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Quality of Death Beta Pre-Release - 4.0.1 Patch Notes

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.

[h2]Newcomers[/h2]
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:
[h2]V4.0.1 Patch notes[/h2]
[h3]Settings[/h3]
  • 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


[h3]Character Creation[/h3]
  • Added starting HP/MP values to the character class selection menu information panel


[h3]In-Game UX[/h3]
  • 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

[h3]Stealth[/h3]
  • 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


[h3]Appraisal and Item Value[/h3]

    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.


[h3]Savegames[/h3]
  • 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


[h3]Hall of Trials[/h3]
  • Statues are now loaded in the Hall of Trials garden
  • Tutorial videos now have reduced filesize to reduce storage space requirements and improve performance


[h3]Race Changes[/h3]
  • 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


[h3]Lobby Browser[/h3]
  • 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


[h3]General Bugfixes[/h3]
  • 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

Quality of Death Update - Launching August 1st!

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.

[h2]Read the press release here![/h2]

[h3]Party Like It's 1999[/h3]

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.

[h3]Screenshots[/h3]


[h2]Thank you![/h2]
Mark your calendars!
We'll keep you posted as the release date draws nearer.

Quality of Death Beta - V3.9.1 Hotfix 1

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

Quality of Death Beta - V3.9.1 Update & Changelist

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.


[h3]Lighting & Rendering[/h3]
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!


[h3]Level Design[/h3]
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

[h3]Allies & Followers[/h3]
  • 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

[h3]Brewer[/h3]
  • Brewer stat growths changed to better facilitate the class' playstyle, making INT far rarer in favor if greatly increased CON and even more DEX

[h3]Misc. Tweaks and Fixes[/h3]
  • 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


[h2]Gyrobot Plush Shipped![/h2]
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.
[h3]That's all I'll say for now![/h3]
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!

Quality of Death Beta - V3.9.0 Changelist

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.

[h3]Hell[/h3]
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

[h3]Goatman[/h3]
  • 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)

[h3]Polish Work[/h3]
  • 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

[h3]Gameplay[/h3]
  • 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

[h3]Auto Hotbar Adjustments[/h3]
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


[h3]Multiplayer Lobbies[/h3]
  • 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)

[h3]Editor[/h3]
  • 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

[h3]Performance[/h3]
  • Added vismap to all cameras rather than map so culling particles works in splitscreen

[h3]Bugfixes[/h3]
  • 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!