Gyrobot from hit co-op action RPG Barony?" and you'll say "You bet your sweet sentries, it is!" Bam, instant best friends to go dungeon delving with.

Put one in your car! Hang one from your ceiling fan! Think of all your friends and family, and how much better their lives would be with a Gyrobot in it. A great gift for the dungeon nerds in your life.
This gyrobot stuffy is cute as heck. We'll show you more when the plushie sales campaign officially begins. For now, enjoy the teaser image.

The QoD Beta has been going extremely well, and we've got release candidates in the oven. It's coming along very well and we'll have news about Ship dates available for you soon.
Barony - mistersneak
As we work toward release, the amount of new features we're adding, and the severity of the remaining fixes become lower. Aside from the fixes discussed here, in the background we're working on some other issues we need to deal with, including some performance and split-screen improvements that must be done prior to ship.
You may continue to see other content improvements along with these fixes and performance updates since not everybody on the team works on the same stuff!

BIG THANKS to everyone who has played these betas and has offered feedback. It really helps.
You may've noticed, the game is on sale right now! Barony is a great gift, especially when you want to play Barony with somebody in your life!

Also celebrate the holidays with our own Barony Christmas Steam avatar frame!


In case this is the first news post you're reading about the Quality of Death public beta, it's easy to opt in:
- Go to Barony in your Library
- Go to the game's Properties (in Steam)
- Activate the Quality of Death Beta build in the Betas tab)


TL;DR
Several of the most common kinds of crashes and softlocks have been fixed. Some level generation and design features have been done to pave the way for future content adds. Quality of life issues that plague new players remain a high priority for us to address, so we've done some work there,

Beta Changelog - (V3.8.6)
  • The game version has been updated from V3.8.5 to V3.8.6.
Level Improvements
  • Generated map rooms will now respect the "Disable Traps" checkbox within the Map Properties
  • Added a new sprite for decor meshes that can have collision properties
  • Added a map perimeter value to the map properties that is not overridden by generated rooms
  • Turned off generated traps in rooms that had potential to cause softlocks and disrupt triggers
  • Boulder Traps no longer spawn in the Underworld since they could cause many new softlocks and unwelcome teleportation beacon surprises
  • Underworld teleporter beacons will now try their best to not put you on a randomly generated spike trap
  • Minor rework of the Mystic Library secret level
  • Added an item to the Haunted Castle secret level
  • General bugfixing and minor improvements to many generated map rooms
  • Generated room doors placed close to walls now only delete wall tiles in the direction they're facing
Quality of Life
  • Improved Gyrobot's "Return & Land" behavior
  • Allowed deploying of Gyrobots on non-walkable floor tiles
  • Infighting between NPCs who are friendly to each other is now reduced
  • Added new default hotbar layouts for every race / class combination which includes racial spells
    NOTE, if you have saved your own custom hotbar with '/saveclasshotbar`, you may not see these new defaults and you can delete the `class_hotbars.JSON` in the `Barony/config` directory if you wish to revert to the defaults.
  • Spells no longer state they are Learnable in their tooltip if the player is a Goblin
  • Skeletons can now no longer become oversatiated by drinking from sinks
  • Improved in-game Log font for attractiveness, better readability and more visible lines on-screen
  • Added both X and Y axis inversion for gamepad thumbsticks
  • Video settings have been rearranged to put more commonly accessed options first
  • Transition floors now have a reduced hunger rate. Take that bio break!
Crash and Softlock Bugfixes
  • Herx's orb is now moved to the center of the map if it would be inaccessible on a pit
  • The cutscene fire effect was causing crashes for some players and has been temporarily removed
  • Fixed crash that occurred when moving amulets in the inventory
  • Fixed extremely small generated maps not having an exit by deleting a wall and allowing the exit to be placed somewhere accessible beyond
General Bugfixes
  • Boulder traps are now deleted if the ceiling is destroyed
  • Fixed issue with Steam invites when continuing multiplayer games not working
  • Fixed issue loading old saves wiping character progress
  • "Wanted!" status effect no longer triggers on a follower attacking a shopkeep (but will trigger if follower has killed a shopkeep)
  • "Wanted!" status effect no longer checks if other players are inside a "shop tile", and instead only uses line of sight check when searching for other players to incriminate (fixes an issue in minetown when you could be Wanted! inside an unrelated shop)
  • Vials of blood now drop for monsters killed by ranged/magic (was only melee/bloodletting spell previously)
  • Whip now can increase Ranged skill (Goblins do not roll to increase all melee skills when this occurs)
  • Beartraps no longer increase Ranged skill (Still provides 10% chance to level Tinkering)
Thanks for reading!
Barony - mistersneak
Beta Changelog - Gameplay Changes (V3.8.5)
In case you missed our previous beta hotfix messages, from here on we are committed to the Beta Build remaining stable so that you may continue to earn achievements as you play, and playing with others online or in split-screen should work as-expected! There may yet be some bugs, but these beta builds are quite stable. If you like what you see, now would be a great time to hop onto the Beta branch.
It's easy to opt in:
- Go to Barony in your Library
- Go to the game's Properties (in Steam)
- Activate the Quality of Death Beta build in the Betas tab)


While there are a ton of fun gameplay changes in this update, the majority of focus is on stabilizing the game and preparing to get out of beta, and that also includes a lot of bugfixes that we detail later.

TL;DR
Underworld Overhaul
Now a viable, if dangerous option for more runs, with more levels and more fun to be had.

Custom Class Hotbars
Sick of re-organizing your hotbar every time you start a new game? Set custom hotbars for each class. Arrange the hotbar as you like using the class' starting kit and type:
/saveclasshotbar
Base Class Rebalance
We want you to feel like you have a good reason to play every class, even once you're good at Barony, and especially while you're still bad at it.

Shopkeeper Hostility Rework
The game's vendors now operate under a set of logical rules, opening the path for more kinds of interactions between shopkeepers and players, and fewer dumb ones.

Bugfixes and More
Read on to view the details of all these changes.

Shopkeeper Hostility Rework:
Motivated by the Merchant's class balance tune-up, shopkeepers are now smarter about who they are hostile toward and why, with accompanying UI to help players understand why they are the target of a shopkeepers' ire.

Old:
If a Shopkeeper targets a player for any reason, all player humans/automatons are considered hostile.
New:
Individual players are marked as hostile ("Wanted!" status effect) when attacking or killing a shopkeeper, not when the Shopkeeper targets players.

New "Wanted!" status effect lists your infractions:

  • Assassination
  • Inciting Violence
  • Accessory to Violence
Hostility is tracked per player, per race.
- (e.g polymorphing into an automaton will not carry over your "Wanted!" status as a human).
When infractions occur in a shop area, players inside the shop tiles are now "Wanted!" for accessory.
- If the Shopkeeper has line of sight to any other players they will also be "Wanted!" for accessory.


Shopkeepers by default still only trade with Human and Automaton players, but will trade with other monsters wearing a Merchant's monocle, provided they are not "Wanted!"

New Item: Monocle!
Monocle


  • +1 PER
  • 200% gem appraisal speed
  • Enables any player monster to trade with shopkeepers if visibly worn (will not work while shapeshifted or invisible)
  • Has no effect under "Wanted!" status effect
  • The Merchant class now starts with this item
Map Changes:
Underworld Overhaul
To make the underworld both more interesting for more players, and make it more accessible on more runs, its undergone a major overhaul similar to the Mines and Swamps. In addition to receiving a major level design content overhaul, a new feature allows players to explore this dangerous zone without the aid of Levitation.
  • New and revised wall and floor textures, adding more visual variety and an adjusted color palette.
  • 180+ map changes and additions, including new grim beacons, which allow adventurers to access each island using a risky teleport shrine.
Underworld Beacon inside the revised Underworld

Other map fixes
  • Fixed impassable map decoration spawning too close to each other (tables/graves/sinks etc), was only taking into account map tiles, not other generated entities.
  • Doors now delete other doors 2 tiles away if other doorway is perpendicular 90 degrees
  • Map messages "you hear the sound of pickaxes..." etc are now stored to your savefile, so will replay when reloading a saved game instead of being lost
General Gameplay:
  • Troll's Blood lowered Magic requirement from 60 -> 40
  • Bloodletting spell now interacts with the Punisher's Executioner Hood energize effect
  • Cream pies now equip instead of consumed when activated from hotbar
  • Revert Form spell now removes Polymorph in addition to Shapeshift, but only 1 per cast (Removes Shapeshift first)
  • Magic now only can be reflected up to 2 times before fizzling out
  • Some followers can now be commanded to interact with shrines, and teleportation portals/ladders (Not all monster types have the ability to interact with objects in the world)
  • Thrown cursed gems always shatter on impact
  • Gyrobots can now pickup/deploy other Tinkering bots and noisemakers, not just bombs
  • Cure Ailment now removes only negative status effects, instead of most status effects. Effects now cured: Sleep, Poison, Confuse, Drunk, Blind, Greasy, Messy, Paralyzed, Bleeding, Slow, Pacify, Webbed, Fear, Burning
  • Improved Cure Ailment effect messages, now will mention if you or allies actually had an effect cleansed, or otherwise say it had no effect.
Reworked monster ally alerting/infighting to help keep large groups alive during accidental friendly fire:
  • Monster vs monster (If both "friendly") now won't alert "friendly" monster allies. Helps large groups stay alive such as Zap Brigade and Algernon packs.
  • If a player hits a follower, then non-follower monsters will not be alerted to the player if everyone involved is "friendly"
  • If a player hits a non-follower, the followers will not be alerted to the player if everyone involved is "friendly"
Class Hotbars:
Classes now have user-configurable hotbar layouts. Eventually we'd like to expose this in the UI, but if you want to play with it now, instructions below.
Default hotbars are located in /data/class_hotbars.json
To write your own hotbars, place items on hotbar and use command /saveclasshotbar or /deleteclasshotbar to remove. These are saved to /config/class_hotbars.json
These configurations are unique between keyboard and gamepad, and if you wish to restore defaults, delete the class_hotbars.json file in config folder.
Bugfixes:
  • Fixed a level change crash in multiplayer, where entities appeared as 2d sprites and other strange visual bugs if the game didn't crash
  • Fixed client players getting stuck inside doorways, now should become passable until player leaves the door if stuck.
  • Added door interact if you do get stuck inside so you always should be able to target it to open
  • Fixed succubus Lilith model positioning incorrectly when moving to next level
  • Fixed spawning many browser tabs when clicking on locked DLC classes in character creation, added popup to confirm navigation to DLC store pages
  • Fixed minimap pings not being sent over the network
  • Fixed audio being set to 100% when launching game and clicking away from the window to lose app focus
  • Fixed levels of other players in multiplayer not visually resetting on game restart
  • Fixed hiscores table reporting 100's of goblins killed for multiplayer clients and no other monsters
  • Fixed legendary Swords skill inflicting bleed to skeletons
  • Fixed being able to interact with objects while cutscenes were playing in multiplayer
  • Fixed Shaman shapeshift forms incorrectly being able to use certain items (e.g scrolls)
  • Fixed potion of sickness poison effect not awarding XP on kill
  • Fixed blood dropping from enemies in singleplayer as a non-vampire (occurred when previously playing with a vampire in multiplayer)
  • Fixed known potion base/secondary ingredients not being saved to file
  • Fixed "Sponge" achievement being awarded on a follower being hit
  • Fixed clients being able to get unlimited potions of water from sinks
Misc:
  • A popup on game start will notify if you are ineligible for achievements due to game settings or modded maps
  • Accepting first-time tutorial prompt sends you to Trial #1 instead of the hub
  • Added High DPI support for Mac/OSX
Base Class Rebalance:
The game's original 10 classes have remained untouched as we've continued to add features and content to Barony. With 3 classes from the Blessed Addition and 8 more from DLC, some of the old basics weren't quite keeping up. It was important to us to revisit them and make sure they're the best classes they can be with a clear vision in the modern context.
In pursuit of making each class feel valuable and interesting, their starting stats and/or equipment have been adjusted with the aim of giving each of them clearer class-defining qualities. In some cases, this meant narrowing the scope of some classes while keeping their core identity in focus.

We embrace that some classes are harder to play than others. But Barony is a big enough game that we can make sure at least that each of them at least has an interesting job to do, and that they do that job well.

We welcome your feedback! That's why this is a beta.
Please give them a shot, and then provide feedback based on your play experience in a Discussion Thread or on our Discord. We'll describe the vision for each class preceding each of the changelists, to give you an idea of what to expect!

General:
  • Classes that start with torches now are "worn" appearance so to stack with other torches from campfires/walls
  • Some hotbar layouts have been adjusted to add/group up items, or make them visible on modern hotbar layout
Barbarian:

As Barony's fast fighter, we doubled down on his rampaging playstyle by focusing his starting stats. The Axe is now central to his identity. The barbarian retains his tomahawks as a solo fighter to soften up tougher or resistant enemies before the melee ensues. New mace drops in the early floors ensure that if he wants to diversify his skills, he may very well have the opportunity.
Changed stats:
  • STR 1 -> 2
  • DEX -1 -> 0
  • CON 1
  • INT -1 -> -2
  • PER 0
  • CHR 0 -> -1
Changed proficiencies:
  • Maces 50 -> 25
Starting loadout changes:
  • Removed Iron Mace
Warrior:

The Warrior is a professional soldier, who relies on armor and methodical fights. The spear is now central to his identity, and the Warrior's role is easier to understand as a beginner class without a bunch of extras tacked on. He remains a capable squad leader, allowing him to reliably serve as a party tank.
Changed stats:
  • STR 1
  • DEX 1
  • CON -3 -> 0
  • INT -1 -> -2
  • PER -1
  • CHR 1
Changed proficiencies:
  • Swords 50 -> 25
  • Blocking 50 -> 25
Starting loadout changes:
  • Removed Iron Sword and Shortbow
Healer:

The healer was adept at fulfilling her intended role as a support caster, but lacked somewhat in skill values compared to other classes. With some appraise and blocking to get her started, she becomes a little more adaptable.
Changed proficiencies:
  • Appraisal 0 -> 10
  • Blocking 0 -> 10
Rogue:

The rogue is the game's broadest skill-monkey, as rogues archetypically tend to be. To focus on the marriage of her broad set of skills, her new kit defines her playstyle by the combination of its parts, and gives her the ability to use them more reliably. While some classes got a reduced kit, hers expanded so she can do her job reliably as a stealth-utility generalist using tinkering, archery, and sneak attacks, distinct from the Hunter or Ninja.
Changed stats:
  • HP 20 -> 25
Starting loadout changes:
  • Bronze Sword: servicable -> excellent
  • Leather Breastpiece: decrepit -> worn
  • Shortbow: servicable -> excellent
  • Potion of Sickness: quantity 3 -> 5
  • Added Quiver of Springshot 15x
  • Added Noisemaker 1x
  • Lockpicks: servicable -> excellent
Wanderer:

The Wanderer seemed to exist mostly for beginners learning how to manage their time with food, a role that has since been overshadowed by the Monk and Skeleton. Seeking a new identity, the Wanderer has retained his ample supplies, but has rebranded as the party logistician. In this role, nobody knows better how to navigate the map, especially as it concerns foes and food, than the Wanderer. Stats have been improved to account for an unnecessarily thin distribution.
Changed stats:
  • STR 0
  • DEX 0 -> 1
  • CON 1
  • INT -1
  • PER 0 -> 1
  • CHR -1
Starting loadout changes:
  • Crossbow: replaced with excellent Slingshot
  • Lantern: worn -> excellent
  • Added Scroll of Magic Mapping 6x
  • Added Ring of Warning
  • Added Spellbook of Detect Food
  • Added Potion of Cure Ailment 1x
  • Removed torches
Cleric:

The careful fighter with casting potential, the cleric often had a great start, thanks to Maces being central to his fighting style; ideal against the early-game's undead. But a common complaint was the lack of party utility casting to start with, as players tend to expect that of Clerics. He now starts with a spellbook too cryptic for him to memorize, but which can help the party recover after tough battles without overshadowing the Healer's role. This, and some minor stat shifting, helps him to better align and balance with the playstyle and themes of the class right out the gate.
Changed stats:
  • STR 0
  • DEX -1
  • CON 1
  • INT 0
  • PER 2 -> 1
  • CHR -1 -> 0
Changed proficiencies:
  • Blocking 0 -> 10
Starting loadout changes:
  • Added decrepit Spellbook of Troll's Blood
  • Removed torches
Merchant:

Sometimes overvalued by beginners, thanks to the high appraisal skill, the Merchant quickly falls out of favor with most players as they learn the game. With new updates, her already great Trade skill allows her to access Shopkeeper's reserve inventory of consumables sooner then everyone else. Critically, now monsters who want to shop can have the privilege as a Merchant by starting with the Merchants' Guild Monocle, a new unique class item. In addition to reliably being the best choice to liaison for appraising, buying and selling on behalf of the party, the Merchant's starting kit and stats have been gently improved to make her a more competent utility-fighter, in between trips to the store.
Changed stats:
  • STR 0
  • DEX -1
  • CON 0
  • INT -1 -> 0
  • PER 1
  • CHR 1
Changed proficiencies:
  • Tinkering 0 -> 10
Starting loadout changes:
  • Starting gold: 500 -> 1000
  • Bronze Axe: servicable -> excellent
  • Glasses: replaced with new Monocle
Wizard:

The wizard is a favorite and does his job well. Off-hand book casting and new spell drops have helped him stay relevant organically. But we found he came up lacking a little in terms of some stat balances, so we gave him a gentle boost. Due to his reliance on MP, another potion of restore magic has been added to give him a little more time to diversify his equipment and strategies before running out of steam.
Changed stats:
  • STR 0
  • DEX -1
  • CON 0
  • INT 1 -> 3
  • PER 1
  • CHR -1
Changed proficiencies:
  • Appraisal 0 -> 10
Starting loadout changes:
  • Potion of Restore Magic: quantity 1 -> 2
Arcanist:

Seeking to carve out a unique niche for the Arcanist, we have focused her kit on the combination of magic attacks and ranged combat, using items primarily with memorized spells as a backup, making her the game's primary nuker / archer. She's gained fire arrows and a magicstaff of fire, and some more items for support like a restore magic potion and scrolls of charging. Removing her sword helps keep her core competencies from being spread thin, and center her role in the players' minds.
Changed stats:
  • HP 30 -> 25
  • STR -1
  • DEX 0 -> 1
  • CON 0 -> -1
  • INT 1
  • PER -1 -> 1
  • CHR 1 -> -1
Changed proficiencies:
  • Swords 25 -> 0
Starting loadout changes:
  • Crossbow: servicable -> worn
  • Added Quiver of Fire 15x
  • Added Potion of Restore Magic 1x
  • Added Magicstaff of Fire
  • Added Scroll of Charging 2x
Joker:

The joker remains a favorite for players looking to troll their friends with deliberately disruptive gameplay, and we're just fine with that. Doubling down, we've replaced her fish with a bunch of pies which she can choose to throw in peoples faces, or eat, whichever is funniest. Some improvements to Ranged, Stealth and a blessing for her Jester Hat help make sure that her awful combat ability comes with just a taste of added competence. Polymorph potion has been added really just for more trolling, but could improve the followers which she remains good at recruiting.
Changed proficiencies:
  • Ranged 0 -> 20
  • Stealth 0 -> 10
Starting loadout changes:
  • Jester Hat: Starts blessed +0 -> +1
  • Sling: servicable -> excellent
  • Fish: replaced with 8x Cream Pie
  • Added Potion of Polymorph 1x
Ninja:

As a Blessed Addition class, the Ninja has continued to perform her role well. In the interest of keeping her stats balanced with other classes, we've just given her a little boost which is well suited to her class' playstyle.
Changed stats:
  • STR -1 -> 0
  • DEX 2
  • CON -1
  • INT -2
  • PER 0 -> 1
  • CHR 0
Monk:

The monk is widely regarded as being a bit overpowered, starting with some ranged, melee and magic ability, in addition to his other core competencies. While we retain his vision as a character who wins battles of attrition due to insanely high block skill and low need for food, his stats were over-packed really without a good reason, and had skills that were unnecessary for the ascetic's theming. The only thing we've offered him in return for taking away his stats is a torch, as a reminder that blocking is essential to the monk's playstyle. Don't worry, he's still very strong, thanks in part to his growth rate in high-value stats.
Changed stats:
  • STR 1
  • DEX 0
  • CON 2
  • INT 0
  • PER 1 -> -1
  • CHR 1 -> 0
Changed proficiencies:
  • Polearm 10 -> 0
  • Ranged 10 -> 0
  • Swimming 0 -> 10
Starting loadout changes:
  • Added Torch 1x

Thanks for reading!
Barony - mistersneak
While the focus of our work has mostly been on major new features like Split-Screen / New UI / better Gamepad support, there is also about 2 years of gameplay tweaks to catch up on.
(V3.8.4+) Gameplay/Balance changes:
Below are all the gameplay/balance changes available in the V3.8.4+ Quality of Death beta that may be obscure, invisible or not immediately obvious to those trying out the beta.

Weapon Skills:
Damage used to be scaled 75-100% from 0-100 weapon skill.
Now it is:
  • 40-60% @ 0 skill
  • 50-70% @ 20 skill
  • 60-80% @ 40 skill
  • 70-90% @ 60 skill
  • 80-100% @ 80 skill
  • Up to 90-100% @ 100 skill.
- Polearms have less % variance, so start at 50-60%. Gugnir's damage is always 60%. Then these numbers go up 10% each 20 points

- Unarmed has more variance, starts at 30-60%, up to 80-100% max.

- Enemies and players havent had any skills touched to compensate, so net result is a little less damage output. (1-2 points earlygame)

Armor Changes:
  • Armor can now degrade when taking 0 damage (previously only >0 damage).
  • Armor degradation is now more 'accurate', now picks a equipped item slot rather than any armor slot that may be empty. So armor will degrade more often when being hit.
AC used to block 100% of damage incoming, now it is:
  • AC blocks 75% of damage incoming when NOT defending, otherwise 100% when blocking (same as before).
  • Blessings on armor (or curses for demons) increases the hard 75% cap by 2.5% per blessing, up to 100% resist
  • Example, you have 10 AC and take 8 damage without blocking. You take 2 damage as 8 x 0.75 = ~6 DMG absorbed by AC.
  • Example, you have 10 AC and take 15 damage without blocking. You take 5 damage as before.
  • Example, you have 50 AC and take 50 damage without blocking. You take 12 damage as 50 x 0.75 = ~38 DMG absorbed by AC.
[/i]
[/list]
Player Movement Speed/Weight Changes:
Weight used to be 1:1 in terms of movement speed penalty. Now:
  • Weight is a similar speed below < 300 weight (most starting classes). So holding 0 items vs holding all starting items makes little difference at the start of the game.
  • Movement speed per DEX decreased (starting speeds of characters is kept roughly the same)
  • Maximum speed capped at 12.5 units instead of 18.0. (Starting speed is normally about 8 units)
Class / Races:
Goatman
  • Now starts with 3 booze.
  • No longer becomes greasy from consuming tins.
  • Added chance to spawn potions when using empty bottles on fountains (Previously potions would only spawn when normally drinking from a fountain).
Brewer
  • Now starts with 3 (from 2) booze
  • Added 2 firestorm potions
Controls:
New hotkey default keyboard "R" or gamepad "Dpad right" will cycle between popup tooltips if 2+ items/interactables are on the ground in the same location. Use this to grab items beyond gates. HUD indicator to show when this is available still to be added.

Level Design:
  • Shops now have unique layouts and signage based on the type of shop spawned, helping Monster Races make the decision about whether or not they want to enter.
  • Shop rooms specific to the "room gen" map type (Citadel Only right now) added for each shop type.
  • Submaps can now contain scripting that properly refers to map tiles.
  • Portcullises now behave as doors at map generation; Ensuring there is a tile to move into when it would otherwise lead into a wall.
  • Certain secret levels have received some revisions, including Minetown, Temple, Haunted Castle, the Minotaur Maze and Bram's Castle.
  • 200+ Mines room variants added and revised.
  • 200+ Swamps room variants added and revised.
  • Several types of bridge, platform and scaffold meshes added to levels, replacing existing wood bridges across all tilesets and serving in new levels.
Frame Rate:
  • Brief technical note - while the game allows you to set the FPS to 300, we recommend setting FPS Limit in Video settings to the refresh rate of your monitor, and disable V-Sync if you have wild FPS fluctuations.
  • Most HUD animations are tied to the FPS rate and if your PC is not meeting the FPS target then animations could be running 0.2x as fast (e.g vsync'd 60 FPS / expected 300 FPS = 0.2)
Monsters:
  • Spiders now can cast "Spray Web" as a special attack. Spiders won't retreat while hunting webbed targets.
  • Monsters retreating into doorframes with ranged weapons/spells now should stay still and continue attacking instead of bouncing and moving in/out of sight
  • Minotaurs now break chests on touch
  • Dummybots are a slightly more visible to enemies
Followers:
You can now hold [Block] while issuing certain commands to target ALL followers at once. The HUD will show your hotkey pressed on screen with text (ALL) for valid commands. To use:
  • Wait/Follow: Hold [Block] before selecting the wheel option.
  • Move to/Interact/Attack: Hold [Block] when confirming the world location, not while the wheel is up.
Tinkering:
You can now salvage entire stacks of items in inventory by [holding Shift + click] on keyboard, [holding LT + press A] on gamepad.

Alchemy:
Alembics now have a 'recipes' tab. When you combine a 'base' and 'secondary' potion for the first time, a recipe will be revealed.
  • Recipes are clickable if you have the required ingredients on hand, and will auto-load the potions into the slots, ready to brew.
  • If you have not combined 2 potions before, the result preview will say "new combination", otherwise the result will be previewed.
    Decanting
Potions can be decanted by using 2 of the same type, combining different colors/blessings into the same stack. The first potion (left) will usually be the output color/status.
When mixing different potion blessings (decanting or otherwise), generally curses are more powerful and harder to nullify. Examples are:
  • (+2 with +0) = +0
  • (+1 with -1) = +0
  • (-1 with +0) = -1
  • (-1 with -2) = -2.
Shops:
  • Rebalanced many item gold values, in general reduced cost of starting equipment/consumables and increased value of later game items to increase appraisal relevancy.
  • Shops may spawn with 0-4 "hidden" item slots which contain consumables (fixed randomised lists of potions/scrolls/food unique to each shop type) so many characters are able to spend gold at a shop encounter.
  • Hidden shop consumable slots are unlocked at 0, 10, 20, 30 trading skill, and are undroppable by the shopkeeper.
  • Shopkeepers changed to only drop 50% of inventory items on death, like chests.
  • Buying back items in shop now does not increase Trading skill.
  • Now trading skill increases only when buying items, 10-100% chance to increase Trading skill as the item you buy goes from 1-100 gold value. (1 gold items still capped at 40 trading).
Items:
  • Items have a blue exclamation icon when first picked up or identified. Mousing/hovering over the item in inventory or hotbar will clear this icon.
  • Potions now have an identified icon to display what type of potion it is.
Item Mechanic changes:
Crystal shard
  • Value 30 -> 15G.
  • Now provides less visibility to enemies than other light sources (sneaking/holding no off-hand is still a better option to evade sight).
  • Removed flame particle effect.
Beartraps
  • Now need to be held and wound up before placing, much like tinkered traps.
  • Now placed slightly in front of the player.
- Scrolls of identify/remove curse/repair/charging now aren't consumed on use (+0 or higher blessing), but consume when choosing the item to apply the effect on.

- Gems/Rocks now have at 50% chance on impact to shatter when thrown.

Other Item Gold/Weight/Item Level changes
Note:
- Value refers to nominal buy/sell gold value when Trading skill is 100. If trading skill is 0, then items are 3x expensive to buy and shops offer 1/3x value when sold.
- Weight is the displayed tooltip weight of an item.
- Item Level is the minimum dungeon level required to spawn an item randomly on the ground.
-- Chests and other sources may generate higher Item Level quality loot, and can be +6 dungeon levels ahead of current floor.
  • Wooden shield value 40 -> 18G
  • Quarterstaff value 40 -> 12G
  • Bronze axe + sword value 60 -> 20G. item level 5 -> 4.
  • Bronze mace value 60 -> 20G. item level 5 -> 0 (Previously quarterstaff was only weapon available floor 0)
  • Bronze shield value 60 -> 30G. item level 0 -> 4.
  • Sling value 40 -> 12G
  • Iron spear/sword/mace/axe value 80 -> 45G. item level 10 -> 8.
  • Iron shield value 80 -> 45G
  • Shortbow value 80 -> 40G. item level 10 -> 8.
  • Steel halberd/sword/mace/axe value 100 -> 120G. item level 15 -> 12.
  • Steel shield value 100 -> 150G
  • Steel shield of resistance value 200 -> 750G. item level 10 -> 12.
  • Crossbow value 100 -> 150. item level 15 -> 12.
  • Gloves value 40 -> 15G
  • Gloves of dexterity value 40 -> 150G. item level 0 -> 1.
  • Bracers value 60 -> 30G
  • Bracers constitution value 60 -> 300G
  • Gauntlets value 80 -> 100G
  • Gauntlets of strength value 80 -> 500G
  • Cloak value 50 -> 15G. weight 20 -> 10.
  • Cloak of magic reflection value 100 -> 350G. weight 20 -> 10.
  • Cloak invisibility value 200 -> 800G. weight 20 -> 10.
  • Cloak protection value 100 -> 90G
  • Leather boots value 60 -> 15G
  • Leather boots of speed value 100 -> 250G
  • Iron boots value 80 -> 35G
  • Iron boots of waterwalking value 150 -> 500G
  • Steel boots of levitation value 200 -> 900
  • Leather breastpiece value 100 -> 35G. weight 150 -> 100
  • Iron breastpiece value 150 -> 70G. weight 300 -> 250
  • Phrygian hat value 50 -> 10G. weight 10 -> 5
  • Hood value 50 -> 10G
  • Wizard hat value 80 -> 75G
  • Leather helm value 60 -> 15G
  • Iron helm value 80 -> 30G
  • Amulet of sex change value 150 -> 400G
  • Amulet of lifesaving value 200 -> 5000G
  • Amulet of magic reflection value 150 -> 350G
  • Amulet of strangulation value 100 -> 75G
  • Amulet of poison resistance value 100 -> 75G
  • Bottle of water value 20 -> 7G
  • Bottle of booze value 20 -> 12G
  • Bottle of fruit juice value 20 -> 18G
  • Potion of sickness value 50 -> 6G. item level 3 -> 1
  • Potion of confusion value 50 -> 35G
  • Potion of extra healing value 100 -> 180G
  • Potion of healing value 70 -> 45G
  • Potion of cure ailment value 100 -> 40G. item level 15 -> 4
  • Potion of blindness value 60 -> 25G
  • Potion of restore magic value 80 -> 42G. item level 10 -> 8
  • Potion of invisibility value 100 -> 70G
  • Potion of levitation value 100 -> 120G
  • Potion of acid value 60 -> 30G
  • Potion of paralysis value 80 -> 75G
All potions weight lowered 10 -> 5
  • Scroll of mail value 40 -> 10G. weight 10 -> 1
  • Scroll of identify value 60 -> 35G. weight 10 -> 2
  • Scroll of light value 60 -> 15G. weight 10 -> 2
  • Blank scroll value 40 -> 50G. weight 10 -> 2
  • Scroll of enchant weapon value 80 -> 300G. weight 10 -> 2
  • Scroll of enchant armor value 80 -> 300G. weight 10 -> 2
  • Scroll of remove curse value 100 -> 90G. weight 10 -> 2. item level 15 -> 4
  • Scroll of fire value 50 -> 35G. weight 10 -> 2
  • Scroll of food value 70 -> 100G. weight 10 -> 2
  • Scroll of magic mapping weight 10 -> 2
  • Scroll of repair value 60 -> 180G. weight 10 -> 2
  • Scroll of destroy armor value 60 -> 50G. weight 10 -> 2
  • Scroll teleportation value 70 -> 30G. weight 10 -> 2
  • Scroll summon weight 10 -> 2
  • Scroll of charging value 70 -> 100G. weight 10 -> 2
  • Scroll of conjure arrow value 70 -> 90G. weight 10 -> 2
  • Magicstaff of light value 200 -> 70G
  • Magicstaff of digging value 250 -> 300G
  • Magicstaff of locking value 100 -> 60G
  • Magicstaff of opening value 150 -> 250G
  • Magicstaff of slow value 200 -> 70G
  • Magicstaff of cold value 300 -> 200G
  • Magicstaff of lightning value 350 -> 300G
  • Magicstaff of sleep value 250 -> 125G
  • Magicstaff of stoneblood value 500 -> 600G
  • Magicstaff of bleed value 500 -> 750G
  • Magicstaff of charm value 500 -> 750G
  • Magicstaff of poison value 300 -> 150G
  • Ring of adornment value 200 -> 75G
  • Ring of slow digestion value 400 -> 600G
  • Ring of protection value 250 -> 100G
  • Ring of warning value 200 -> 450G
  • Ring of strength value 250 -> 150G
  • Ring of levitation value 500 -> 2000G
  • Ring of regeneration value 600 -> 2500G
  • Ring of teleportation value 250 -> 125G
  • Spellbook of forcebolt value 250 -> 150G. item level 0 -> 1
  • Spellbook of cold value 350 -> 200G
  • Spellbook of light value 250 -> 75G
  • Spellbook of remove curse value 400 -> 777G
  • Spellbook of identify value 350 -> 411G
  • Spellbook of magic mapping value 250 -> 411G
  • Spellbook of sleep value 350 -> 175G
  • Spellbook of confuse value 300 -> 150G
  • Spellbook of slow value 300 -> 100G. item level 4 -> 2
  • Spellbook of opening value 300 -> 350G
  • Spellbook of locking value 250 -> 75G
  • Spellbook of levitation value 450 -> 550G
  • Spellbook of teleportation value 350 -> 150G
  • Spellbook of healing value 350 -> 300G
  • Spellbook of cure ailment value 450 -> 250G
  • Spellbook of bleed value 600 -> 750G
  • Spellbook of reflect magic value 600 -> 1000G
  • Spellbook of spray acid value 600 -> 200G
  • Spellbook of spider form value 600 -> 800G, remains unobtainable
  • Spellbook of troll form value 600 -> 1000G, remains unobtainable
  • Spellbook of imp form value 600 -> 1500G, remains unobtainable
  • Spellbook of poison value 600 -> 200G
  • Spellbook of speed value 600 -> 300G
  • Spellbook of detect food value 600 -> 150G
  • Spellbook of polymorph value 600 -> 750G
Below spellbooks may now spawn in chests/shops/as ground items and were previously normally unobtainable:
  • Spellbook of revert form value 600 -> 300G. item level unobtainable -> 15
  • Spellbook of spray web value 600 -> 750G. item level unobtainable -> 9
  • Spellbook of fear value 600 -> 1000G. item level unobtainable -> 25
  • Spellbook of amplify magic value 600 -> 3500G. item level unobtainable -> 30
  • Spellbook of arcane mark value 600 -> 2500G. item level unobtainable -> 25
  • Spellbook of teleport other value 600 -> 750G. item level unobtainable -> 28
  • Spellbook of troll's blood value 600 -> 200G. item level unobtainable -> 4
  • Spellbook of salvage value 600 -> 200G. item level unobtainable -> 28
  • Spellbook of flutter value 600 -> 350G. item level unobtainable -> 8
  • Spellbook of dash value 600 -> 200G. item level unobtainable -> 8
  • Ruby value 3500 -> 2750G
  • Jacinth value 3250 -> 1750G
  • Citrine value 1500 -> 750G
  • Emerald value 2500 -> 2000G
  • Sapphire value 3000 -> 2500G
  • Aquamarine value 1500 -> 1250G
  • Diamond value 4000 -> 3000G
  • Pickaxe value 100 -> 120G. item level 0 -> 4
  • Tin opener value 40 -> 20G
  • Mirror value 20 -> 15G
  • Lockpick value 50 -> 5G
  • Skeleton key value 100 -> 300G
  • Torch value 30 -> 5G
  • Lantern value 60 -> 35G
  • Blindfold value 10 -> 5G
  • Blindfold of focus value 200 -> 75G. item level 15 -> 12
  • Towel value 30 -> 10G
  • Glasses value 40 -> 70G
  • Tinned food weight 30 -> 20
  • Backpack value 250 -> 450G
  • Alembic value 100 -> 300G
  • Tinkering kit value 100 -> 250G
  • Detonated charge weight 5 -> 2
  • Gyrobot value 50 -> 150G
  • Spellbot value 50 -> 75G
  • Noisemaker value 50 -> 25G
  • Machinist apron value 20 -> 50G
  • Enchanted feather value 100 -> 400G
  • Readable book value 50 -> 75G. weight 20 -> 5.
  • Dyrnwyn value 500 -> 3000G
  • Sharur value 500 -> 3000G
  • Gungnir value 500 -> 3000G
  • Parashu value 500 -> 3000G
  • Khryselakatos value 500 -> 3000G
  • Dragon's mail value 500 -> 5000G
  • Sphinx's veil value 500 -> 3000G
  • Oracle's treads value 500 -> 3000G
  • Wraith's gown value 500 -> 3000G
  • Djinni's brace value 500 -> 3000G
  • Crystal breastpiece value 120 -> 1200G
  • Crystal helmet value 120 -> 800G
  • Crystal boots value 120 -> 800G
  • Crystal shield value 120 -> 1000G
  • Crystal gloves value 120 -> 800G
  • Crystal sword/mace/axe/spear value 150 -> 700G
  • Vampire doublet value 120 -> 1600G
  • Wizard/healer doublet value 20 -> 100G
  • Tunic value 20 -> 15G
  • Fez value 20 -> 90G
  • Suede boots value 10 -> 90G
  • Suede gloves value 10 -> 90G
  • Silver cloak value 80 -> 100G
  • Silver doublet value 100 -> 150G
  • Mirror shield value 120 -> 750G
  • Brass knuckles value 120 -> 35G. weight 40 -> 30
  • Iron knuckles value 120 -> 100G
  • Spiked gauntlets value 120 -> 250G. weight 40 -> 60
  • Black cloak value 50 -> 20G. weight 20 -> 10
  • Bronze tomahawk value 20 -> 12G
  • Iron dagger value 40 -> 25G
  • Steel chakram value 60 -> 80G
  • Crystal shuriken value 80 -> 120G
  • Quiver of silver ammo value 10 -> 12G
  • Quiver of swift ammo value 10 -> 5G
  • Quiver of fire ammo value 10 -> 8G
  • Quiver of springshot ammo value 10 -> 8G
  • Quiver of crystal ammo value 10 -> 15G
  • Quiver of hunting ammo value 10 -> 15G
  • Longbow value 80 -> 120G
  • Compound bow value 80 -> 800G
Barony - mistersneak
V3.8.4 Beta hotfixes - November 6th 2022
  • Achievements re-enabled and are now earnable as normal
  • Hall of Trials tutorials now contain instructional videos when reading certain signs
  • Fixed multiplayer chat messages displaying wrong names, potentially fixed chatbox auto-closing itself
  • Reduced OpenGL requirement to OpenGL 3.3 - If you received a white screen and a critical error this may fix it for your machine, provided your graphics card supports OpenGL 3.3 (Anything post 2010 should be OK)
  • Fixed some doors/gates generating too close to each other
Barony - mistersneak
We are delighted to reveal the next massive update for Barony!



As we prepare for relaunch, we put together a new video which introduces the game with all the new features in place. Share it with your friends (and enemies too)!
Barony Public Beta Trailer:

Join the Public Beta!
Like what you see? We would like to officially invite you to play Barony with the Quality of Death update... IMMEDIATELY. The Quality of Death Beta is available to play for Windows and Linux users who own the game here on Steam. The game's new features also help it play perfectly on the Steam Deck!
Since Barony supports online cooperative play, it's important that everyone is playing on the same version! So load it up and play with friends, strangers, whoever. IT'S DUNGEONING TIME.

To opt-in to the Beta
(Mac / Windows / Ubuntu / Steam OS):
  • Go to your Steam Library and locate Barony
  • Go to the game's Properties
  • Select the Betas tab
  • Select "quality-of-death-beta [...]" from the dropdown, as pictured

That's it! Now that you're all opted-in, Steam should immediately start downloading the latest version of the Beta. You're ready to play!

If you're anything like us, it'll be hard to go back to the old version of the game once you've played this new version. We intend to continue updating this Beta branch until the game is fully released. Feel free to play as much as you like. You're welcome to stream the game, but we'd love it if you could note that you're participating in a Beta if you do.

Party up with others on Discord!

You are welcome to use Barony's new Lobby Browser to find pickup groups, but Barony does not feature drop-in-drop-out play. So open lobbies are not that common. It's usually more reliable to jump into a game with somebody from our Discord!

Before You Play
Achievements
At the moment, you can't earn achievements in the Beta as a result of many of the content files being in an unreliable state. At some point soon into the Beta's lifespan, we will re-enable achievements, but if you're just playing for the Cheevos, it's not ready for you yet.
Mods
Custom Content and Workshop support is currently not in the Quality of Death beta build. To enjoy mods with the QoD build, you will have to manually replace game files, or revert to the old version of the game.
Fear Not. Barony's modding community is extremely important to us, and we have a plan to get those menus back in the game ASAP. Furthermore, huge, fundamental parts of the game's code and content have changed. Mods you once loved may now be obsolete in the QoD build. We apologize for the inconvenience but it simply can't be avoided. We will support our modders as best we can.
This is a Beta
Known Issues:
  • Steam Deck - Entering the inventory, mouse cursor may be active until using the D-Pad, preventing Bumper / Trigger inputs from functioning. Workaround: Tap a D-Pad button before attempting to use bumpers.
  • Steam Deck - Resolution defaults to 720p instead of 800p. Just set it in to 1280x800 in the Video menu.
  • Multiplayer Clients - Map Pings do not currently function properly.
  • Split-Screen - 2p Horizontal Split, cannot view character sheet when set to full width. Use Vertical split-screen, or Horizontal with Clipped setting on.
  • Level Generation - Sometimes doors generate incorrectly near to one another, creating an unsightly transition with an awkward gap.
  • Shopkeepers - May rarely get stuck in between doorways, preventing them from trading with you.
  • Multiplayer Continue - When in the lobby prior to continuing the game, the gamepad cannot toggle the room code privacy or view the chat.
There's always the potential for loss of progress. Your games may not save properly, or your saves and high scores may become obsolete or they may need to be wiped. Since Barony is a roguelike, these losses tend not to be tragic, but you should be aware.
You might run into bugs. You might even run into really bad bugs that you think are dumb and stupid. We promise we very badly want to fix them! Please help us out and report bugs using this quick Google Form.

What is the Quality of Death Update?
The Quality of Death update is a MASSIVE "quality of life" overhaul that Turning Wheel has been working hard to complete over the course of the last two years. If you were a Barony player before 2020, you probably remember that we released updates much more regularly! But an overhaul of this size has required major systemic gutting, and submitting our changes to the public before it was all done would've made the game unplayable. As a result, we've had to withhold an absurd amount of new features, content, and major UX improvements until now.

Here's what you get out of the deal:
  • Four player same-system split-screen
    For the first time ever, you can dungeon-run with adventuring buddies sitting with you on the couch. 2-player vertical and horizontal split-screen supported. 3p uses the 4p slot for the shared map.
  • All UI redesigned from the ground-up
    We've worked to make the UI more intuitive and snappy, providing more verbose and explicit feedback to the player, in addition to making it attractive, and scale properly with varying screen resolutions.
  • Gamepad controls and interactions overhaul
    Prioritizing superior usability and accessibility, we've worked hard to make sure Barony feels great on a gamepad, remembering also that most of our current core audience uses mouse & keyboard, and that experience also needs to be perfect.
  • Ongoing aesthetic and technical polish
    Smoother gameplay that looks better at higher framerates, continued major rebalances to make mechanics, classes and skills more fun and valid, innumerable bugfixes including critical stability problems, Hall of Trials improvements, added level variety, and more.
Quality of Death update public beta build samples:
Sleek character creation info (from our new 4p simultaneous character creation lobby)


New lobby browser filters


Arachnophobia Filter (replace spiders with crabs!)



Improved follower / leadership HUD and Menu features



Unique named NPC / miniboss models


Combat animations for enemies who previously had none!


Replaced bridge blocks with voxel meshes throughout the game (before/after)


Artful UI across the whole game, such as this gravestone death menu


Unique signs for each shop sign, shown on the shop's exterior


Overhauled inventory submenus, such as Tinkering


Story cutscene art


There's so much more.
We can't possibly show it all in a single announcement. But this should give you a good idea of the Quality of Death mission, and the beta you'll be playing. We promised to do all this work thanks to the Barony for Nintendo Switch Kickstarter, which paved the way to a better experience for all players. Well, kinda. We are doing way more work than we promised because we can't help it.

While our work was ongoing, the Steam Deck was announced, increasing the relevance of all this work to our core Steam audience. Speaking for myself, the Steam Deck play experience is near perfect. (I play quite a bit with the Deck hooked up to my TV for awesome split-screen action!)
If you followed us through the Kickstarter, you'll know there's a lot more coming to Barony, including new features, content, and another DLC. The Quality of Death update is the first, and single largest step for it all. We're confident our next updates will be much more frequent, and we'll share our development roadmap with you soon.

To our long-time fans, thank you for your patience with us!
Since the Kickstarter campaign, the Turning Wheel team has gone from all part-time / hobby work to full-time employment working on Barony. We're very excited about what that focus has allowed us to deliver to you today. We are grateful for the opportunity to further enhance and fulfill Barony's potential. Thanks for sticking with us. The future looks bright.

See you in the dungeon!
Oh yeah, the game is discounted right now until Monday the 7th. Great time to buy!
https://store.steampowered.com/app/371970/Barony/
Barony - mistersneak
While Turning Wheel is hard at work on our upcoming "Quality of Death" update, we don't have anything new for you to play quite yet! That said, we've welcomed a lot of new people to the Barony community since last year, and we wanted to invite you to celebrate Halloween with us!
Barony's Workshop is loaded with great content from our creative contributors!
That's also where we host our official Turning Wheel mods, particularly seasonal overhauls.
With Halloween coming this weekend, what better way to play Barony than with the Barony Scarony Halloween Celebration mod? Check out the video below to get a nice preview of Barony's Monster Mash!

https://steamcommunity.com/sharedfiles/filedetails/?id=2612424349
Never used the Steam Workshop before?
That's alright, I got some instructions for you.
  • First go to the mod you like (such as Barony Scarony above) and click the Subscribe button.
The mod should download through Steam immediately.
  • Then launch Barony and find the Workshop window.

All mods you Subscribe to in the Steam Workshop can be found here.
  • The next menu will show all your subscribed/downloaded mods. Click the "Get Subscribed Item List" button on the top right if you don't see any mods.
  • Click the "Load Item" button on the right side of the mod you want to play with.
  • Then simply click "Start Modded Game" button on the top right.
Then you can proceed playing the game as normal!
All of Turning Wheel's holiday celebration mods are designed to purely cosmetic so that they do not change gameplay, or disable achievements. As long as nobody you're playing with us using gameplay-altering mods, you can proceed with achievements fully enabled in multiplayer, whether or not your friends are using the same mod!

While you're in the Steam Workshop, check out some of our other great content creators!
Barony - mistersneak
Hi folks, this announcement comes a little late, but I suppose it's better late than never.

In March we participated in the War Child charity event, offering all revenue from sales of the Barony as donations, alongside other game developers. We requested your generosity, and you showed up in force! We wanted to thank you for purchasing Barony during the War Child event, and let you know the impact!
As a result of your purchases, we've had the pleasure of giving $6500 to Charity total:
  • $3250 to War Child
  • $3250 to UNICEF
I wanted to take a moment to clarify also that all of that money went to helping children or families affected by war.

If you have questions about the charities we selected, we strongly encourage you to, once again, view information on the charities' websites:
War Child UK
UNICEF Ukraine Appeal

Thanks again for your generosity!

We remain hard at work on a massive Quality of Life update for Barony. Day-to-day conversation about our update work can be found on Discord and Kickstarter. If you feel out of the loop as a Steam user, those resources should help you keep up-to-date with what we're doing.
Once the update is closer to a shippable state, you'll see us update more here on Steam, but we don't want to confuse potential buyers about what they get with a purchase. So sorry if you feel out of the loop, but that's the reason why!

Thanks as always for your patience. Happy lich hunting!
Barony - mistersneak
As part of the RE-PLAY charity event, Turning Wheel LLC is donating 100% of all base Barony game revenue this week (23-30th March 2022) to humanitarian efforts for children affected by war, including the conflict in Ukraine. Speaking for the team at Turning Wheel, we are moved to express compassion for the regular people whose lives are torn apart by war.

Your Purchase During the RE-PLAY Charity Event

50% of the game's revenue is going to War Child UK, the sponsoring charity behind the RE-PLAY event. War Child is focused on supporting children affected by conflict.
From their website:
"War Child is the only specialist charity for children affected by conflict. For more than two decades, we've been driven by a single goal – ensuring a safe future for every child living through war.

We aim to reach children as early as possible when conflict breaks out and support them long after the cameras have gone. We deliver life-changing services and support in communities affected by conflicts to keep children safe and help them to heal and learn for the chance of a better future."

The remaining 50% of revenue is going to UNICEF's "Ukraine Emergency Appeal", aiding children and families to receive life-saving supplies and services amidst the ongoing conflict.
From their website:
"The past eight years of conflict in Ukraine have already inflicted profound and lasting harm to children. Now, the immediate and very real threat to Ukraine's children has grown. Homes, schools, orphanages, and hospitals have all come under attack. By 15 March, more than 1.5 million children had fled Ukraine as war continues to ravage the country as families desperately seek safety and protection. Children fleeing war in Ukraine are at heightened risk of human trafficking and exploitation. Meanwhile, civilian infrastructure like water and sanitation facilities have been hit, leaving millions without access to safe water.

UNICEF is working with partners to reach vulnerable children and families with essential services – including health, education, protection, water and sanitation – as well as life-saving supplies."
Donate Directly
We encourage you to donate directly to these charities here on their respective sites:
https://donate.warchild.org.uk/
https://www.unicef.org/appeals/ukraine

Thank You for Your Generosity
We get almost all our revenue from Barony, and while our team is confident this is the right thing to do, we do hope to continue paying our development salaries. If you want to support us directly, please consider buying Barony DLC.

...