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Barony 20180427 changelog

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  1. Patch 3.1.4 "Blessed Addition Update" (27 April 2018)
  2.  
  3. GENERAL
  4. - Optimised game loop, should see massive improvements to performance!
  5. - Adjusted monster pathing to improve performance, now monsters on the perimeter of maps will take several smaller path choices instead of 1 large path to reach the opposite end of the map. Monsters may stick to the edges of maps more.
  6. - Reduced hunger count down tick rate and appraisal times when in multiplayer with 3 or 4 people to compensate for the reduced available loot to each player.
  7. - Monsters will attempt to destroy furniture if it is in their warpath.
  8. - Added tooltip for Dominate spell to hint at extra mana cost on top of the base mana cost.
  9. - Added new slow sound effect.
  10. - Adjusted shopkeeper/chest inventories to scale with dungeon level, now include higher tier gear such as crystal etc. Deeper dungeon levels now has reduced chance to spawn basic gear such as leather/bronze.
  11. - Shopkeepers can now spawn blessed gear at increased prices past level 18. Players with a EXPERT appraisal will see blessed shop items highlighted in green.
  12. - Bought items from a shop will now attempt to stack if possible.
  13. - Multiplayer savegames now only delete when all players in the game have died. Prevents losing a savegame due to a player encountering a crash.
  14. - Slightly reworked Sokoban:
  15. - Add sound effect for completing the puzzle.
  16. - Angering the gods can now spawn an Insectoid.
  17. - Reward for completing the puzzle is reduced if boulders are destroyed by digging or pickaxe.
  18. - The artifact armor piece now requires solving the puzzle to appear, subject to the gods rating on your boulder pushing performance.
  19. - Add on-equip messages for all the new artifact armor pieces.
  20. - Add delete score button in the scores window to delete 1 entry.
  21. - Updated some story text backdrops.
  22. - Added /mapseed command to print out the current map's seed.
  23.  
  24. BUGFIXES
  25. - Fixed monsters being stuck inside doorways and never/rarely pathing out. Monsters react and move out of the way within a few game ticks.
  26. - Fixed issue where the right sidebar was clickable when not in inventory panel
  27. - Fixed issue where hardcode mode was too hardcore and inflated monster stats more than intended.
  28. - Fixed issue where hitting a player with the locking spell would display 'you open the door'
  29. - Fixed issue with fountains that caused desync of generated items in multiplayer
  30. - Fixed crash when deleting multiplayer save games.
  31. - Fixed cure ailment spell removing levitation, could cause you to fall to your death if casted over a pit.
  32. - Fixed crash in caves secret level when killing the miniboss.
  33. - Fixed issue where LEGENDARY spellcasting forcebolt spell cost 1 mana instead of 0 mana.
  34. - Fixed issue where followers were disappearing after resuming a savegame.
  35. - Fixed crash when attempting to drop gold while dead.
  36. - Fixed crash when casting Opening spell on a column.
  37. - Fixed edge cases of /buddha mode players encountering death.
  38. - Fixed fountains in the Underworld map not spawning incubus or succubus if the fountain was surrounded by water tiles.
  39.  
  40.  
  41. Patch 3.1.0 (27 April 2018)
  42.  
  43. GENERAL/GAMEPLAY:
  44. - Complete extended story! Investigate what lies beyond the crystal caves...
  45. - Added separate save files for single and multiplayer games. E.g starting a new single player game will only delete the old single player game, and keep the multiplayer file intact.
  46. - Added dialogue options to delete existing save games.
  47. - Added warning on the single/multiplayer select to notify player if there is an existing save file and that it will be deleted.
  48. - Added some new server flags, 'Classic' and 'Hardcore'.
  49. - Classic mode will finish the playthrough at the end of the Cursed Edition maps.
  50. - Hardcore mode significantly increases the stats and levels of all enemies in the game, and also reduces the reaction time of all melee monsters. This mode is entirely experimental at this point.
  51. - Added autosorting functionality to player inventories. Accessible through a button next to the inventory panel, or with a configureable hotkey (default 'R').
  52. - Priorities are configureable for different item categories (weapons, equipped items, gems etc) through the settings->misc tab.
  53. - Setting a priority from 1-9 will cause those items to be sorted from left to right, highest priority (9) will be sorted first
  54. - Setting a priority from -1 to -9 will cause those items to be sorted from right to left, highest priority (-9) will be sorted first
  55. - Reworked layout in boss map. Players who fully explore the dungeons can now have an easier time during the fight.
  56. - Updated scores file format, now has capability to embed new challenges and statistics. Added some new 'conducts' at the scores display page (such as hardcore, multiplayer etc) to provide more information about the run.
  57. - Added in separate scores files for singleplayer and multiplayer. Increases the maximum amount of scores from 10 to 30 for each.
  58.  
  59.  
  60. MECHANICS/BALANCE:
  61. Maps:
  62. - Increased minimum spawn rates of monsters in all tilesets. Floors should no longer spawn with almost no monsters.
  63. - Slightly adjusted food generation balance in multiplayer. Separate food spawn rates have been slightly reduced, but the items on the ground now have a chance to have a quantity higher than 1 depending on the amount of players.
  64. - Exiting secret levels no longer skips one of the regular floors. Previously the level progression go mines level 2 -> secret level -> mines level 4. Now goes mines level 2 -> secret level -> mines level 3. Underworld maps still retain the old behavior as a speedrun tactic and passage to the alternate route.
  65. - Vertical magic traps now have a shorter impact delay.
  66. - Hunger rate is now reduced on boss maps.
  67. - Increased the difficulty of the Great Castle map and it's inhabitants.
  68.  
  69. Monsters
  70. - Buffed vampire melee damage
  71. - Buffed shadow proficiencies with weapons, deal slightly more damage.
  72. - Removed Goatmen from the Caves tileset, moved to the Citadel. Buffed stats to match the new living quarters. Goatmen now spawn as weaker 'lesser' Goatmen in Hell.
  73. - Adjusted initial reaction time for ranged monsters, now will attack instantly if they previously did not have a target. Prevents ranged monsters from immediately backing up and losing sight before a shot is made.
  74. - Buffed Ghoul miniboss and followers.
  75. - Monsters with higher STR now beat down doors faster.
  76. - Monsters now attempt to move out of the way after being hit by a magic trap.
  77. - Humans and other followers no longer walk over spike traps.
  78. - Buffed Minotaur and increased Minotaur arrival delay in levels 25 and beyond. Minotaur now is enemies with more of the Blessed Addition monster set.
  79. - Shadows now bleed and leave particles on death.
  80. - Magic traps casting the Sleep spell now have a chance to not reapply effect to currently sleeping creatures. Chance to not reapply is improved with magic resistance.
  81. - Shopkeepers reconcile their grudges with humans immediately after the ruins as a once-off. Re-aggroing shopkeepers in the Caves and onwards will cause the vendetta to reapply.
  82. - Shopkeepers now carry new spells to defend themselves after the ruins map.
  83.  
  84. Classes:
  85. - Monk no longer starts with a slingshot.
  86. - Monk starting shield proficiency reduced by 1 tier.
  87. - Arcanist now starts with purple hood and cape
  88. - Sexton now starts with a fez hat.
  89. - Oh yeah, we added a fez hat.
  90.  
  91. Proficiencies/Stats:
  92. - Reworked Sneak proficiency capstone:
  93. - Now only provides invisibility if sneaking with no off-hand held item.
  94. - Quadruples backstab and doubles flanking bonus damage output.
  95. - Invisibility is broken temporarily when attacking or casting spells.
  96. - Rebalanced spellcasting capstone, Player now learns the Forcebolt spell with 0 mana cost instead of Magic Missile.
  97. - CON now decreases the duration of Sleep status effect.
  98.  
  99. Items:
  100. - Added auto-stacking of items when picked up or successfully appraising them.
  101. - Implemented Artifact tier armor.
  102. - All equipment that grants stat bonuses now take into account the blessing. E.g +2 glasses now provide +3 PER instead of always +1 PER.
  103. - Scrolls of Remove curse and Identify now open up a GUI for the player to select an item.
  104. - Spellbooks now deteriorate by 1 use after learning the spell from it.
  105. - Added/Implemented Blindfold of Telepathy and Blindfold of Focus. Blindfolds now apply a lingering blind effect for a short duration when unequipped.
  106. - Crystal tier weapon damage increased from 7 to 10 base attack.
  107. - Adjusted item stacking behavior, now items such as armor, weapons and magicstaffs no longer stack. Consumables such as thrown items, gems, food etc will stack.
  108. - Blocking with a light source (torch, latern) now lights up the area even more for the player.
  109. - Mirror shield now requires facing the incoming magic projectile when blocking in order to reflect spells.
  110. - Rebalanced fountain enchantments, now will enchant only 1 piece of equipment usually, and has a rare chance to enchant all worn equipment as it did before.
  111. - Added negative effects for cursed potions.
  112. - Thrown blessed potions of water now deals additional damage to the undead.
  113. - Potions of Healing and Extrahealing now grant bonus healing depending on the CON stat. Bonus is 2x and 4x CON respectively.
  114. - Slightly reduced healing rate from sources of HP regeneration. Healing rate is now improved with blessing.
  115.  
  116. INTERFACE:
  117. - Added buttons in the scores/character creation/in game stats page to rotate the player model.
  118. - Updated main menu logo, music and background maps.
  119. - Added in ability to drop held gold on the floor. Accessible when hovering over the player's gold count in the stats panel and pressing the USE key.
  120. - Added in settings option to disable torch/other light sources from flickering.
  121. - Added in locking functionality to the 'Party Stats'/proficiencies panel. Keeps the panel open while the inventory is closed to monitor your party's status. Can be enabled via the settings menu or by clicking the locking image on the panel.
  122. - Added health regeneration rate to CON tooltip.
  123.  
  124. MUSIC/SOUND:
  125. - Added new music track to the mines and swamps map.
  126.  
  127. EDITOR:
  128. - Added customisable decoration tiles with configureable height, direction and model numbers (model number taken from models.txt)
  129. - Added customisable shopkeeper types through the NPC flag property. Allows shopkeeper to always be equipment/jewelry/etc. merchant.
  130.  
  131. BUGFIXES:
  132. - Fixed issue where chests sometimes causes a crash when the opener died.
  133. - Fixed issue where players would get notified of any monster's level ups.
  134. - Fixed issue where multiplayer clients were not identifying picked up items when appraisal was maxed out
  135. - Fixed missing equip text on the vampire doublet.
  136. - Fixed issue where teleporting as a client may not result in any movement.
  137. - Fixed issue where tinned food would always display the same prefix, now all variants are shown on the item text.
  138. - Added failsafe for monster pathing if stuck inside a gate, monster should back up away from their location and try path elsewhere.
  139. - Fixed issue where attempting to paralyze or sleep an immune monster would still display the monster succumbed to the status effect.
  140. - Fixed issue where Automaton explosion animations still continued if the monster died partway through.
  141. - Fixed issue where items would continue to levitate if the table/podium they were placed on was destroyed.
  142. - Fixed issue in editor where EXCELLENT status items were being shown as DESTROYED ingame.
  143. - Fixed issue where explosion sprites would stop a monster from pathing towards the enemy who cast the spell.
  144. - Fixed issue where 'Drain Soul' spell could crash if the caster died.
  145. - Fixed rare issue where map generation could fail when using submap tiles.
  146. - Fixed issue where clients holding a thrown item may fail to throw anything at all, but lose the held item.
  147. - Fixed issue where mirror shield would not take priority over a magic reflection amulet or ring. Now successfully blocking with the mirror shield will prevent degradation of the other equipment.
  148.  
  149. OPTIMISATIONS/OTHER:
  150. - Refactored entity lookups when only searching through monsters to improve performance.
  151.  
  152.  
  153. Patch 3.0.1 (27 April 2018)
  154.  
  155. Addtions/Changes
  156. - Added broken item icon for the inventory and hotbar panels. Faint grey background also appears in the inventory.
  157. - Added message for other players levelling up.
  158. - Added colored item backgrounds on the hotbar to mimic the inventory panel. (Red if cursed, yellow if unidentified etc)
  159. - Barbarians now start with 2 tomahawks.
  160. - Buying/selling 'Worthless Glass' items no longer has a chance to increase your trading proficiency.
  161. - 'Light' spell no longer enhances your magic or spellcasting if they both are at the "Skilled" tier.
  162. - Magicstaffs of light still grant a chance to raise both.
  163. - Added option to manipulate hotbar with the number keys in the settings -> misc tab.
  164. - If enabled, hovering over an inventory item and pressing 0-9 will place the item inside that hotbar slot.
  165. - Hovering over the hotbar and pressing 0-9 will send an item to that slot, and swap any existing item to your cursor.
  166. - Reduced regular Automaton spawn rate in the caves.
  167. - Adjusted monster alliances, new monsters aren't always only allies or enemies, can be neutral.
  168. - This prevented some monsters from ever attacking back, or being alerted when a player attacked any other monster.
  169.  
  170. Bugfixes
  171. - Fixed issue where spells could aggro friendlies if Friendly Fire was off.
  172. - Fix teleporting out of bounds on the upper and leftmost boundaries.
  173. - Fixed issue where cursed source of HP/MP regeneration would drastically improve regen rather than reduce.
  174. - Monsters no longer equip items while they're asleep.
  175. - Fix client items freezing in mid-air occasionally when dropped.
  176. - Added check to prevent boulders spawning above doorways.
  177. - Added check to remove any leftover 'submap' tiles in the map after generation. (Replaced with air tiles)
  178. - A follower dying will now report the correct owner's name in the obituary. (Previously the text would always say the player being messaged owned it)
  179. - Fixed visual glitch when charging a sling or bow and changing weapons.
  180. - Fixed being able to mine/dig 'lava' or 'water' blocks
  181. - Fixed issue where a magic reflection item's status could underflow and never break.
  182. - Using a proficiency no longer grants experience points after hitting 'Legendary' . (Previously you continued to 'level up' and gain EXP)
  183. - Fixed a 'doubleshot' exploit when swapping to a crossbow from a charged melee weapon.
  184. - Fixed /buddha mode dying due to fire and poison.
  185.  
  186.  
  187. Patch 3.0.0 (27 April 2018)
  188.  
  189. GENERAL:
  190. - Added new monsters!
  191. - Added new items, including:
  192. - Throwing weapons
  193. - New tiers of armor
  194. - New tiers of weapons
  195. - Starting class specific armors
  196. - High tier spellbooks, magicstaffs
  197. - Extended dungeon depth into 1 new tileset, slightly reworked ending. (Open BETA preview, more to come!)
  198.  
  199. MAJOR GAMEPLAY CHANGES
  200. - Added 3 new starting classes:
  201. - 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.
  202. - Ninja: A highly specialized assassin. They ambush foes with swords or ranged weapons, using a few other tricks to get out of bad situations.
  203. - 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.
  204.  
  205. New Animations:
  206. - Add "special attacks" for new monsters, allow monster AI to choose between different attacks depending on circumstance
  207. - Overhauled/replaced all monster animation
  208. - Added unique animations for all ranged weapon firing
  209. - Added unique animations for monster spellcasting
  210. - Monster animation now has a "windup" period before dealing damage, allowing greater opportunity to block and dodge
  211. - Monsters can now throw items
  212. - Replaced randomly choosing 3 attributes on level up with weighted attribute growth for each class.
  213. - (E.g Warriors have higher chance for strength and lower chance for intelligence, opposite for Wizards)
  214. - 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.
  215. - Each proficiency is tied to 1 of the 6 attributes. "Bonus" attribute point is tied to the proficiency's associated attribute.
  216. - E.g combat proficiencies like POLEARM will grant a chance for bonus STR, SWIMMING will grant a chance for bonus CON)
  217. - Levelling up will reset the chance.
  218. - Shared experience from killing monsters by followers/other players is now based on proximity of other party members, rather than line of sight checking.
  219. - (Previously monster entities could disrupt the line of sight check and not share experience)
  220. - Reworked melee weapon damage formula. Now linearly scales with weapon tier and durability, rather than multiplicatively.
  221. - (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.)
  222. - 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.
  223. - Ranged weapons now use DEX attribute in calculation for damage instead of STR.
  224. - Monsters use a combination of DEX + PER to avoid monsters becoming too speedy
  225. - Adjusted goblin and skeleton stats to compensate
  226. - Ranged weapons now have a chance to "pierce" half the armor of targets, chance scales with PER attribute. Also applies to monsters.
  227. - Mana regen now scales with a combination of INT attribute and SPELLCASTING proficiency.
  228. - Multiple sources of Magic Resist & HP/MP Regen now stack diminishingly instead of having no effect past the first point
  229. - (E.g 50% becomes 33%, then 25% resistance)
  230. - Thrown potions/rocks/gems/throwing items now ignore half the armor of hit target, previously was reduced by all armor.
  231. - Additional damage is dealt depending on the RANGED proficiency of the thrower
  232. - Successfully hitting a target with thrown potions/rocks/gems/throwing items has a chance to increase ranged proficiency.
  233. - New armor breaking formula for some new items. (E.g Crystal Tier items)
  234. - Shield of Magic Resistance no longer provides reflection when blocking.
  235. - Changed to +1 additional resistance
  236. - Movement speed from DEX attribute reworked, slower speeds overall at high DEX and movement speed has a upper limit.
  237. - Carry weight now has a larger impact on speed at lower STR levels.
  238. - Add minor "blocking" animation for player characters in multiplayer
  239. - Add "sneaking" mechanic when using the ‘block’ key when no offhand item is equipped
  240. - Sneaking reduces your movement equal to the blocking speed
  241. - Sneaking reduces monster vision of the player
  242. - Sneaking grants bonus to vision/light level depending on sneaking proficiency of the player
  243. - Add "backstab" and "flanking" mechanics depending on the facing direction of the player and the hit monster.
  244. - "Backstab" applies bonus damage when hitting a target from behind that is currently not in combat or alerted
  245. - "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.
  246. - Both mechanics display unique combat messages when successful.
  247. - Bonus damage is based on the stealth proficiency of the player.
  248. - Successfully backstabbing or flanking grants a chance to raise stealth proficiency
  249. - Add "THROWN" item category for item types
  250. - Add 3 new glove types that grant additional unarmed melee damage
  251. - Add capstones for reaching legendary tier in a non-combat proficiency.
  252. - APPRAISAL: Instant Appraise
  253. - SPELLCASTING: Makes magic missile cost 0 mana. You learn magic missile if you don't already know it.
  254. - LOCKPICKING: Lockpicking is always successful, and you find extra gold in chests.
  255. - LEADERSHIP: Recruit Goblins as followers
  256. - MAGIC: Gain exclusive spell "Dominate"
  257. - STEALTH: Permanent Invisibility
  258. - SWIMMING: Permanent Waterwalking
  259. - TRADING: Sell any category of item to any vendor
  260.  
  261. MECHANICS/BALANCE:
  262. General:
  263. - Buffed fountains from dungeon depths past 10
  264. - Buffed gravestones from dungeon depths past 15
  265. - Improved chance of food sources in the labyrinth.
  266. - Basic damage spells now break chests to match the effect on doors and furniture.
  267.  
  268. Items:
  269. - Add beartraps and thrown items to chest items pools
  270. - Reworked Beartraps, beartrap damage is now increased by the trapper’s locks proficiency, as well as the status of the item
  271. - Beartraps are now reusable, degrade by 1 status every use.
  272. - Add beartrap set sound effect
  273. - Successfully trapping a monster in a beartraps has a chance to increase lockpicking and ranged proficiency
  274. - Beartraps no longer target allies.
  275. -
  276. Fixed case where beartraps were incorrectly rendered invisible in multiplayer
  277. - Enchant/Destroy Armor, and Repair scrolls now choose a random worn piece of equipment rather than helmet first.
  278. - "Cursed" scrolls of Remove Curse now curse a random worn piece of equipment.
  279. - Several potion effects reworked:
  280. - Confusion/Booze/Blindness potion duration are reduced depending on the hit target's CON and PER
  281. - Paralyze potion duration reduced depending on the hit target's CON
  282. - Bottle of water now heals 2 HP
  283. - Bottle of booze/juice/+1 water now heals 5 HP
  284. - Adjust DRUNK duration from booze to be random duration rather than fixed
  285. - Lowered chance for random chests to contain "garbage" item pool (E.g rock/nothing)
  286. - "Random" chest item pool now is limited to 5 levels above current dungeon depth, avoids spawning ANY item.
  287. - Equipped rings now apply a +1 attack bonus to fists. Damage bonus increases with enchantment
  288.  
  289. Proficiency Changes:
  290. - Lowered chance to raise SHIELD proficiency when getting hit
  291. - Slightly changed learning magic requirements for spells to match the current tier list in the proficiencies panel.
  292. - (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.)
  293. - Rescaled magic and spellcasting proficiency levelling on spell cast.
  294. - [quote]Casting spells of a lower tier than your current spellcasting proficiency level will have a diminishing chance to raise your proficiency.[/quote]
  295. - Increased the chance to level when using a spell that is closer to your spellcasting level.
  296. - Reduced chance to level magic and spellcasting with magicstaffs
  297. - Rescaled appraisal proficiency levelling on successful appraise. Cheaper items no longer guarantee an appraisal increase if your proficiency is higher.
  298. - Appraising high-value items such as gemstones will still provide a high chance for proficiency increase.
  299.  
  300. Status Effects:
  301. - Add "heavy bleeding" status condition. Applies slowness in combination with normal bleeding effect.
  302. - (Applied only by certain new monster attacks/spells.)
  303. - Poison now damages every 3 seconds rather than 3.6 seconds for consistency.
  304. - Poison/Paralyze effect duration from Spiders and Scorpions is now reduced by player's CON attribute.
  305. - Added chance to apply effect even if the damage received from the monster's blow was 0. (Reduced effect, rarer chance).
  306. - Successfully blocking and receiving 0 damage will avoid the status effect chance.
  307. - "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.
  308.  
  309. INTERFACE/QUALITY OF LIFE
  310. General:
  311. - Add FPS slider in settings menu, added support for 60-144Hz refresh rates.
  312. - Add /fps XX command to set the FPS limit, XX is desired limit.
  313. - 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.
  314. - Inventory/Menu:
  315. - 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.
  316. - HP/MP values are updated every 3 seconds for clients to minimise network traffic.
  317. - Redesigned artwork for all spell icons
  318. - Players now spawn with their class spellbooks in the right side of the hotbar, still need interacting to learn the spell
  319. - Proficiencies with an unlocked capstone are displayed in green text in the proficiencies sidebar
  320. - On level up: Display icons corresponding to the 3 attributes that were raised (& the bonus attribute, if any)
  321. - Items now stack more consistently, will stack if their visible "world" models match rather than an invisible random "appearance" attribute.
  322. - Stacking items still need to have the same durability/blessing etc.
  323. - Add attribute tooltips when hovering over them in the left attributes panel. Will show any bonuses from gear.
  324. - Add current mana regen rate to the INT attribute hover tooltip.
  325. - Add ATK power to the character sheet next to AC.
  326. - Add hover text over ATK stat to show the internal breakdown of bonuses applied to the equipped weapon.
  327. - 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.
  328. - Green/Red highlighted text shows if the current stat is being positively or negatively impacted from worn gear/status effects
  329. - Add missing impact particles for COLD spell
  330. - Removed redundant combat log message when taking 0 melee damage. E.g:
  331. - "the skeleton hits"
  332. - "but their blow bounced off"
  333. - Is now:
  334. - "the skeleton's blow bounces off!"
  335. - Add on-equip messages to items with additional effects (E.g boots of waterwalking)
  336.  
  337. Sounds:
  338. - Slightly reduced magic trap spellcast sound volume
  339. - Slightly reduced ambient liquid sounds/occurrence
  340. - Troll footsteps are now louder
  341. - Add damage sounds and screen shake when dying of starvation
  342. - Added a small cooldown before turning off combat music to avoid music cutting in and out when darting between monster vision
  343. - Add minor screen shake and sound effect when taking 0 damage from a ranged projectile.
  344. - (Helps determining whether it was an arrow trap vs another damage source)
  345.  
  346. EDITOR CHANGES:
  347. General
  348. - Add all new and existing monster types to be placable in editor
  349. - Grave key functions as backspace in typing fields
  350. - Item icons now change to in-game sprite if not random
  351. - Add "Undo" support for sprites
  352. - Remap map height cycle to SHIFT + SCROLLWHEEL or CTRL + U or P from just SCROLLWHEEL
  353. - 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.
  354. - Add bulk sprite moving with "Select" tool. With an area selected, press ALT + ARROWKEYS to move selection and all entities underneath.
  355. - 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.
  356. - CTRL + ARROWKEYS will move the selection rectangle
  357. - SHIFT + ARROWKEYS will resize the selection rectangle
  358. - 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.
  359. - Add several new sprites/functionality to editor for existing in-game objects
  360. - Single boulder trap, direction specific. Configurable re-trigger amount/trigger frequency
  361. - Armed bear trap
  362. - Inverted gates
  363. - Timed lever. (Configurable duration)
  364.  
  365. Customisable Sprite Properties:
  366. - Add "properties" menu for certain sprites, F2 to access
  367. - Add properties for chests, can choose which pool of items to spawn or leave as random. Can also choose orientation
  368. - Add properties for items, can pick item type/status/qty etc or leave as default random
  369. - Add full monster equipment and stat editing
  370. - Add support for "NPC" human monsters, accessible from the monster properties window to set the "type" of NPC.
  371. - They will patrol a boxed starting area like shopkeepers, and will cycle through dialog when interacted with.
  372.  
  373. Hover Text:
  374. - Add hover text for placed sprites in the map view to show select information at a glance
  375. - Add hover text for sprite and tile selection window to show the descriptive name of the object
  376. - Add menu dropdown button to toggle the map view hover text. CTRL + H also toggles this behaviour
  377.  
  378. Extended Map Properties:
  379. - Add several new options for map properties window (CTRL + M)
  380. - Map-wide options: (Only if applied to the base map, e.g mines.lmp not mines01.lmp)
  381. - 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.
  382. - Map ceiling, input a line number from tiles.txt to be the ceiling tile instead of the default grey stone.
  383. - 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.
  384. - Disable levitation/digging/teleportation, stop players using these mechanics in the level.
  385. - Alternate map generation, if selected will generated rooms from left-to-right in the base map, rather than placing rooms in a random location.
  386. - Room-specific options: (Can be applied once to the base map mines.lmp or individually for each room)
  387. - Disable monsters/traps/loot, stops the random generator spawning these kinds of entities in your room.
  388.  
  389. Tile Palettes:
  390. - Add "tile palette" to editor, allow persistent user saved 3x3 tile selection between editor sessions to quickly organise map tiles.
  391. - CTRL + SCROLLWHEEL or NUMPAD +- to cycle between 9 different "banks" of tiles.
  392. - NUMPAD * to "lock" the bank and prevent overwriting of palette when selecting new tiles.
  393. - 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.
  394. - RIGHTCLICK to remove a tile from the palette.
  395.  
  396. Submap Generation:
  397. - Add new "submap" generation, allowing random generation per room for your map!
  398. - Using special tile 201 "Submap.png" defines a square area to be randomly replaced from a pool of sub-levels.
  399. - 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.
  400.  
  401. BUG FIXES:
  402. - 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.
  403. - Fixed issue where all thrown items would not display correctly for multiplayer clients
  404. - Fixed issue where "quickstart" games would always start with the same seed
  405. - Fixed issue where quickly "hotswapping" a crossbow caused the player to rapid fire bolts
  406. - Fixed issue with rounding error in CONFUSE spell, causing a 2 second less than intended duration.
  407. - Fixed issue where "Filthy Rich" acheivement could not be granted to clients
  408. - Fixed issue where FPS would be displayed as 57-59 but never 60
  409. - Fixed issue where invisibility and levitation channel durations were shorter than they should be after the first duration expired
  410. - Fixed issue where items on ground would unnecessarily calculate movement
  411. - Fixed feature where clients would render unloaded armor as green orbs
  412. - 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
  413. - Fixed issue where entities could be generated on lava/water tiles
  414. - Fixed issue where vomiting while dying crashes the game
  415. - Fixed issue where random player names would continually start with the same random seed
  416. - Fixed issue where resizing the editor with a tile/sprite selection window would crash
  417. - Fixed issue where map generation would skip the far bottom and right rows of tiles
  418. - Fixed issue where opening a door while dying crashes the game
  419. - Fixed typo in a book
  420. - Fixed issue when spawning in "hell" levels would fail to generate an exit (maybe this time will work?)
  421. - Fixed issue where too many combat log messages would corrupt the interface. Typically occurred after extended playthroughs or lots of text chat.
  422. - Fix issue where trolls would repeatedly play their footstep audio clip when waking up from sleep status.
  423. - 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.
  424. - Fixed missing blood particles when a spell inflicted damage for clients
  425.  
  426. DEBUG:
  427. - Add /levelskill x command, where x is proficiency number to be levelled up by 10.
  428. - Add /minotaurnow command, force minotaur to spawn in level
  429. - Add /minotaurlevel command, force current level to spawn a minotaur after default duration
  430. - Add /maplevel command, functions like Scroll of Magic Mapping
  431. - /noclip command enables raising/lowering of camera with default player turn bindings Q and E
  432. - Holding SHIFT when /noclip is enabled will halve the movement speed of the player
  433. - /noclip no longer "swims" in water
  434. - Add /nummonsters command, show number of monsters spawned in level
  435. - Add /maxout2 command, levels player to 25 and equips full steel equipment.
  436. - Quick start multiplayer lobby from main menu with CTRL + L, uses port 12345
  437. - Quick join multiplayer lobby from main menu with CTRL + M, uses port 12345
  438. - Add /drunky command to even out the effects of drinking while coding
  439. - Add /summonchest command to spawn a chest
  440. - Add /summonall <monstername> command, vomits the chosen monster onto every possible map tile on the floor.
  441.  
  442. OPTIMISATIONS/MODDING:
  443. - Unify monster attack/movement code into common animation framework to assist when creating new monsters
  444. - Unify monster special attacks into common function to assist when creating new monsters
  445. - Dedicated animation functions to create new spell effects/timers/limb animations
  446. - Extended support for up to 50 new items
  447. - Extended monster support for up to 32 new creature entries
  448. - Remove many hard-coded limits for strings such as items and status effects, easier to make additions
  449. - Items now use an editable items_global.txt file to determine minimum dungeon level to spawn on, rather than obscured in-game gold formula
  450. - 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"
  451. - Add /reloadlimbs to refresh the in-game limb offsets for monsters. Assists when designing new monsters and equipment
  452. - 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.
  453. - Add /atkspeed x and /animspeed x to globally modify the in-game attack animation speed for debugging animation.
  454. - 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.
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