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Barony V3.2.3 - The Alchemy Update OPEN BETA!

Hi All,

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

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

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

Let's mix things up with Alchemy!


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

Getting Started With Alchemy


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

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



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

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



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

You'll soon learn a select few 'base' and 'secondary' ingredients
  • Mix a 'base' ingredient with a 'secondary' ingredient and voila! You've discovered a new recipe. Which ones are which? Well you'll figure it out! No chemistry degree necessary!
  • You'll learn that certain 'base' ingredients tend to produce certain potions with similar characteristics.
    • Water can be used to dilute other potions, but be careful to not overdo it or you'll ruin the batch!
    • The sweet citrus notes of dungeon juice create potions that make you feel great!
    • Booze makes you feel bad enough on it's own, but what kind of other effects can you make out of it?
  • To keep track of what you have learned so far, mouse over the Alchemy proficiency in the in-game skills page.
Here our budding Alchemist can make use of water, juice and blindness potions using the 'brew' command.
  • Some potions have no special effects in Alchemy, and using them will always result in a potion of sickness.
  • Using the 'brew' command instead of 'experiment' will show you known "good" combinations that don't dissolve into potions of sickness. That being said, a potion of sickness might just be the ingredient or offense you want!
  • Potion recipes are fixed, so carry your knowledge through each playthrough!


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

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

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



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

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


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

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


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


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

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


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

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

Crystal weapons now have 2x chance to level combat proficiencies

Halved item breakage chances in Hardcore mode

'Melee gloves' (brass knuckles, iron knuckles, spiked gauntlets) now have chance to degrade on use

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


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

  • Added 'Unarmed' proficiency
    • Monk, Warrior, Barbarian and Wanderer classes start with some Unarmed proficiency.
    • Provides +1 unarmed ATK every proficiency tier (+0 to +5)
    • If 'melee gloves' are worn, applies scaling knockback effect on a fully charged strike
    • Knockback distance is increased with higher proficiency tiers
    • Knocking a monster into furniture or doors deals 5-10 damage and breaks the object
    • Unarmed skill provides additional furniture/door damage each tier
    • Unarmed damage from players has it's own damage type when applied to monsters. Damage effectiveness shown below:

      1.f // human 1.1 // ghoul
      1.2 // rat 1.1 // skeleton
      0.8 // goblin 1.2 // scorpion
      0.5 // slime 1.f // imp
      0.8 // troll 1.f // gnome
      1.1 // spider 0.8 // demon
      1.f // succubus 1.f // lich
      1.f // minotaur 1.f // devil
      1.f // shopkeeper 0.8 // kobold
      1.4 // scarab 0.6 // crystal golem
      1.f // incubus 1.f // vampire
      0.5 // shadow 0.8 // cockatrice
      0.8 // insectoid 1.f // goatman
      0.7 // automaton


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


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


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

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

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

    • Potions are no longer influenced by ranged proficiency.

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


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


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


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


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


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


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


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



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

Thanks everyone!

Ben

Content Preview : The Myths Outcasts DLC Pack

We're not quite ready to announce an exact release date yet, as we're still testing, but the first DLC pack is coming very close to completion! Here's a full rundown of what you can expect.

For more details about Barony DLC, including pricing info, please view the DLC announcement.

Myths & Outcasts DLC Pack 1




Skeleton Race

This bony adventurer doesn't eat, but is very slow to regenerate. When filled with magical power, some have said the bones can re-invigorate after death! Skeletons may be a great option for a patient player that doesn't like playing with hunger, but still wants to play through the game legitimately, or with friends who like hunger on!

The skeleton can be played as its new signature class:



The Conjurer

This new class' playstyle may largely depend on their ability to summon an undead ally who grows in experience and power alongside you as you advance through the dungeon! Outfitted with little else, prepare to support your summons while staying out of harm's way early on in the adventure.



Goatman Race

These bleating beasts love the taste of tin-cans and have no need for a tin openers. They also have a nose for booze, and can often make some of it using fountains throughout the dungeon. A steady supply of booze bottles lets the Goatman rely on boosted physical strength and finding new drinking buddies along the way!

These skills come in handy with the Goatman's signature class:



The Drunkard

As the Drunkard, booze doesn't cause you any trouble. It's running out of it that's a problem for you! Without your signature sauce, a horrible hangover will make you feel terrible, which is very much like the effect drunkenness has on other classes. Keep track of your booze supply and make sure you're in fighting shape when you need it!



Vampire Race

Vampires start with a number of classic magical abilities, but are cursed with a hunger for blood. Normal food won't do them any good, only slaying the living will provide them with what they need. Attacking an enemy by surprise allows the Vampire to drink some of their victims' blood, and vials of blood may often be dropped by foes that the Vampire can save for when it is needed.



The Accursed

This class begins the game with a curse - You will hunger more rapidly, but are also imbued with supernatural speed. Vampires or Humans of this class will need to move quickly to keep their hunger from chasing them down! Rumors suggest that the curse can be broken if you find the magic spell you were cursed with in the first place.



Succubus Race

This demonoid is wry and clever. Starting with demonic magical abilities, they prefer to outwit their foes on the way to killing them. But being an unholy entity comes with its tradeoffs. The effects of Blessed and Cursed equipment is reversed!



The Mesmer

The Mesmer is a trickster who, using magic, can charm monsters so they lose the will to fight... or even fighting on the Mesmer's behalf! Why do the fighting when you can convince the others to do it for you? Otherwise frail and poorly outfitted, the Mesmer will have to pick its unwilling allies wisely to stay alive.


We hope that these races and classes are as exciting to you as they are to us!

We'll provide more info as we get closer to releasing the Legends & Pariahs DLC Pack. But as a teaser, we are ready to announce the races for that pack: The Insectoid, The Goblin, The Automaton, and The Incubus.

- "mistersneak" and the Turning Wheel team

Announcement : Barony DLC - New Monster Races Classes!

Happy New Year, lich hunters! We have a 2019 Barony surprise for you. I'm excited to announce Barony DLC!

We hate it when paid DLC feels like it should have been part of the game all along, and we've always released those kinds of additions to Barony for free. With this DLC, we want to provide awesome, but entirely optional additions.

In order to get this content to you quickly and provide you more purchasing options, we're releasing two DLC Packs:
  • The Myths & Outcasts DLC Pack 1
  • The Legends & Pariahs DLC Pack 2
DLC Overview:




Looking for a little gameplay variety in your race selection?


Want to see the dungeon through the eyes of somebody other than a human?


Well you're in luck! Soon you'll be able to go adventuring as one of the less-than-lovable dinizens of the dungeon.

You can choose to play these new races simply as skins to show off to your dungeon pals and on the leaderboards, or you can go full-on BEASTMODE and take on all the powers and drawbacks of that monster's race.

Careful though! As a rEaL mOnStEr, other human NPCs don't take too kindly to you! What used to be friendly towns are now a big problem! Use Polymorph potions to disguise yourself, but they don't last forever! Playing as a monster is recommended for experienced players!

But that's not all, being a baddie comes with some perks! Each new monster also comes with an additional playable class, tailored to that monster race. These classes will ultimately be playable by humans as well! You'll also find yourself with some new allies in the dungeon to aid your quest!

But how will this work in multiplayer?

We'll be releasing an update that will ensure that every player can see and host content for players that own the DLC. If you buy one pack, and your buddy buys the other, and a third doesn't own any of the DLC, you will all still be able to play together.

When and how can I purchase the DLC?

Our plan is to release the first DLC pack in the coming weeks, and follow up shortly with the second DLC pack. Each pack comes with 4 unique races and classes and will be available to purchase on the Steam Store for $3.99 USD.

Assemble a team of monsters and undermine the humans!


Party up as different monster types with your pals and find new synergies!


Play your favorite class with a new twist using a monster race!


Simply select the "aesthetic skin only" option to enjoy your monster costume without the gameplay tweaks.


Take on an entirely new look when you outfit a monster with adventuring gear!


Summary:


Both packs include:
  • 4 playable monster races with unique passive abilities and allegiances
  • A new signature player class for each monster
  • Costume-only options for monsters - express yourself in multiplayer and on the global leaderboards, while keeping the classic human Barony experience

For more information about what the DLC contains, check out the content preview.

Thanks for your time and attention!

- "mistersneak" and the Turning Wheel team

Barony V3.2.2 Windows Hotfix "PhysFS Failed To Initialize"

Hi All,

A small amount of Windows users reported that Barony would fail to start and immediately shutdown, producing the following error line in the log.txt file:
[PhysFS]: failed to initialize! Error code: 0


The Steam files have been updated with a new "physfs.dll" which hopefully fixes the issue. If anyone has trouble after this update, a backup of the old file is in the Steam install directory "physfs_backup.dll" which can be renamed to overwrite the new file and work as before.

If this hotfix doesn't work, please report in the bug report forum thread. Otherwise if this fixes your issue, let us know in the comments! This will be pushed out to our other storefronts in the coming days.

Cheers,

Ben

Barony V3.2.2: Faster Performance, Faster Digging, and Faster Bugfixes!

Hi All,

Grab your pickaxes and digging spells! We've got big performance optimisations in this V3.2.2 patch, and as a result all areas of the game should be smoother and sleeker to play!

Changelog:
  • Greatly optimised entity lookups for pathfinding, targeting and movement. Tiles now keep track of what entities reside on them.
    • Initial level load times heavily improved.
    • Pickaxes/digging spell stutter reduced from 500ms worst case to < 1ms. Miners rejoice!
  • Improved frame-rate limiter to a higher performance counter for smoother fps.
  • Added option to disable multithreaded Steam multiplayer networking. Fixes stutter/lag issue that Linux/OSX users were reporting! If Steam lobbies perform worse then direct-ip, turning this off may improve performance. Many thanks to Exezin for helping solve this issue on our GitHub page
  • Added tooltips to options in the 'misc' settings menu for clarity.
  • Added setting in the 'audio' section to mute music and sounds when the Barony window is not in focus.
  • Added setting under 'video' to show skill values (trading, magic, leadership etc) as numbers (20 / 100) rather than tiers (master, novice).
  • Boulders now properly destroy furniture as they roll through them rather than clipping through.
  • Added notification on enabling /brawlermode to show if the achievement is active or the current run requires a reset.
  • Fixed boulder traps spawning on top of entities they shouldn't (again!). Traps will be removed if they generate above a chest/door or other collidable object.
  • Fixed camera turn up/left/down/right getting rebound if bound to the previous default keybinds of q,e,z,c.
  • Fixed minotaur/hunger icons being blocked when HP/MP bars were set to a higher UI scale.
  • Fixed furniture displaying incorrect 'ghost' HP boxes when switching targets from a monster.
  • Fixed crash for Linux/OSX when attempting to open the Steam Workshop or Custom Content menu options.
  • Fixed Steam in-game leaderboard scrolling for categories with more than 15 entries.
  • Fixed score window monster kill text spilling outside the window.


As usual the feedback/bug report thread is here to submit your comments.

And finally if you haven't joined our official Barony discord, you can join via this link to chat and start up some multiplayer lobbies! http://discord.gg/Eg2r5fE

Cheers,

Ben