Barony - WALL OF JUSTICE
Prepping for Quality
As we get closer to our August 1st release date of the Quality of Death Update, we continue to work toward making sure this is the best release we can manage. This update represents our latest efforts to fix bugs and improve some aspects of gameplay and UX.

Newcomers
As Barony is currently participating in the Steam Summer Sale, welcome to all new adventurers! In case you haven't heard, we are about to ship a massive update to the game that is multiple years in the making, and the build is available for all owners of Barony to play.
If you're interested in participating in the Quality of Death Beta build, please observe the following instructions:
  1. Go to the game's Properties in Steam
  2. Select the Betas Tab
  3. In the Betas Tab, select the "Quality of Death" build from the dropdown menu
Steam will then update the game to the latest 4.0.1 version of the Quality of Death Beta, and you're all good to play with the latest fixes, features, and Split-Screen along with the rest of the community.

Without further ado:
V4.0.1 Patch notes
Settings
  • Added new Crosshairs option to General Settings: 12 options + Opacity adjustment
  • Rearranged some settings, moved Accessibility / Effects from Video to General tab
  • Added Enemy Health Bar scaling option to reduce size, if preferred
  • Message filter settings will now save when modified and confirmed
  • Lobby filters are now saved between successive game launches in the config.json file

Character Creation
  • Added starting HP/MP values to the character class selection menu information panel

In-Game UX
  • Hotbar slots are now rebindable on keyboard (1, 2, 3, etc); Glyphs are shown on the hotbar when rebound to a non-number key
  • Added support for Mouse 4/5 button glyphs when rebinding
  • Added tooltip for your Class on the Character Sheet:
    Lists the Class stat growth (as in Class Info during Character Creation)
  • Added tooltip for your Race on the Character Sheet:
    Lists the racial Traits / Resistances / Weaknesses / Allegiances for your current form. Lists other Traits that carry over between forms and are active (e.g Skeleton self-revive still works if you polymorph into a human; Insectoid still requires EN as a human)
  • Added more UI sound effects to the in-game HUD
    Clicking buttons / exiting menus has a sound prompt: Gamepad has additional navigation sounds when using the D-Pad or left / right bumpers
  • Using a Spellbook from your Hotbar now removes the Spellbook from the Hotbar and places the newly learnt Spell in its place
  • Fixed certain default Class Hotbar item arrangements to account for new Spellbook Hotbar behavior
  • Added a close button to the Skills menu so it can now be closed with a mouse
  • Ladder-up interaction "You cannot go back that way" no longer blocks other more important interactions (EG: Equipment interactions, as items are frequently shared between players here)
  • Reduced interact priority of Rocks in the world
  • Increased interact priority of Gold in the world
  • Added minor delay when interacting with objects on level load to prevent issues caused by interacting with objects during level transitions
  • Autosort binding has been removed for Gamepad and replaced with the Paperdoll context menu on the player portrait area for more options: Autosort / View Status Effects / Rotate Portrait
  • Context menu on player portrait can be accessed on gamepad with "L3" (default)
  • Context menu on player portrait can be accessed on keyboard with "Hold Right Click"
  • Left clicking the paperdoll button will Autosort, as well as pressing the R (default)
  • Changed Paperdoll rotation behavior
    When active from Paperdoll context menu:
    Use the Right Stick, Left / Right, or Mouse Wheel to Rotate. Press R3 / Middle-click to reset paperdoll orientation to default. Press A / B / click anywhere to dismiss window focus. Paperdoll camera now is a fixed angle unless manually rotated; No longer rotates with the player's world orientation.
  • Added View Status Effect window to permit gamepad users thumb-through Status Effects, also available to Mouse & Keyboard, and in Split-Screen
    Icons will draw on top of inventory in this mode. Press A/B/Click anywhere to dismiss window focus.
  • Repair scroll prevents use on Unidentified items, no longer wasting the scroll

    Stealth
    • Sneaking now has a unique reticle and HUD status effect when active
    • NPC base vision increased in dark areas (from 2 tiles -> 3 tiles) as HDR lighting has increased the amount of dark pockets in the dungeon. This improves follower AI finding enemies to fight.
    • Sneaking mechanics adjusted - now reduces your visibility by half instead of a flat number. So in bright areas you are more hidden than before, and in darker areas slightly easier to see

    Appraisal and Item Value
      In the interest of encouraging players to experiment with unidentified items and overcome Perception deficits for some starting classes, some item interactions now have a way to help increase Appraise skill.
    • Using unidentified Scrolls or Potions now has a 25% chance to grant Appraisal skill when below 20 Appraisal skill
    • Apples now cost same as Cheese (5 gold)
    • Item Tooltips now show the full base Value of the item
      Previously Tooltips showed the sell price based on your Trading skill/CHR stat). This now matches the Appraisal skill "Maximum gold value able to appraise" detail in the Skills list. The item modified sell price is still shown separately in shop menus as before.

    Savegames
    • Savegame labels now have time / date listed instead of dungeon level
    • Savegames now sort by timestamp, with newest game sorting first
    • In local games tab, book label has game name (first character name), on net games tab it displays save type (direct-ip server, online client, etc)
    • Cleaned up savegame label text so that it's more readable withe some padding and re-positioning
    • Max savegames raised from 10 to 100
    • When maximum savegame count is reached, the oldest savegame will now be overwritten (previously it selected the last savegame which was in use)
    • Savegame list now cycles from beginning to end when you go back at beginning / forward at end
    • Fixed navigating savegames after deleting a savegame in the middle of the list

    Hall of Trials
    • Statues are now loaded in the Hall of Trials garden
    • Tutorial videos now have reduced filesize to reduce storage space requirements and improve performance

    Race Changes
    • Goatman Drunk status effect tooltip will now mention correct details
    • Humans polymorphed from a goblin will now equip spellbooks from the hotbar correctly
    • Cursed Ring of Warning tooltip will now display correct info for Foocubi
    • Skeletons are no longer affected by Amulet of Strangulation

    Lobby Browser
    • Lobby Browser now shows private lobbies that are unjoinable to highlight multiplayer activity (only displaying games not yet started)
    • Increased Lobby Browser size to fit longer names and game version in the results list
    • Show / Hide lobby code toggle is now saved between successive game launches in the config.json file

    General Bugfixes
    • Gamepad vibration / Rumble will now properly receive boulder feedback in multiplayer
    • Dying while activating a switch will no longer cause the lever to endlessly flick back and forth
    • Closing the Pause Menu on gamepad using "A" will no longer try to immediately interact with an object in front of you
    • Character records with active invisibility will now show worn equipment correctly in the Leaderboards
    • Male / Female follower designations are now remembered between floors
    • Named monsters (Thumpus, Funny Bones etc.) now retain their special appearance when loading a savegame
    • Rings now apply Unarmed ATK bonus even if you have a weapon equipped while being shapeshifted (bonus previously would only apply if you had your main-hand slot empty)
    • While using a Mouse, the hand cursor will now properly animate on click in all relevant menus
    • Fixed Leaderboard gamepad controls when more than one page of leaderboard data is available
    • NPC skeletons holding light sources will now illuminate correctly
    • Fixed "You destroyed the null" message when digging Hell rock formations
    • Fixed Audio Device not reverting when discarding changes in audio settings
    • Fixed story music not always playing at correct volume on first launch
    • Legacy default.cfg config file no longer is read on startup to prevent issues migrating when updating from V3.3.7 and below
    • Fixed crash when fountains tried to spawn an Incubus with no space available
    • Deathbox colors are now correct on the Minimap in Split-Screen
    • Shared Minimap in 4-Player Split-Screen no longer draws over player 3 and 4's inventory
Barony - mistersneak

Imminent Release
At long last, we're pleased to announce that the Quality of Death update is finally ready to release on August 1st! For those of you who have been awaiting the release, your wait is almost over. We at Turning Wheel LLC thank you for your patience!

If you've been playing our QoD Betas, first let us offer you a huge thank you.
To briefly recap, the Quality of Death update includes a complete UI overhaul, split-screen, tons of gameplay tweaks, new improved lighting, performance improvements, bug fixes, and hundreds of new dungeon rooms and decor to make your dungeon exploration richer than ever.

This release marks the completion of the primary goal of the Kickstarter that we launched in 2020. Since then we have been committed to making sure Barony feels at-home on both a mouse & keyboard and controllers, particularly the Nintendo Switch and Steam Deck. It is with great pleasure we're ready to announce that Barony is launching on the Switch simultaneously with the Quality of Death Update here on Steam.
With crossplay, you'll be able to play online with your friends who own the game on Epic or Nintendo Switch, from your Windows, MacOS or Linux PC.

Read the press release here!

Party Like It's 1999

Even the biggest companies in the game industry are canceling their couch co-op support, and the games which do support it are often limited by their split-screen implementation, only allowing one or two players to mess with their inventory, or character sheet at a time.

With Barony's Quality of Death update, whether you're docking your Steam Deck, streaming to your TV from your gaming PC, or using Remote Play Together, you can enjoy Barony in split-screen with 2-4 players, provided you have some controllers lying around. Each player will have access to their inventory, skills, shopping, and all the other interfaces you've come to expect from Barony. All in real-time.

Screenshots










Thank you!
Mark your calendars!
We'll keep you posted as the release date draws nearer.
Barony - mistersneak
Big thanks to all our players faithfully testing the Beta build! You've made a lot of the items in this hotfix possible.

Due to some technology changes, the current Linux build is no longer capable of using Crossplay services. You can still use Proton through Steam to play the Windows version and use Crossplay that way.
The Linux build now works however, but it will be updated later today with the rest of the changes from this hotfix.
  • Fixed the Linux build; This build is now built to target SteamOS instead of Ubuntu
  • Fixed crashes caused by cutscenes
  • Removed HDR toggle (for now) due to unintended behavior when turned off
  • Gave unique ambient and sneaking lights to all Shaman Forms
  • Made explosions less bright
  • Wall hit particle has been made bright regardless of area lighting
  • Fixed Blindfold of Telepathy
  • Made player weapons invisible while under the Telepathy effect
  • Fixed interactables not being highlighted while in interaction range while blind
  • Fixed lever Activate / Deactivate prompt not updating when toggling
  • Blocking skill increases with torches / non-shield off hand items capped at 40
  • Increased Blocking skill-based durability of Shields by 2x
  • Light spell particle now rotates smoothly for multiplayer clients
  • Magicstaff of Light no longer clears the player's Light spell when casting a new one
  • Gave all named NPCs an in-world nametag visible to their leader
  • Made exits no longer appear behind breakable walls when a breakable wall is the only path
  • Gauntlets of Strength renamed to Gauntlets of Might
  • Push effect is now granted by Gauntlets of Might
  • Fixed Push effect not being properly granted by Potion of Strength
  • Added Potions of Strength to certain reliable locations
  • Added new Might status effect icon
Barony - mistersneak
Since our last Beta update in March, we have been busy, busy, busy.
I implied last time that we were very close to release, and that is unfortunately still the case. We are going through certification and have some external technology dependencies that no amount of work on our end is going to speed up. But we don't sit on our hands here at Turning Wheel LLC, so we're doing everything we can to continue making Barony more rad. We are in pursuit of the biggest, best launch possible once we finally pass through some of that red tape.

This build represents what we expect to release to everyone. Aside from some hotfixes we may need, discovered through faithful Beta player feedback, we don't expect to push another big update before we finally release this build to the entire Barony audience.
To let you know that I mean it, internally, some of our time has already moved onto development of content for our next DLC. Not gonna show you any spoilers yet though.


Lighting & Rendering
One of the great things about making a game with your own game engine is that you can rip out its guts and replace them when it seems like a good idea. In this update we've included a complete overhaul of how the game's environment and voxel mesh geometry is lit and rendered. This not only means the game will look better, but it should also run better, and it gave us some opportunities to change how lights work all through the game.
  • Barony now features HDR, allowing the game camera to adjust to different lighting conditions
    What to Expect: From a distance, dark areas may appear darker, and bright areas may appear brighter. Enter these areas and your vision will adjust.
  • An HDR On / Off setting has been added to the Video options if you prefer a static range of lighting (note, the lighting of the game has been tuned for HDR, and we recommend playing with HDR on)

  • The Gamma setting now correctly adjusts Gamma, making it more appropriate for use on glossy screens in brightly lit rooms
  • Voxel meshes are now lit from the lightmap instead of based on their tile's light value
    What to Expect: Previously, any individual voxel model would be rendered with 1 light value, based on how much light the tile it's in was receiving. Now meshes receive light much like the rest of the environment, so they blend in much better with the environment. Big decorative meshes and characters alike now fit much better into the world.

  • Light values have been uncapped (they no longer have a maximum / 100% value)
    What to Expect: Previously, Barony's lighting would only display art at its original authored value, or lesser / darker. So no matter how many torches you had in the room, the grey stones in the wall would only ever be as bright as the texture defined. Now, if you have enough light sources in a small room, things may appear seriously bright (HDR will adjust to these conditions).
  • Lights may now contribute different color (R/G/B value) to the subjects they are lighting
  • All lights in the game have been given a color profile appropriate for gameplay and aesthetic
    What to Expect: Previously, all lights were "white", so no mesh or texture would ever vary in color, just brightness. Thanks to the new lighting method, fire gives of a warm yellow/orange glow. Shadowy areas near the player now show up in a cold blue-gray, and spells give off bright colors depending on the spell projectile. The dungeons in Barony are now a much more colorful place thanks to colored lights. (Disclaimer: Light sprites in the level editor still only emit white light)
  • Torches and other light sources have been given increased falloff to reduce light-source overlap and the blowout that would result from too many light sources hitting the same subject
  • Light spell range has been slightly improved
  • Sneak light bonus has been made dimmer than the standard player ambient light, but longer range

  • Some areas of the game have been populated with additional torches to account for an overall average reduction torch lighting influence
    What to Expect: There should be fewer areas that have no light at all (though dark levels do still exist), but fewer rooms that are completely lit up by torches.

  • The PER stat no longer aggressively adds to the player's ambient light; The player now receives up to +2 visibility range depending on how high their PER is, and then the effect of PER on visibility is capped
    What to Expect: In previous Barony builds, once your PER hit a certain level, your local visibility was so bright that darkness was no longer a part of the game. This meant that light sources became irrelevant, but also the game just looked very flat, and the most interesting lighting was only visible in the early game while your character had poor PER. Now, every area has interesting lighting, and light sources may always be handy.
  • Players in split-screen no longer see each other's ambient lights
  • Lights have been attached to Death Boxes
  • Ceiling lights have been added to the Citadel to add variety and brightness that doesn't depend on Crystal Shards mounted on the walls
  • Dithering is now used to fade meshes in / out when they cross visibility thresholds

Overall, light is much more part of the game thanks to these changes, and the game has a lot more screenshot-worthy moments. But your experience with light and dark is likely to feel quite different, especially in the late-game, making the Light spell, or hot-bar torches, important for more of the game, especially for shield-toting melee playstyles.
It may take some getting used to, let us know how you adapt!


Level Design
After revisiting the Mines, Swamps, Underworld and Hell, the Labyrinth is the next tileset to get a major overhaul. That means your next trip through the Labyrinth will contain a richer aesthetic, built off the foundation of what we had before, and you'll run into brand new traps and puzzles.
  • Every existing level has been revisited, made compatible with our second stage of room randomization (sub-maps!), and redecorated
  • 150+ brand new rooms have been added

  • 30+ new Labyrinth tile textures added
  • Several new Labyrinth pillar and ceiling decor meshes added
  • Destructible wall, wood barricades, and webs added to some areas of the game

  • Wallmake sprite given a visual effect
  • Submaps now respect the following map settings in the editor: Disable Loot / Traps / Monsters
  • Many maps updated where traps would previously break submap behavior or cause softlocks

Allies & Followers
  • Ally humans now receive a random name when recruited, which is displayed in-world for their leader
  • Followers no longer attempt to occupy the player's tile, instead following in a checker pattern to the sides and behind
    What to Expect: You should experience far fewer scenarios where NPC followers are stepping in front of your attacks (such as when breaking down a door) and managing them passively is more viable.
  • Ally / follower characters now have a different and much smaller hitbox when testing for hits (also applies to enemies who are allied with one another), making it much less likely to accidentally hit friendlies with Friendly Fire on (positive thrown potions use the standard hitbox)
    What to Expect: Fighting side-by-side with a friend, or shooting between two NPC followers who are attacking a foe in melee, is now a much more viable strategy. Your followers are less likely to friendly-fire each other (though it's not impossible), and named NPC groups are now much less likely to friendly-fire and kill each other when fighting with you.
  • NPC pathing optimizations; NPCs will no longer continually attempt to, and fail, to get to locations where there is no viable path, improving performance and making them look a tad smarter

Brewer
  • Brewer stat growths changed to better facilitate the class' playstyle, making INT far rarer in favor if greatly increased CON and even more DEX
Misc. Tweaks and Fixes
  • Updated default controller bindings
    What to Expect: Our previous default gamepad control scheme required you to take your right thumb off the thumbstick in order to press the bottom face button (A on Steam Deck) to interact / activate. We have changed that to RB, so you can pick up items, open doors, and flip switches while running and turning. As a result, Cast Spell has been moved to LB, and Quickturn has been placed on LS-Click. To give it a try, go to your Bindings in the game and click "Restore Defaults". If you're comfortable getting used to a new scheme, play a while and let us know what you think! You can, of course, stick with whatever bindings you prefer.
  • Updated skill-increase sound effects, so some are more or less attention-grabbing depending on the context where the skill is typically increased
  • Blocking with a torch now may improve Blocking proficiency
  • Colorblind preferences are now updated for all players in-game to change Deathbox / XP Bar / Nametag / Chat colors when a player in the lobby has it activated
  • Item Tooltip Height slider 50%-100% added to General settings

  • First-person fist positions updated; Fist is no longer held out in front of your face at all times
  • First-person fist models for all humans, incubus, succubus and goatman improved
  • Kobold mesh updated to have more visual contrast, and permit the wearing of more helmets

  • Added 3D voxel gate meshes to every area of the game where planks were being used to signify a large door or drawbridge
  • Ring of Strength has been renamed to Ring of Might
  • Boulders no longer require 5 STR to roll, but a Ring of Might, or Potion of Strength is required, each providing the `Push` ability
    What to Expect: Since the Gods of Sokoban will always clear your path to the exit if a boulder gets in the way, rolling a boulder is never required to complete the game. Rolling boulders thus becomes a much rarer ability for players who seek it out, rather than something every character does by the end of every successful run.

  • Barbarian now starts with Ring of Might
  • Class / Race descriptions updated, and set to load from JSON
  • Minimap scaling / resizing behavior adjusted
  • Fixed Shaman form hotbars not saving properly
  • Equipped spells now remain equipped when you quit and reload a game
  • Hotbar layout set to "Classic" by default when launching for the first time with mouse & keyboard
  • Rotation Speed Limit option removed, mouse isn't capped anymore
  • Using a Magicstaff of Light now removes existing lights cast from a Magicstaff by that player
  • Fixed issue with aim assist tooltips not updating making Trial 7 difficult to complete when recruiting a follower behind a gate
  • Added console command `/noxp` to disable xp gain
  • Fixed mouse cursor being temporarily visible when opening the follower menu on gamepad in singleplayer
  • Thrown +10 weapons count for #Blessed achievement
  • GUI Scaling values are now more precise so that 75% / 50% scaling on more common resolutions will reliably result in square pixels

Gyrobot Plush Shipped!
Last bit of news, we're excited to see that Barony fans who bought a Gyrobot are starting to post pictures! We had a blast doing this with Makeship. Do you have a fun picture of your Gyrobot you'd like to share? Show us in the #fan-art channel on Discord, or Tweet at us!

It looks like we're going to be doing another plush, and we're super excited for it.
That's all I'll say for now!
Thanks!
As always, thanks for hanging in there with us! We hope you love this new build. Feel free to post on the Steam Discussion board, or hit us up on Discord to give some feedback after you've given it a try!
Barony - mistersneak
As we work toward our final release of the Quality of Death update, we're fixing some persistent performance issues and bugs that we don't want to ship with. In the meantime, we continue to add polish, quality-of-life improvements, and content. It's time to give you a new and improved build with a lot of our work from the last couple months!

A big THANK YOU to everybody who has participated in these Quality of Death Beta tests. We appreciate your ongoing support and feedback. It's really helped make the game better.

For those who play on big monitors, I want to draw your attention to the new HUD Scaling slider.
We've received feedback that some of our veterans prefer the old UI because it feels less cluttered. At 1920x1080, I personally recommend playing with the new UI at 75% HUD scale, giving all those UI elements a lot more breathing room. At 4k, 50% HUD scale might be the right choice if you have a huge screen and can read the tiny text!
When I play the QoD Beta on my Steam Deck, I'm grateful the 100% size is as large as it is; it's great to have options! We know we can't please everyone, but we're doing our best.
Thanks to everyone for hanging with us throughout this process of transformation.

Hell
Reworked Hell to be a more threatening and distinct tileset, in gameplay and aesthetic.

  • Added several new natural and architectural meshes to make Hell look more rad
  • Added new, and reworked existing hell textures to provide a more varied and consistent palette
  • Improved the lava bubble particle's look
  • Added a 3-tile skirt to the exterior of Hell levels to help facilitate its look as an outdoor location
  • Set Hell to operate with the room-adjacency generation method
  • Reworked all existing rooms to fit in the multiples-of-seven size required by the generation method
  • Added a full complement of ~180 total room variants to Hell
  • Demon model is now slightly smaller to fit in 1 tile ceilings
  • Demons no longer break ceilings [to keep Hell looking pretty]
  • Arrow traps no longer spawn procedurally in Hell
  • Added high-threat traps to Hell rooms
Goatman
  • Booze lasts 2.5-3.5 minutes rather than 30-60s for Goatmen
  • Drunk status is no longer cured by Cure Ailment (Goatman only)
  • Succubi and Incubi are now also recruitable by throwing booze while drunk, in addition to humans + goblins
  • Fountain potion drop chances improved, chance of 2 potions 20 -> 30%, chance of 0 potions 30 -> 20%
While Drunk, Goatman gains:
  • 20%+ to all resistances
  • Free Action status (immunity to mobility impairing effects)

  • +25% STR/CON/CHR (or +4, whichever greater)
  • -25% DEX (or -2, whichever most negative)
  • -25% INT (or -8, whichever most negative)
Polish Work
  • Many splitscreen layout adjustments
  • Resize GUI slider added to settings, shrink the drawn size of UI (recommended values 75% or 50% for pixel art accuracy)

Screenshot of the game set to 1920x1080 with the HUD scaled to 75%
  • New FPS mode - AUTO when slider maxed to attempt to match monitor settings
  • Added status effect icons + tooltips for all item intrinsic effects (e.g Warning, Conflict, Waterwalking)
  • Added new level up fanfare with numerical stat increases shown

  • Added new skill up notifications

  • Added new spell learned notifications

  • Added "Notifications" audio slider to adjust level up/skill increase/new spell volume

  • Inventory tooltips scroll with right stick/mouse wheel when expanded (video). Now shouldn't overflow the screen and are kept within maximum height ranges (roughly inventory + backpack size)
  • Reworked on-screen messages, many basic messages are now filtered out ("you hit the skeleton!") to focus on important events
  • (All filtered messages will show in the log window (hotkey L) or Open Log on the character sheet)
  • Messages now display in the center by default
    Log HUD placement can be changed using console commands (for now):
    /alignmessages left, /alignmessages center, /alignmessages top
  • XP bars now include current character level and class
  • XP bars, chat messages, nametags are now colored per-player to match the minimap colors
  • Player nametags now draw through walls like enemy HP bars
  • Added unique MP bars for Automaton and Insectoids
  • MP bars now flash when attempting to cast a spell without the appropriate MP
  • Added "Next Interaction" prompt to inform when you can use "Cycle Interation" (default R) to swap the targeted item
  • Added new directional damage indicator art to match pixel art style and increase visibility
  • Blocked damage now also has a directional indicator
  • Directional damage indicators now correctly scale to the screen
  • Last characters are reloaded when entering new games - separate characters saved for LAN/Online/Splitscreen
  • Newly added spells blink the Spells menu button until scrolled over
  • Hotbar tooltips are now small compact labels when scrolling through
  • Removed "Minimap scaling" hotkey, now minimap is drawn bigger by default. Use "Expand Minimap" hotkey to see larger view in middle of screen.
  • Added negative sound feedback when failing to do inventory actions (item is cursed and unequippable, no room in chest, can't learn spell etc)
  • Gamepad item tooltips now have a smaller grab/drop icon rather than text
  • Many optimisations drawing player UI and drawing the world
Gameplay
  • Multiplayer EXP sharing is now global range
  • Added Death Boxes - Dying in multiplayer now drops all your items in a new "Death Box" item, containing all of your equipment (only when Keep Inventory gameflag is turned off)
  • Death Boxes are player color-coded, and can be inspected to determine how many items it contains
  • Opening the box delivers all the items into your inventory, and destroys the container
  • Death Boxes have a weight of 100, and reduce your speed by 20% per box carried

  • Bones icon shows on map if a death box is on the floor
  • Bones show on map for 10 seconds when someone dies with keep inventory on
  • You can now see your inventory when dead in multiplayer, and will spawn without items on the next floor
  • Multiplayer high scores that are recorded while dead now show the character with equipped gear
  • All minions with the Interact or Attack command should now be able to touch underworld shrines
  • Interacting with an exit will send a message and ping other players the location
  • Appraising is only possible if your skill/PER is high enough for the item, auto-appraise will check before trying
  • Appraising an item no longer has a chance to fail
  • Gems and worthless glass now have matching weight/gold value when unidentified
  • Axe weapons now deal bonus damage to furniture/doors/chests like Unarmed skill (+1 per 20 skill points)
  • Unarmed no longer deals bonus damage to chests, limited to furniture/doors
  • "Critical hits" on furniture now properly doubles your damage instead of adding a +1 to the final amount
  • Items now bob/float in water, and sink/burn in lava
  • Charisma stat no longer affects item buying prices from shops as items could reach buy/sell 1:1 ratios early with minimal Trading skill (only Trading skill affects this, selling items uses Trading + CHR stat still)
  • Potion of Strength now increases STR by +25% (or +5, whichever greater), PER -50% (or -5, whichever most negative)
  • Vampiric Aura (when learned from spellbook) now increases STR by +25% (or +5, whichever greater) and gives DEX +5 + 25%
  • Entering Hamlet clears all Wanted! status effects from all player forms
  • Tinkering kit default right-click action is Tinker
  • Drunk hiccup effect longer intervals, 3 -> 6 seconds
  • Music volume reduced to better suit other sound effects when set to the same percentage
  • Spells of Dominate and Charm Monster clear Confuse status when successfully making new friends
  • Every player now receives their own story sequences based on their race rather than using the host's race
  • Healing spells/potions now show +HP sprites in-world when used on allies
Auto Hotbar Adjustments
Default settings for auto-add-to-Hotbar behavior have been reset to Thrown, Spells and Tools. These may still be manually adjusted in the Inventory Sorting > Customize menu.
  • Unidentified items are no longer added to hotbar automatically
  • Broken items will remove themselves from the hotbar, provided they were on the hotbar before breaking
  • Thrown category now includes returning consumables such as tinkering tools/beartraps/quivers
  • Items in the "Thrown" category now remember what slot they were assigned to when thrown / deployed, so that when you pick it back up, it returns to the correct spot on your Hotbar if that slot has not been overridden in the meantime
  • Tool category now includes only a few items: Empty bottles, Orbs, Lockpicks, Lanterns, Torches, Crystal Shards
  • Lore books removed from the Books inventory category for Auto-Add-to-Hotbar
Multiplayer Lobbies
  • Lobbies are now private by default, requiring a room code or Steam Invite
  • Continuing a saved multiplayer game is public by default
  • Improved connecting to lobbies with clearer error messages
  • You can connect to a hosted multiplayer game from either the Continue or New game prompt, selecting a lobby to join will automatically find your compatible save file, if it exists
  • ^ Also applies to Steam Invites and when using room codes
  • Accepting Steam Invites while already in a game properly connects you to the lobby instead of only taking you to the main menu
  • Spidercrab bug fixed, lobby and chat will announce if the game has turned on the setting (if any client has arachnophobia on = on for everyone)
Editor
  • Added now "Collider" decor sprite type, to place custom art objects in maps with configurable collision
  • Added "Gen Border" property, allowing maps to have a custom specifiable, impenetrable border as defined by the level designer, where generated rooms do not override the border area
Performance
  • Added vismap to all cameras rather than map so culling particles works in splitscreen
Bugfixes
  • Fixed Succubus/Insectoid followers getting stuck constantly casting their signature spells
  • Fixed camera shake not having a sensible limit
  • Fixed loud volume when dropping a stack of items, only produces 1 sound per game tick
  • Fixed Interact Aim Assist resetting to the first interactable in the list when picking up items, now properly remembers the item you looked at previous
  • Fixed Interact Aim Assist not allowing cycling between items when scrapping items by blocking with a Tinkering kit
  • Fixed clients not gaining Tinkering skill when salvaging using the tinkering kit in-world (bug ever since we first put in splitscreen - oops)
  • Fixed tinkering UI not displaying correct repair cost for very blessed items (the cap is 99 but UI would incorrectly exceed that)
  • Fixed Confuse spell working on bosses
  • Fixed side-by-side doors not opening correctly
  • Fixed "use" binding triggering while text chatting if it was bound to a keyboard button
  • Fixed right clicks not resetting during level change, potentially interacting with objects across the map
  • Fixed minimap pings requiring 2 clicks when first opening the map
  • Fixed desync in multiplayer when unequipping an item while having a full inventory
  • Fixed item in-world tooltips not showing Broken status correctly
  • Fixed Parashu crit applying when Shapeshifted
  • Fixed being able to Polymorph allies into Shadows
  • Fixed Blood Vessels achievement not working
  • Fixed Secret Weapon achievement not working for all classes
  • Fixed Gyrobot being able to deploy broken Tinker bots
  • Fixed telepathy working on the main menu when viewing hiscores
  • Fixed duping mail/readable books when taking items out of chest in multiplayer
  • Fixed repairing Tinker bots while equipped causing them to disappear
  • Fixed duplicate Minotaur roars in splitscreen
  • Fixed splitscreen individual log windows displaying messages for every player
  • Fixed gaining Stealth skill increases when attacking other player from behind
  • Fixed Aesthetic monster skins not playing the Human story sequences
  • Fixed Acid spell not awarding XP when the lingering poison status effect deals the final blow
  • Fixed joining multiplayer games as client overriding your default game flag options in solo play
  • Fixed game flags desyncing in multiplayer when restarting the game
  • Fixed client cycle next not working when bound to follower command
  • Fixed blindfolds being stackable

Thanks!
Barony - mistersneak
Gyrobot Plush Functionality Demonstration

We're very pleased to announce that the Gyrobot Plush is now available to purchase from Makeship!

Here's how it works!
  • We at Turning Wheel LLC worked with the Makeship design team to make a unique Barony plush we thought you would love!
  • Makeship made prototypes of the Gyrobot until we were all happy with the design.
  • They go on sale! >>THAT'S NOW!<<
  • Enough of them sell, and they go into production, and they'll ship it right to you!
  • Turning Wheel gets a cut of the sales and adds that to our development budget! If MORE sell, we get a bigger percentage.
How cool is that? We're excited to be working with Makeship to bring a piece of Barony into the real world.

In case you missed the link, follow the link to buy your very own!:
Buy Your GYROBOT PLUSH at Makeship
https://www.makeship.com/products/gyrobot-plush
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!
...