Final Blessed Addition BETA: March 17-18th weekend!
Hey everyone, quick note this weekend (17-18th) March we'll be rolling out our last BETA before release. This'll be feature complete and will be mostly for bug fixes.
If all goes well then we'll be able to ship Blessed Addition to all owners in the coming days.
The v3.0.0 open beta for the upcoming content update, from here on known as "Barony - Blessed Addition", is now live!
Onto how to download:
Head over to your Steam Library, right click on Barony, and click "properties".
The properties window will open up, click on the "BETAS" tab and select "beta-3.0.0-blessed-addition" from the drop-down list. Steam will queue the update for download.
(Note that if you are reading this fresh off the press, you may need to restart Steam for the beta branch to appear)
Make sure to backup your saves and scores.dat! Nature of betas, here be dragons.
Also note that if you go back to the main branch, scores and savegames are not backwards compatible, so back them up or else they will be deleted!
To backup your saves and scores, open up your Steam Library, right click on Barony and click "properties".
In the "LOCAL FILES" tab, click on "BROWSE LOCAL FILES…"
Your file manager will open up in Barony's Steam directory.
Windows and Linux users: Copy the "scores.dat", "savegame.dat", and "savegame2.dat" files (if you have them) into a separate directory.
Mac users: Once the file manager opens up, you'll have to right click on "Barony" and select "Show Package Contents". Then navigate to "Contents/Resources/" and copy the "scores.data", "savegame.dat", and "savegame2.dat" files (if you have them) into a separate directory.
After trying out the beta, we would love to hear your feedback about your experience! We have included a clickable link to a beta survey in the top right of the Barony main menu screen, this will open up in your Steam overlay. You can also access the survey form at any time from here:
Survey link
Thanks for all the support and patience from our community, enjoy the beta!
- Ciprian & Ben
Barony V3.0.0 BETA Changelog
Hi all,
Some light reading for you to enjoy prior to the BETA launch!
You can expect to see the beta branch appear within the next day. We will post an announcement when it goes live with full instructions on how to download!
::Barony V3.0.0 BETA Changelog::
GENERAL:
Added new monsters!
Added new items, including:
Throwing weapons
New tiers of armor
New tiers of weapons
Starting class specific armors
High tier spellbooks, magicstaffs
Extended dungeon depth into 1 new tileset, slightly reworked ending. (Open BETA preview, more to come!)
MAJOR GAMEPLAY CHANGES
Added 3 new starting classes:
Sexton: A temple officer who serves unseen, using stealth and magic to slip their way through the dungeon with the aid of a few rare tools.
Ninja: A highly specialized assassin. They ambush foes with swords or ranged weapons, using a few other tricks to get out of bad situations.
Monk: Disciplined and hardy. They have little in the way of offensive training and material goods, but can rely on their excellent fortitude and adaptability.
New Animations:
Add "special attacks" for new monsters, allow monster AI to choose between different attacks depending on circumstance
Overhauled/replaced all monster animation
Added unique animations for all ranged weapon firing
Added unique animations for monster spellcasting
Monster animation now has a "windup" period before dealing damage, allowing greater opportunity to block and dodge
Monsters can now throw items
Replaced randomly choosing 3 attributes on level up with weighted attribute growth for each class.
(E.g Warriors have higher chance for strength and lower chance for intelligence, opposite for Wizards)
Add chance for gaining a "bonus" attribute point on level up if the player has gained at least one level in a skill since their last level up.
Each proficiency is tied to 1 of the 6 attributes. "Bonus" attribute point is tied to the proficiency's associated attribute.
E.g combat proficiencies like POLEARM will grant a chance for bonus STR, SWIMMING will grant a chance for bonus CON)
Levelling up will reset the chance.
Shared experience from killing monsters by followers/other players is now based on proximity of other party members, rather than line of sight checking.
(Previously monster entities could disrupt the line of sight check and not share experience)
Reworked melee weapon damage formula. Now linearly scales with weapon tier and durability, rather than multiplicatively.
(Previously it was possible for a DECREPIT and WORN weapon to display the same +attack value due to number rounding, now there will always be a +1 attack difference.)
This results in a net-gain of attack power in most cases, monster stats have been shifted in damage output to mostly remain the same.
Ranged weapons now use DEX attribute in calculation for damage instead of STR.
Monsters use a combination of DEX + PER to avoid monsters becoming too speedy
Adjusted goblin and skeleton stats to compensate
Ranged weapons now have a chance to "pierce" half the armor of targets, chance scales with PER attribute. Also applies to monsters.
Mana regen now scales with a combination of INT attribute and SPELLCASTING proficiency.
Multiple sources of Magic Resist & HP/MP Regen now stack diminishingly instead of having no effect past the first point
(E.g 50% becomes 33%, then 25% resistance)
Thrown potions/rocks/gems/throwing items now ignore half the armor of hit target, previously was reduced by all armor.
Additional damage is dealt depending on the RANGED proficiency of the thrower
Successfully hitting a target with thrown potions/rocks/gems/throwing items has a chance to increase ranged proficiency.
New armor breaking formula for some new items. (E.g Crystal Tier items)
Shield of Magic Resistance no longer provides reflection when blocking.
Changed to +1 additional resistance
Movement speed from DEX attribute reworked, slower speeds overall at high DEX and movement speed has a upper limit.
Carry weight now has a larger impact on speed at lower STR levels.
Add minor "blocking" animation for player characters in multiplayer
Add “sneaking” mechanic when using the ‘block’ key when no offhand item is equipped
Sneaking reduces your movement equal to the blocking speed
Sneaking reduces monster vision of the player
Sneaking grants bonus to vision/light level depending on sneaking proficiency of the player
Add “backstab” and “flanking” mechanics depending on the facing direction of the player and the hit monster.
"Backstab” applies bonus damage when hitting a target from behind that is currently not in combat or alerted
“Flanking” applies a chance for bonus damage when hitting a target from behind that is currently engaged in combat or is otherwise alerted. Bonus damage is less than a successful backstab.
Both mechanics display unique combat messages when successful.
Bonus damage is based on the stealth proficiency of the player.
Successfully backstabbing or flanking grants a chance to raise stealth proficiency
Add "THROWN" item category for item types
`Add 3 new glove types that grant additional unarmed melee damage
Add capstones for reaching legendary tier in a non-combat proficiency.
APPRAISAL: Instant Appraise
SPELLCASTING: Makes magic missile cost 0 mana. You learn magic missile if you don't already know it.
LOCKPICKING: Lockpicking is always successful, and you find extra gold in chests.
LEADERSHIP: Recruit Goblins as followers
MAGIC: Gain exclusive spell "Dominate"
STEALTH: Permanent Invisibility
SWIMMING: Permanent Waterwalking
TRADING: Sell any category of item to any vendor
MECHANICS/BALANCE:
General:
Buffed fountains from dungeon depths past 10
Buffed gravestones from dungeon depths past 15
Improved chance of food sources in the labyrinth.
Basic damage spells now break chests to match the effect on doors and furniture.
Items:
Add beartraps and thrown items to chest items pools
Reworked Beartraps, beartrap damage is now increased by the trapper’s locks proficiency, as well as the status of the item
Beartraps are now reusable, degrade by 1 status every use.
Add beartrap set sound effect
Successfully trapping a monster in a beartraps has a chance to increase lockpicking and ranged proficiency
Beartraps no longer target allies.
Fixed case where beartraps were incorrectly rendered invisible in multiplayer
Enchant/Destroy Armor, and Repair scrolls now choose a random worn piece of equipment rather than helmet first.
"Cursed" scrolls of Remove Curse now curse a random worn piece of equipment.
Several potion effects reworked:
Confusion/Booze/Blindness potion duration are reduced depending on the hit target's CON and PER
Paralyze potion duration reduced depending on the hit target's CON
Bottle of water now heals 2 HP
Bottle of booze/juice/+1 water now heals 5 HP
Adjust DRUNK duration from booze to be random duration rather than fixed
Lowered chance for random chests to contain "garbage" item pool (E.g rock/nothing)
"Random" chest item pool now is limited to 5 levels above current dungeon depth, avoids spawning ANY item.
Equipped rings now apply a +1 attack bonus to fists. Damage bonus increases with enchantment
Proficiency Changes:
Lowered chance to raise SHIELD proficiency when getting hit
Slightly changed learning magic requirements for spells to match the current tier list in the proficiencies panel.
(E.g some spell requirements needed 25 magic but you could only tell if you had 20 magic or 40 magic. Requirement changed to 20 in that instance.)
Rescaled magic and spellcasting proficiency levelling on spell cast.
`Casting spells of a lower tier than your current spellcasting proficiency level will have a diminishing chance to raise your proficiency.`
Increased the chance to level when using a spell that is closer to your spellcasting level.
Reduced chance to level magic and spellcasting with magicstaffs
Rescaled appraisal proficiency levelling on successful appraise. Cheaper items no longer guarantee an appraisal increase if your proficiency is higher.
Appraising high-value items such as gemstones will still provide a high chance for proficiency increase.
Status Effects:
Add “heavy bleeding” status condition. Applies slowness in combination with normal bleeding effect.
(Applied only by certain new monster attacks/spells.)
Poison now damages every 3 seconds rather than 3.6 seconds for consistency.
Poison/Paralyze effect duration from Spiders and Scorpions is now reduced by player's CON attribute.
Added chance to apply effect even if the damage received from the monster's blow was 0. (Reduced effect, rarer chance).
Successfully blocking and receiving 0 damage will avoid the status effect chance.
"Fire" status duration and chance to extinguish now based on CON attribute. Now has a max duration the effect can last for, with chances to extinguish early depending on the CON attribute.
INTERFACE/QUALITY OF LIFE
General:
Add online player count feature to Steam version
Add FPS slider in settings menu, added support for 60-144Hz refresh rates.
Add /fps XX command to set the FPS limit, XX is desired limit.
Add “hotbar filters” to control what items automatically get added to the hotbar, only applies when auto add to hotbar setting is enabled. Accessible from “misc” settings tab.
Inventory/Menu:
Add “Party Stats” to the inventory view, accessible by clicking a new button above the proficiencies panel. Displays all lobby player names, current HP/MP values and level.
HP/MP values are updated every 3 seconds for clients to minimise network traffic.
Redesigned artwork for all spell icons
Players now spawn with their class spellbooks in the right side of the hotbar, still need interacting to learn the spell
Proficiencies with an unlocked capstone are displayed in green text in the proficiencies sidebar
On level up: Display icons corresponding to the 3 attributes that were raised (& the bonus attribute, if any)
Items now stack more consistently, will stack if their visible "world" models match rather than an invisible random "appearance" attribute.
Stacking items still need to have the same durability/blessing etc.
Add attribute tooltips when hovering over them in the left attributes panel. Will show any bonuses from gear.
Add current mana regen rate to the INT attribute hover tooltip.
Add ATK power to the character sheet next to AC.
Add hover text over ATK stat to show the internal breakdown of bonuses applied to the equipped weapon.
Slightly adjusted left attributes view to display Base Value -> Modified Final Value. E.g. now shows as STR: 10 -> 11 rather than 11 (10) for a 10 STR character with a bonus point from gear/status effects.
Green/Red highlighted text shows if the current stat is being positively or negatively impacted from worn gear/status effects
Add damage sounds and screen shake when dying of starvation
Added a small cooldown before turning off combat music to avoid music cutting in and out when darting between monster vision
Add minor screen shake and sound effect when taking 0 damage from a ranged projectile.
(Helps determining whether it was an arrow trap vs another damage source)
EDITOR CHANGES:
General
Add all new and existing monster types to be placable in editor
Grave key functions as backspace in typing fields
Item icons now change to in-game sprite if not random
Add "Undo" support for sprites
Remap map height cycle to SHIFT + SCROLLWHEEL or CTRL + U or P from just SCROLLWHEEL
New "Point" tool (2nd position), now is the only editor tool that can select sprites. All other tools will ignore left/right clicking on a sprite and draw underneath.
Add bulk sprite moving with "Select" tool. With an area selected, press ALT + ARROWKEYS to move selection and all entities underneath.
If the selection is moved, any new entities inside the selection tool will NOT be selected, and will need to be manually added by re-dragging the select tool over the area.
CTRL + ARROWKEYS will move the selection rectangle
SHIFT + ARROWKEYS will resize the selection rectangle
Pressing 'C' when hovering over a tile with multiple sprites will cause them to cycle heights. Assists with trying to grab a sprite from the bottom of a pile but having to rearrange all the top pieces first.
Add several new sprites/functionality to editor for existing in-game objects
Single boulder trap, direction specific. Configurable re-trigger amount/trigger frequency
Armed bear trap
Inverted gates
Timed lever. (Configurable duration)
Customisable Sprite Properties:
Add "properties" menu for certain sprites, F2 to access
Add properties for chests, can choose which pool of items to spawn or leave as random. Can also choose orientation
Add properties for items, can pick item type/status/qty etc or leave as default random
Add full monster equipment and stat editing
Add support for "NPC" human monsters, accessible from the monster properties window to set the "type" of NPC.
They will patrol a boxed starting area like shopkeepers, and will cycle through dialog when interacted with.
Hover Text:
Add hover text for placed sprites in the map view to show select information at a glance
Add hover text for sprite and tile selection window to show the descriptive name of the object
Add menu dropdown button to toggle the map view hover text. CTRL + H also toggles this behaviour
Extended Map Properties:
Add several new options for map properties window (CTRL + M)
Map-wide options: (Only if applied to the base map, e.g mines.lmp not mines01.lmp)
Map skybox, input a line number from tiles.txt to be the base ""sky"" effect for the map, similar to that found in ""hell"" levels.
Map ceiling, input a line number from tiles.txt to be the ceiling tile instead of the default grey stone.
Maximum/minimum number of total entities/monsters/items/decorations to generate in a level. ""Entity Qty"" is the total pool of object in a level, and monster/items/decorations fill this pool. Priority is monsters, then items, then decorations if there are not enough entities available in the pool for all.
Disable levitation/digging/teleportation, stop players using these mechanics in the level.
Alternate map generation, if selected will generated rooms from left-to-right in the base map, rather than placing rooms in a random location.
Room-specific options: (Can be applied once to the base map mines.lmp or individually for each room)
Disable monsters/traps/loot, stops the random generator spawning these kinds of entities in your room.
Tile Palettes:
Add "tile palette" to editor, allow persistent user saved 3x3 tile selection between editor sessions to quickly organise map tiles.
CTRL + SCROLLWHEEL or NUMPAD +- to cycle between 9 different "banks" of tiles.
NUMPAD
to "lock" the bank and prevent overwriting of palette when selecting new tiles.
LEFTCLICK/SCROLLWHEEL or NUMPAD 1 to 9 to select tiles from this palette. If selecting a tile on the map view or tile select, then will be added to the bank if not locked.
RIGHTCLICK to remove a tile from the palette.
Submap Generation: <*>Add new "submap" generation, allowing random generation per room for your map!
Using special tile 201 "Submap.png" defines a square area to be randomly replaced from a pool of sub-levels.
E.g mines01.lmp contains a 3x3 of ""submap"" tiles. The generator looks for sublevels mines01a.lmp, mines01b.lmp and mines01c.lmp and will select one of those 3x3 submaps to generate in the mines01.lmp map. Generation will look at 1-26 possible maps if they exist with the suffix 'a' to 'z' after the map name.
BUG FIXES:
Fixed issue where the Editor's map name textbox would not stop text from being input after the map was loaded. Stops saving maps as "mineswdasdw" even though the save window was closed.
Fixed issue where all thrown items would not display correctly for multiplayer clients
Fixed issue where "quickstart" games would always start with the same seed
Fixed issue where quickly "hotswapping" a crossbow caused the player to rapid fire bolts
Fixed issue with rounding error in CONFUSE spell, causing a 2 second less than intended duration.
Fixed issue where "Filthy Rich" acheivement could not be granted to clients
Fixed issue where FPS would be displayed as 57-59 but never 60
Fixed issue where invisibility and levitation channel durations were shorter than they should be after the first duration expired
Fixed issue where items on ground would unnecessarily calculate movement
Fixed feature where clients would render unloaded armor as green orbs
Fix issue where any animated tile is swimmable if placed in the floor. Now only tiles with "water", "lava" and "swimtile" in filename will be considered for swimming
Fixed issue where entities could be generated on lava/water tiles
Fixed issue where vomiting while dying crashes the game
Fixed issue where random player names would continually start with the same random seed
Fixed issue where resizing the editor with a tile/sprite selection window would crash
Fixed issue where map generation would skip the far bottom and right rows of tiles
Fixed issue where opening a door while dying crashes the game
Fixed typo in a book
Fixed issue when spawning in “hell” levels would fail to generate an exit (maybe this time will work?)
Fixed issue where clients would not show Steam usernames of other clients in Steam lobby
Fixed issue where too many combat log messages would corrupt the interface. Typically occurred after extended playthroughs or lots of text chat.
Fix issue where trolls would repeatedly play their footstep audio clip when waking up from sleep status.
Fix issue where picking up/dropping equipment matching your currently equipped piece would cause your currently equipped piece to stack, or be unequipped. Thrown items are exempt from this behavior.
Fixed missing blood particles when a spell inflicted damage for clients
DEBUG:
Add /levelskill x command, where x is proficiency number to be levelled up by 10.
Add /minotaurnow command, force minotaur to spawn in level
Add /minotaurlevel command, force current level to spawn a minotaur after default duration
Add /maplevel command, functions like Scroll of Magic Mapping
/noclip command enables raising/lowering of camera with default player turn bindings Q and E
Holding SHIFT when /noclip is enabled will halve the movement speed of the player
/noclip no longer "swims" in water
Add /nummonsters command, show number of monsters spawned in level
Add /maxout2 command, levels player to 25 and equips full steel equipment.
Quick start multiplayer lobby from main menu with CTRL + L, uses port 12345
Quick join multiplayer lobby from main menu with CTRL + M, uses port 12345
Add /drunky command to even out the effects of drinking while coding
Add /summonchest command to spawn a chest
Add /summonall command, vomits the chosen monster onto every possible map tile on the floor.
OPTIMISATIONS/MODDING:
Unify monster attack/movement code into common animation framework to assist when creating new monsters
Unify monster special attacks into common function to assist when creating new monsters
Dedicated animation functions to create new spell effects/timers/limb animations
Extended support for up to 50 new items
Extended monster support for up to 32 new creature entries
Remove many hard-coded limits for strings such as items and status effects, easier to make additions
Items now use an editable items_global.txt file to determine minimum dungeon level to spawn on, rather than obscured in-game gold formula
Centralised monster message events to allow custom name patterns to use generic monster grammar. E.g naming a skeleton "lesser skeleton" will correctly display "you hit the lesser skeleton!" rather than "you hit lesser skeleton". Currently available prefixes include: "lesser", "young", and "enslaved"
Add /reloadlimbs to refresh the in-game limb offsets for monsters. Assists when designing new monsters and equipment
Add /loadmodels x x to refresh in-game models from models.txt without restarting Barony. /loadmodels 400 0 will refresh from 400 onwards, while /loadmodels 590 600 will only reload 590-600. Assists with voxel modelling.
Add /atkspeed x and /animspeed x to globally modify the in-game attack animation speed for debugging animation.
Add caching of Barony models during startup with command /usemodelcache, creating a models.cache file to Barony directory on first run to read on subsequent startups. Reduces startup time from 10+ seconds to <5 on some machines. If models are changed or added after the cache is generated, then the models.cache file will need to be deleted to regenerate the cache.
And that's all! Feel free to drop a comment here on the forums or discuss on our community Discord channel https://discord.gg/j2ne4qW
Cheers,
Ben
Our Content Update Progress!
Hi everyone,
Update on our progress so far:
To start, great news! We are approaching the final stages of development, currently sitting at roughly 90% completion. Our planned mechanics/items/monsters are all functionally complete, with our remaining work consisting of tidying up level designs, tweaking some audio, and wrapping it all up in a nice package for balance testing.
As part of our balance testing, we will be forwarding an invite to all brave adventurers to participate in a steam version open beta test! This will be an incomplete demo containing at least the first new levels and its purpose will largely be to test overall balance and multiplayer performance. If you are fond of game crashes, incorrect language entries and dying to ridiculously over-powered monsters then this is the programme for you.
The open beta will be tentatively opened up in 2 weeks, we will post another update when it's ready to download.
Until next time!
Ben
Minor Update: v2.0.7
Howdy folks,
This patch incorporates a plethora of community fixes and modifications:
* Fixed issue where fountains did not stop animating and creating sound effects for clients after drinking
* Fixed issue where host's burning particles would not disappear for clients upon extinguishing
* Fixed issue where client were unable to see themselves on fire
* Fixed locking spell displaying incorrect message when you hit someone with it
* Fixed issue where the client was not affected by the slow spell, nor slowed down by the cold spell
* Fixed issue where clients were not affected by the confuse spell
* Fixed head bobbing when typing
* Fixed issue where pools of blood could hide some items
* Fixed secret boss client desync issue
* Fixed client boulders position desync
* Fixed clients' limbs not existing in map (can now right click on bodies to bump, not just heads). Also fixes same issue for shopkeeps.
* Fixed cure ailment not removing fire on clients
* You can no longer cast spells while sleeping.
* Handle client disconnects more gracefully
* Players are now notified when they are no longer slowed
* Spell of Opening now unlocks doors
* Added a top border for the HP and MP bars to separate the actual bar from the text header
A special thanks to Christopher 'Lutz' Kellen, Linus Heckemann, and all those investing their time and contributions to the Github repository.
- Ciprian
Minor update: v2.0.6
Howdy folks,
Mostly a small bugfix update to resolve a multiplayer save issue:
* Fix for resuming savegames in multiplayer, seed was being reset to 0 on map reload.
* libfmodex64.so missing should be fixed in Linux version
Some other things that snuck in:
Community additions:
+ -datadir option
+ Dynamic resolution querying
- Ciprian
Announcement: Content Update 2017!
Hey all!
I'm pleased to announce that myself and the team are currently in development for a long-awaited content update to Barony! I know many fans have been wanting to get their hands on some new content since the original launch of Cursed Edition last year.
The goal of this update is to provide Barony fans with some brand new levels, exciting new monsters and loot, as well as reworking some of the existing underlying mechanics of the current game to increase the re-playability and depth.
We will also be featuring a brand new editor expansion to improve the map-making experience. Players will be able to customise a bunch of previously hard-coded properties of monsters, items, and other map tiles to help mapmakers create their own challenging custom level sets with specific loot, deadly traps, and fearsome monsters.
As part of our development, we are also taking steps to start avoiding some of the hard-coded level generation mechanics to allow for future things like variable level lengths, difficulties, and other user-made content. Some of the properties may also be making their way into those externally editable text files you know and love.
If you aren't already aware, our twitter handle can be found at https://twitter.com/turning_wheel where we be regularly posting some sneak-peeks of our upcoming work, so be sure to follow and
stay up to date with the clips and images we share.
There will be an announcement thread on the forums where you can discuss the upcoming changes, as well as submit your suggestions or ideas you may have. I know everyone on the team loves reading all the comments and discussion from our community!
We will announce more as our development progresses. Until next time!
Cheers,
Ben
Barony V2.0.5 RELEASE
Folks,
I'm taking v2.0.5 out of beta and releasing it with the following hotfixes:
* Added random name button (default push "Y" on the gamepad). Names pulled from playernames-male.txt and playernames-female.txt
* Changed hotbar to inventory and inventory to hotbar navigation so that you can directly dpad down into and out of the hotbar.
* Made hotbar prev and hotbar next game-exclusive bindings (will not work in inventory).
* Updated default gamepad bindings: cast spell = right shoulder, activate hotbar slot = left shoulder, navigate hotbar in-game = left & right d-pad.
* Clicking on a gamepad binding unassigns it.
* Assigned scancode 399 name "Unassigned key" and added color-coding for bindings: red = unknown key, baronyBlue = unassigned, green "..." = assigning.
* Reordered gamepad bindings settings screen. Bifunctional bindings first, menu-exclusive bindings next (only works in the game's menu, inventory, and other such things), and then game-exclusive bindings.
* Fixed ladders sometimes failing to generate in hell due to not finding a valid tile.
* Fixed light spell spazzing out when invisible.
* Fixed load savegame not using the saved map's seed, instead always using seed 0.
* Fixed gamepads not working in the main menu after returning to the menu from a game.
* Fixed incorrect string compare length in /minotaurlevel command.
* Added missing cheat guards for several commands.
The changes listed here are only what's new since the V2.0.5 BETA release; it includes and builds on top of what was listed in the "Barony V2.0.5 BETA" announcement.
The beta branch has been removed. You may need to restart Steam and/or select "NONE - Opt out of all beta programs" in the BETAS tab in Barony's Steam properties window.
I'd like to thank the community again for their continued interest and support. I'm very excited to say the last few months have seen an increase in involvement with the Github repository!
Note for translators: This version modifies en.txt from the V2.0.5 BETA, which in turn modified en.txt from V2.0.4. Translations will need to be updated.
P.S. Mac users: I noticed when updating from the v2.0.5 BETA branch to this update, Steam might report a content file is locked. I'm not sure why this is happening, but if you encounter it, you might need to either delete the offending file and revalidate your game files AFTER UPDATING (select "VERIFY INTEGRITY OF GAME FILES" under the "LOCAL FILES" tab in Barony's Steam properties window), or uninstall Barony (and possibly make sure to completely delete the barony folder in steamapps/common?) and then reinstall Barony.
- Ciprian
Barony V2.0.5 BETA
Folks,
I'd like to announce the release of beta v2.0.5.
To switch to the beta branch:
* Right click on Barony in your steam library -> Properties -> BETAS -> and select "beta" from the dropdown menu. Note that you may need to restart Steam to see the beta branch.
See below for full changelog, but for a quick rundown, this version contains controller support, various minor additions, bug fixes, and some major optimizations.
Changelog:
* Implemented controller support.
* Added /gold command.
* Added /minotaurlevel command.
* Added a resolution change confirmation.
* Added a minotaur warning icon for minotaur levels.
* Added new sprites which you can use in the editor to set chest types 0 to 8. Continue using the old chest sprite for randomly selected chest type (also means existing map files do NOT have to be changed).
* Split off character sheet's skill pages into its own window.
* Drawing and logic optimizations.
* Optimizations to frequently called functions.
* Small change to way minimap is drawn -- should help with non-optimised drivers on low-end cards.
* Massive entity optimizations: now use hash map.
* Fixed some GUI issues.
* Fixed crash when closing a chest.
* Fixed keys and mouse controlling main menu selection separately.
* Fixed bug with improper keying through pause menu.
* Fixed a multiplayer chest GUI bug.
* Code maintenance, clean-up, and some minor fixes.
* Should you choose to build the game yourself from the repository, you can opt to compile with OpenAL instead of FMOD (or neither to disable sound completely)
Note for translators: This version modifies en.txt. Translations will need to be updated.
A big thank-you to the community for the continued interest, including contributions to the Github repository.
- Ciprian
Barony v2.0.4 Release
Howdy folks,
I've released the latest update, bringing with it a slew of bug fixes as well as several new features.
Check it out:
Added a "right click protection" option (when set, navigating to the right click menu in a player's inventory is required for selection).
Background colors for items: yellow=unidentified, green=blessed (blue in colorblind mode), red=cursed.
Save the last-used name and automatically fill it into name text box.
Shift-left clicking an item in the inventory drops it.
Auto appraise option.
-map argument for editor.
Tooltip noting that disabling "[ ] Traps" only disables trap generation, does not remove traps built-into a map.
Changed "New Game" -> "Start Game".
Game assigns default keybindings if config file is missing any.
Fixed weaponless creatures doing 0 damage on attack.
Fixed crash from incorrectly reading in gamma config option.
Fixed mouse cursor not showing up in Steam overlay in OSX.
Fixed bug where followers were not created upon loading the game from a save file.
Fixed crash on loading save-game if followers have an inventory.
Fixed an issue with text positioning on the victory screens.
Fixed being able to store spells in chests.
Fixed being able to attempt to sell spells to shopkeeper.
Fixed a crash with invite friends button if not connected to Steam network.
Fixed bug where enemies would not walk through pickaxed walls.
Fixed savegame2.dat not getting deleted.
Fixed bug where clients wouldn't drop inventory on death.
Fixed crash bug involving magic reflection in multiplayer.
Fixed bug where you couldn't place sprites in editor.
Fixed servers ignoring game type on loading save game (direct-connect vs steam).
Fixed clients ignoring save game type (direct-connect vs steam).
Fixed edge case where you could drop a spell >:|
Fixed being able to enable godmode even with cheats off.
Fixed unsustaining a spell instantly recasts it.
Fixed bug where game would capture mouse after closing Steam overlay in situations when it shouldn't.
Fixed bug where cure ailment spell and potion wouldn't stop player from burning.
Fixed falling boulders clipping through other tiles.
More C++ porting.
The beta branch has been removed and all changes in the v2.0.3 BETA are included with this release.
And last of all, I'd like to thank the community for showing interest and actively participating in the continued development of Barony.
Stay tuned for future updates -- and keep an eye on the Github repository if you want to see what's cooking!