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Gyrobot Plush NOW AVAILABLE for a limited time! [VIDEO]

Gyrobot Plush Functionality Demonstration

[previewyoutube][/previewyoutube]
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.

[h3]In case you missed the link, follow the link to buy your very own!:
Buy Your GYROBOT PLUSH at Makeship[/h3]
https://www.makeship.com/products/gyrobot-plush

Chance to win a FREE Barony Gyrobot!


⚙️
GYROBOT PLUSHIE GIVEAWAY
⚙️
[h2]Behold, the Gyrobot![/h2]
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.

[h2]To enter the giveaway:[/h2]
⚙️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 Gyrobot Plushie Hype! Mark your Calendars!

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.

Quality of Death Beta - V3.8.6 Changelist

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,

[h2]Beta Changelog - (V3.8.6)[/h2]
  • The game version has been updated from V3.8.5 to V3.8.6.

[h3]Level Improvements[/h3]
  • 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

[h3]Quality of Life[/h3]
  • 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!

[h3]Crash and Softlock Bugfixes[/h3]
  • 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

[h3]General Bugfixes[/h3]
  • 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!

Beta Changelog - Gameplay Changes (V3.8.5)

[h2]Beta Changelog - Gameplay Changes (V3.8.5)[/h2]
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

[h3]Underworld Overhaul[/h3]
Now a viable, if dangerous option for more runs, with more levels and more fun to be had.

[h3]Custom Class Hotbars[/h3]
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

[h3]Base Class Rebalance[/h3]
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.

[h3]Shopkeeper Hostility Rework[/h3]
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.

[h3]Bugfixes and More[/h3]
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.

[h3]New "Wanted!" status effect lists your infractions:[/h3]
  • 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!"

[h2]New Item: Monocle![/h2]
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.

[h3]Underworld Beacon inside the revised Underworld[/h3]
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

[h3]Misc:[/h3]
  • 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!

[h3]General:[/h3]
  • 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

[h3]Barbarian:[/h3]

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

[h3]Warrior:[/h3]

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

[h3]Healer:[/h3]

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

[h3]Rogue:[/h3]

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

[h3]Wanderer:[/h3]

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

[h3]Cleric:[/h3]

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

[h3]Merchant:[/h3]

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

[h3]Wizard:[/h3]

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

[h3]Arcanist:[/h3]

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

[h3]Joker:[/h3]

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

[h3]Ninja:[/h3]

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

[h3]Monk:[/h3]

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!