eShopNindiesSoftware updatesSwitch

Barony (Switch): all the updates (latest: Ver. 5.0 – Instruments of Destruction)

On this page, you will find all there is to know about the various updates for Barony on Nintendo Switch.

Click here for more Software updates!

Barony – Ver. 5.0 (Instruments of Destruction)

  • Release date: ???
  • Patch notes:

Magic:

  • Magic/Casting skills have been reworked into Sorcery, Mysticism and Thaumaturgy skills, adding around 80 new spells
  • Associated stats for double stat increases are Sorcery/Mysticism – INT, Thaumaturgy – CHR
  • Displayed Spell PWR on the character sheet now shows your current PWR for the school of the current equipped spell
    • Sorcery benefits from INT + INT, Mysticism INT + CHR, Thaumaturgy INT + CON
    • If no spell has been equipped, a default PWR using 1x INT is shown
  • All magic skills now provide bonus PWR from relevant stats to their spells when beyond skill level 60
  • Added new Tablet items, a single-use consumable to learn spells alongside existing Spellbooks
    • Spellbook versions of new spells are currently planned, but not yet available
  • Added a new Touch casting mechanic for some of the new spells, targeting either objects, creatures, walls and floors
    • After casting the spell, a targeting reticle appears at a distance based on your player view and the spell’s Touch Distance
      • On keyboard, pressing Attack throws the spell, or pressing Cast will dismiss the spell
      • On gamepad, pressing Cast or Attack throws the spell, and pressing B will dismiss the spell
    • For spells that target entities, holding the button down to throw the spell will keep the current target locked-on and will cast when releasing the button
    • While the reticle is active, you are able to defend / interact with the world as normal
  • Spells now display the skill name and tier on the Spell List tooltips and spellbook / tablet item tooltips
  • Spell List UI now contains a filter button in the top-left to highlight spells within the current magic school
  • Spells now display a ‘+’ inventory icon if they are eligible to increase your associated spell school
  • Spells now only have a fizzle chance when below 20 skill, reduced from 40 skill
  • Spells still have chance to expend extra MP when below 40 skill
  • Players now have a third person casting animation
  • Spells now have variable cast time per-spell, and is independent of mana cost
  • Skillsheet display for spell skills now highlights which spells you have learned that can increase your skill level
  • Touch spell distance is improved by PWR and PER stat
  • Spell casting speed is improved by PWR and DEX stat
  • Summon spells award spell skill increases rather than Leadership on kill

Levelling Magic Mechanics:

  • Learning a spell for the first time still provides +1 skill increase in the relevant school
  • The INT stat still provides a bonus to learning higher-level spells outside of your current skill level, but now applies for all schools (e.g 50 skill +10 INT provides access to 60 skill requirement spells as before)
  • Spells now broadly provide skill increases when the effect lands successfully instead of on-cast (e.g hit an enemy with slow, unlock a door, damage an enemy, heal lost HP)
  • Spells now only provide skill increases up to the spell’s Tier + 20. E.g Tier III (skill level 40) provides skill increases up to skill level 60
  • Offensive spells do not grant skill increases on allies or other players
  • Sustained spells now provide level increase chances when a certain number of events occur e.g:
    • Light spell requires moving the light ball a certain distance
    • Levitation requires moving over pits a certain distance
    • Invisibility requires attacking while invisible or being within enemy sight but undetectable
  • Magicstaff spells now only provide increases up to 20 skill
  • Skill increases become more difficult as your skill level increases
    • Skill 0 is 1/4, Skill 20 is 1/5 etc up to Skill 80 is 1/8 chance
    • Previously all Magic/Casting skill increases were 1/6 and 1/7 chance
  • All spells now require a minimum amount of mana spent per level to increase within each spell’s school:
  • Spells require minimum 5 MP at Skill 0, up to 25 MP at 100 Skill
  • Spending a multiple of MP without obtaining a skill up increases your chances to level, up to 1/2 chance
    • Thresholds are 20 MP at Skill 0, up to 40 MP at 100 Skill
      • At skill 0, every 20 MP spent increases the 1/4 chance to 1/3, 1/2 etc
      • At skill 80, every 35 MP spent increases the 1/8 chance to 1/7, 1/6 etc
  • Upon failing to increase your skill with non-sustained spells, an extra 5-10 MP will be added to your spent pool for the next roll, increasing chances to level up
  • Upon levelling a skill, your MP spend counters are reset
    • If you spend more than 4x the threshold, either by using expensive spells or spells that can’t advance your skill level, you keep some of the MP spend counter beyond 4x
      • E.g spending 120 MP at skill 0, you will keep (120 – 4 x 20) = 40 MP for the next level up
  • Sustained spells have an additional spend threshold of 5 MP at Skill 0, up to 25 MP at 100 Skill before levelling can occur
    • This is counted separately from non-sustained spells:
      • e.g Spending 5 MP sustaining Light can start levelling up Thaumaturgy at a fixed 1/4 chance
      • Then, spending 20 MP on the Healing spell improves the chance for both Light and Healing levelling Thaumaturgy by 1 stage
      • Sorcery/Mysticism spells do not benefit from the MP spent in Thaumaturgy spells
  • In summary:
    • Spending more MP makes levelling up more frequent
    • Spells that are below your magic skills still provide progression towards level ups for higher level spells

Appraisal Changes:

  • Appraisal skill has been renamed into the Lore skill
  • Appraisal times have been rescaled into Slow and Fast times
    • Minimum appraisal time is 10 seconds (“Fast Time”)
    • Slow Time gold value thresholds:
      • 0G to 49G: 15 Seconds
      • 50G to 99G: 30 Seconds
      • 100G to 249G: 1 Minute
      • 250G to 499G: 2 Minutes
      • 500G to 999G: 3 Minutes
      • 1000G to 2999G: 6 Minutes
      • 3000G+: 12 Minutes
  • Lore skill and gold value that can be appraised has been rescaled:
    • 0 Skill – Fast up to 5G, Slow up to 30G
    • 5 Skill – Fast up to 15G, Slow up to 65G
    • 10 Skill – Fast up to 20G, Slow up to 100G
    • 15 Skill – Fast up to 35G, Slow up to 150G
    • 20 Skill – Fast up to 50G, Slow up to 200G
    • 25 Skill – Fast up to 70G, Slow up to 260G
    • 30 Skill – Fast up to 100G, Slow up to 320G
    • 35 Skill – Fast up to 150G, Slow up to 425G
    • 40 Skill – Fast up to 225G, Slow up to 1500G
    • 50 Skill – Fast up to 300G, Slow up to any gold value
  • PER stat now provides +3 Lore per point for calculating appraisal, previously +5
  • Selecting a new appraisal target will remember the appraisal progress of previous items while they persist inside your inventory
    • Note that items exiting your inventory or various effects that modify items may recreate the item and not be counted as previously appraised
  • Appraisal times on item tooltips now display in time remaining (mm:ss) format
  • Appraising a stack of items now rerolls skill increases for each item until 1 increase is achieved (previously would only roll once for entire stack)
    • Excludes quiver items

Other Skill Changes:

  • Swimming skill has been removed
  • Stealth skill can now only be increased once per enemy
  • Alchemy is now linked to the PER stat for bonus level ups

HP/MP Changes:

  • HP and MP increases for players on level up are now affected by the stats gained on level and character class

    • Previously every class gained +5 HP/MP on level up
    • Now every class has their own base gain HP value from +2 to +4, and MP value from +1 to +5 on level up
    • Improving STR on level provides +1 HP, and DEX/CON provides +2 HP. CHR provides +1 MP, and INT/PER +2 MP
  • On level up, your current HP/MP now restores by the amount you increased your maximum HP/MP + CHR

    • E.g gaining +3 max HP with 7 CHR restores +10 HP
  • On descending a floor while alive, your current HP/MP now is restored by your CHR up to 50% maximum

    • E.g descending a floor with 10 CHR restores +10 HP/MP, or +8 HP/MP if at 42/100 HP/MP
  • HP and MP regen have also been reworked, and now improve with your character

    • HP and MP Regen is now calculated by a factor determined by character class, multiplied by your character LVL
      • HP regen is now also minorly improved by DEX (highest contribution) and STR
      • MP regen is now also minorly improved by CHR (highest contribution) and PER
    • Base HP and MP regen is now 1/12s (previous MP regen started at 1/6s)
    • Obtaining a source of HP or MP regeneration through items or effects now uniformly doubles the current rate (e.g 1/12s becomes 1/6s) instead of predetermined intervals
  • Notes

    • Automaton MP regen is unaffected by these changes, remaining unchanged at 1/6s
    • Skeletons now improve their poor starting regen passively without items
    • Previous mechanic of INT x Spellcasting skill improving MP regen has been removed
    • Some instances of bonus HP / MP regeneration (Tinned food, Punisher Hood procs) have had their durations increased to compensate for these changes

Class Changes:

  • Barbarian:

    • CON and CHR growth swapped, now STR/DEX/CON/INT/PER/CHR ratio is (6,5,5,2,4,2) from (6,5,2,2,4,5)
    • No longer has 25 Swimming skill
  • Healer:

    • Now starts with 50 Thaumaturgy and 25 Mysticism skill
    • No longer has 50 Spellcasting, 25 Magic, 25 Swimming skill
  • Wanderer:

    • No longer has 50 Swimming skill
  • Cleric:

    • Now starts with 40 Thaumaturgy skill
    • No longer has 25 Spellcasting, 25 Magic, 25 Swimming skill
  • Wizard:

    • Now starts with 50 Sorcery and 15 Thaumaturgy skill
    • No longer has 50 Spellcasting and 50 Magic skill
  • Arcanist:

    • Now starts with 30 Sorcery, 20 Mysticism skill
    • Now starts with a new Sorcery spell ‘Windgate’
      • Touch spell that enchants a wall with gusts of wind, pushing creatures and redirecting ranged/magic projectiles along its path
      • Projectiles passing through the gusts have increased damage
    • No longer has 50 Spellcasting and 25 Magic skill
    • No longer starts with a Spellbook of Light
  • Joker:

    • Now starts with 25 Mysticism skill
    • No longer has 25 Spellcasting and 25 Magic skill
  • Sexton:

    • Now starts with 40 Mysticism skill
    • No longer has 40 Spellcasting and 40 Magic skill
  • Ninja:

    • Stat growths changed, now STR/DEX/CON/INT/PER/CHR ratio is (4,6,3,2,4,1) from (5,5,3,2,2,1)
    • Starting MP reduced from 30 MP to 20 MP
  • Monk:

    • Now starts with 25 Thaumaturgy skill
    • No longer has 20 Spellcasting, 10 Magic, 10 Swimming skill
  • Conjurer:

    • Now starts with 40 Mysticism skill
    • No longer has 40 Spellcasting, 40 Magic skill
  • Accursed:

    • Starting INT reduced from +10 to +5
    • Now starts with 60 Sorcery skill
    • No longer has 40 Spellcasting, 70 Magic skill
  • Mesmer:

    • Now starts with 60 Mysticism skill
    • No longer has 40 Spellcasting, 60 Magic skill
  • Shaman:

    • Now starts with 40 Mysticism skill
    • No longer has 40 Spellcasting, 40 Magic skill
  • Punisher:

    • Now starts with 20 Sorcery and 20 Mysticism skill
    • No longer has 40 Spellcasting, 20 Magic skill
  • Hunter:

    • No longer has 10 Spellcasting, 50 Swimming skill
  • New HP / MP / HP Regen / MP Regen average values at LVL 50: (Previously values were around 280 HP / MP, 1/12s HP, 1/6s MP without modifiers)

    • Barbarian: 376 HP, 217 MP, 1 / 5.14s HP Regen, 1 / 4.68s MP Regen
    • Warrior: 356 HP, 211 MP, 1 / 5.52s HP Regen, 1 / 4.3s MP Regen
    • Healer: 278 HP, 420 MP, 1 / 5.66s HP Regen, 1 / 2.12s MP Regen
    • Rogue: 235 HP, 300 MP, 1 / 2.78s HP Regen, 1 / 2.46s MP Regen
    • Wanderer: 365 HP, 280 MP, 1 / 3.22s HP Regen, 1 / 2.62s MP Regen
    • Cleric: 289 HP, 352 MP, 1 / 3.92s HP Regen, 1 / 2.12s MP Regen
    • Merchant: 280 HP, 296 MP, 1 / 3.96s HP Regen, 1 / 2.46s MP Regen
    • Wizard: 207 HP, 451 MP, 1 / 4.74s HP Regen, 1 / 1.76s MP Regen
    • Arcanist: 236 HP, 377 MP, 1 / 3.68s HP Regen, 1 / 2.14s MP Regen
    • Joker: 297 HP, 297 MP, 1 / 3.76s HP Regen, 1 / 2.56s MP Regen
    • Sexton: 301 HP, 346 MP, 1 / 4.24s HP Regen, 1 / 2.18s MP Regen
    • Ninja: 274 HP, 175 MP, 1 / 4.94s HP Regen, 1 / 4.74s MP Regen
    • Monk: 368 HP, 236 MP, 1 / 4.50s HP Regen, 1 / 3.36s MP Regen
    • Conjurer: 332 HP, 329 MP, 1 / 4.72s HP Regen, 1 / 2.54s MP Regen
    • Accursed: 220 HP, 387 MP, 1 / 5.58s HP Regen, 1 / 2.1s MP Regen
    • Mesmer: 214 HP, 381 MP, 1 / 4.56s HP Regen, 1 / 1.76s MP Regen
    • Brewer: 319 HP, 221 MP, 1 / 2.82s HP Regen, 1 / 2.54s MP Regen
    • Machinist: 279 HP, 208 MP, 1 / 3.24s HP Regen, 1 / 3.16s MP Regen
    • Punisher: 334 HP, 303 MP, 1 / 3.26s HP Regen, 1 / 2.52s MP Regen
    • Shaman: 302 HP, 307 MP, 1 / 3.76s HP Regen, 1 / 2.56s MP Regen
    • Hunter: 225 HP, 261 MP, 1 / 2.80s HP Regen, 1 / 3.14s MP Regen

EXP Changes:

  • Base EXP gain per kill is 10-19 EXP as before, but now less EXP is gained as your LVL becomes higher than the enemy
  • If you are more than 5 LVLs higher than the enemy, upper EXP range is reduced by 1 for every LVL
    • e.g 7 LVLs above is 10-17 EXP
  • If you are more than 20 LVLs higher than the enemy, lower EXP range is reduced by 1 for every 4 LVLs
    • e.g 28 LVLs above is 8-9 EXP
  • Multiplayer EXP share rescaled:
    • 2 player is now 90% EXP, 3 player 80% EXP, 4 player 70% EXP (previously was 100%/50%/33%)
    • EXP share is now constant, regardless of the number of players alive (does not increase to 100% if all but 1 player is dead)
  • Slimes no longer have an EXP penalty, reward the same as other monsters
  • Killing ally NPCs no longer awards EXP

Magic/Damage Resistance:

  • All resistances now stack reductively (previously resistances were a mix of both), while damage increases are still additive
  • All damage resistance is now unified into a percent system
  • All Magic Resistance items are now +30% RES
    • Previously provided +1 Magic Resistance, which resulted in 50%/66%/75%/80% RES
    • Now, 2 instances of 30% resistance is (1.0 – (1 – 0.3) x (1 – 0.3)) = 51%
  • INT now provides +1% RES per point

Melee/Ranged Changes:

  • STR/DEX now provides percent damage per point rather than flat +1 ATK per point for melee and ranged combat respectively
  • Stronger weapons/blessings provide more damage based on STR/DEX, and weaker weapons provide less damage per stat point
    • Holding a +10 ATK weapon provides the same 1:1 damage/stat ratio as previously
    • Damage at 0 STR/DEX stats is the same as previously
  • Unarmed damage includes ATK from rings and unarmed gloves before STR percent calculation
  • Ranged Combat Changes:
    • Arrow Pierce chance on shot improved, now is (1 x PER) instead of (0.5 x PER)
    • Arrow Pierce now also causes arrows to travel through enemies and can hit multiple targets (Also applies to Piercing Ammo)
    • Arrow Pierce now also adds (1 x PER%) damage on hit
    • Quiver ATK is added before DEX percent calculation, increasing damage per DEX

Stats (Summarized from previous sections):

  • STR now provides HP regen and melee damage percent bonus
  • DEX now provides HP regen, cast speed and ranged damage percent bonus
  • CON now provides Thaumaturgy PWR
  • INT now provides Magic Resistance
  • PER now provides MP regen and Touch spell distance
  • CHR now provides MP regen, Mysticism PWR and HP/MP restoration on level up / descending floors

Maps:

  • Treasure Rooms / Locked rooms
    • Contain special loot, requiring keys that are procedurally placed within breakables, chests or on tables on the current map.
    • 2 Treasure rooms per biome will attempt to spawn, starting on floor 2 of The Mines
      • Less likely to spawn on floors with a Minotaur active or secret level exit
    • Rooms are sealed with iron doors that are damage immune and must be unlocked using a nearby key lock
    • Rooms may require an iron, bronze, silver, or gold key
    • Rooms may contain multiple locks with individual treasures, but only 1 key will spawn per map
    • Lower tier key locks may be lockpicked with certain Tinkering skill requirements, and walls surrounding may not be diggable for higher tier rooms
  • New interactable Wall Buttons may be seen in updated maps
    • When pressed, may temporarily send power or stay depressed
    • Can be hit with arrows and thrown projectiles
  • Green/Red/Blue orbs have been moved outside of secret levels
    • Now are found in standard biome floors in specific rooms under lock and key
  • Hamlet
    • Shopkeepers no longer have chance for a tinkering kit / alembic
    • Reduced quantity of healing and mana restoration potions
    • Trading skill can only be leveled up 7 times per Shopkeeper within Hamlet
  • Caves/Citadel
    • New rooms have been added
  • Sanctum
    • Increased summoned enemy Automaton HP/CON by +50/+2, now scale up in multiplayer by +50/+2 per player

Options:

  • Added Controls option for analogue stick deadzones for controllers
  • Keyboard hotkey ‘Expand Item Tooltip’ (default ‘X’) can now be used to start appraising items when an item tooltip is active as an alternative to the right-click menu
  • Autosort Inventory now groups items of the same type when sorting, after grouping by category
  • Added Controls option for keyboard “Hotbar Keys Update Selection”, disabling the active hotbar slot changing focus/highlight when using a hotkey to access the hotbar

Spells:

  • General changes for existing spells:
    • All spells have been moved to the new magic skills of Sorcery/Mysticism/Thaumaturgy
    • Some skill requirements/cast times/MP costs have been modified, this list does not capture all changes
    • Spells now grant chances to level up when their effects happen, some unique level up methods will be listed
  • Steal Weapon now cannot steal from Shadows or Shopkeepers
  • Dominate now may be found in the world instead of being learned by reaching the Magic Legendary capstone
    • Now has a base limit of 1 creature at a time, increased with higher PWR
    • Dominating a creature clears existing Charm flags, enabling further targets to be Charmed
  • Lightning spell damage reduced, now inflicts Static status effect up to 3 instances
    • Static: Increases lightning-elemental damage per effect instance
    • Effect also is inflicted by and applied to Thunderstorm potions
  • Dash spell can now burst through breakables at 200% PWR
    • Increase skill chance on cast and damaging objects
  • Amplify magic projectile damage rescaled, now scales with higher PWR instead of secondary spell damage being fixed to 50% base spell damage
  • Light spell improved travelling speed, now follows in-front of the caster
    • Increase skill chance based on distance travelled
  • Imp Form now provides INT and CHR stat increase chance weights (3 INT / 6 CHR) instead of INT / PER (6 INT / 3 PER)
    • Increase skill chance on level up while in form
  • Rat/Spider/Troll Form
    • Increase skill chance on level up while in form
  • Healing / Extra Healing now doesn’t scale with PWR after having reduced effects by consuming HP for the spell cost
    • Increase skill chance when health is restored
  • Magic Mapping now reveals a circular radius of 8 tiles, scaling with PWR
    • Increase skill chance based on map tiles revealed
  • Power Strike now properly deals unarmed damage if cast outside of Troll Form
  • Forcebolt now only scales using half of PWR
  • Levitation
    • Increase skill chance based on distance travelled over pits
  • Invisibility
    • Increase skill chance by attacking while invisible, staying within enemy sight but undetectable while invisible, and travelling while invisible
  • Conjure Skeleton
    • Increase skill chance on allies dealing damage and when killing enemies
    • No longer awards Leadership skill on kill
  • Vampiric Aura
    • Increase skill chance when dealing damage and lifestealing
  • Arcane Mark
    • Increase skill chance when applying effect or when the target dies under the effect
  • Inner Demon
    • Increase skill chance on effect and when dealing retaliation damage

Allies / Friendly Fire:

  • Disabling the Friendly Fire game flag now only applies to the player’s outgoing damage
    • When off, you cannot hurt other players or allies with your attacks, but allied NPCs may still hurt you and other allied NPCs
    • When off, ranged and spell projectiles go through other players and allies
    • When off, enemy monsters can still attack and infight with each other
  • Ally NPCs can now path through players when trying to attack a target (avoiding taking a scenic detour around hallways)
  • Ally NPCs can now path through players in hallways
  • Ally NPCs can now shoot ranged weaponry through allies if the predicted path of the projectile won’t hit them (as player allies have smaller hitboxes for friendly fire)
  • Dummybots no longer provide weapon skill increases past 20 on kill (Previous behavior was already preventing skill increases above 20 when dealing non-lethal damage)
  • Ranged/Thrown attacks no longer provide weapon skill increases past 20 on allies (Matching previous melee behavior)
  • Bleed/Poison/Burn damage by Ally NPCs now displays damage numbers and HP bar updates
  • Furniture/Breakable damage by Ally NPCs now displays damage numbers and HP bar updates

Enemy Behavior:

  • Successive attacks by enemies now increase Ranged / Magic accuracy on moving targets
    • Higher accuracy shoots closer to the predicted targets position when the projectile lands
    • Accuracy increases last until the monster loses their aggression
    • Enemies on deeper dungeon floors increase accuracy faster

Items:

  • Items now display ?/??/??? when unidentified instead of a nominal gold value
  • New item: Amulet of Burning Resistance, cures burning status effect
  • Hood of Whispers increase Stealth increase chance from 10% to 25%
  • Circlet has now been changed into 3 items, Circlet of Sorcery/Mysticism/Thaumaturgy, providing a +5 bonus to the skill
  • Circlet of Wisdom no longer provides a skill bonus
  • Spellbooks/Tablets now generate based on dungeon floor
    • At dungeon floors 0-5, Tier I (skill 0) and Tier II (skill 20) can be found
    • At dungeon floors 6-10, Tier II (skill 20), Tier III (skill 40) can be found
    • At dungeon floors 11-15, Tier III (skill 40), Tier IV (skill 60) can be found
    • At dungeon floors 16-20, Tier IV (skill 60), Tier V (skill 80) can be found
    • At dungeon floors 21+, Tier IV and beyond can be found
    • Shops and chests may generate higher Tier spells, and rarely lower Tier for later game areas
  • Amulet of Poison Resistance now has a 12.5% chance to degrade on proc
  • Scrolls of Magic Mapping now reveals a circular radius of 16 tiles + 8 per blessing
  • Scrolls of Enchant Weapon/Armor now have an additional gold cost, starting at 75G to enchant a +0 item and doubling each blessing thereafter
    • Maximum gold cost is 10000G

Leaderboard Scores Files:

  • Previous scores.dat and scores_multiplayer.dat files have been updated to a new .json format
    • New file location is savegames/scores.json and savegames/scores_multiplayer.json
    • On launch, existing leaderboard .dat files should automatically be migrated to the new .json format
    • If errors occur or data looks corrupted or incorrect, there may be corrupted data in the old .dat files that we couldn’t visualise before, so may require deletion of the old .dat files and starting anew

Gameplay / Misc:

  • Mimic chests spawn rate reduced from 10% to 5% of chests
  • Sinks now heal 2-3 HP and 1-2 MP instead of only 1 HP per healing instance
  • Destroying breakables/furniture now has a 5% chance to increase your weapon skill below skill level 20
  • Evasion chances for players now use escalating RNG to prevent extended streaks without evasion occuring
  • Secret level entrance rooms now exclude regular floor exits spawning within the room
  • Confuse now awards XP to the inflicter if the confused unit kills an enemy, now has a visible particle effect
  • Knockback now updates enemy HP when knocking them into objects
  • Knocking enemies into breakables now also deals damage as doors do
  • Thrown potions now leave colored splats and gib particles on smashing
  • Blindness status effect now also reduces melee/ranged hit chance by 75%
  • Players can now teleport over pits if levitating
  • Improved speed of scrolling the spell list when using gamepads
  • Burning effects have an updated sprite animation
  • Players/items now create a splash particle effect in water
  • Smite damage now includes Shadows
  • Doorways now try to slide players towards the center to avoid getting stuck when traversing
  • Players can now trade with confused Shopkeepers if they are marked as Wanted using normal Aim Assist selection
  • Slight performance improvements in the Citadel biome
  • Status effects now have a value 0-255 rather than true/false to embed additional data or effect strengths
  • Console Command /mapseed now only displays the relevant numeric game seed for replaying a dungeon instead of 3 values
  • Console Command /spawndummy and /spawndummyhuman now display DPS numbers on the dummy every 5 seconds

Bugfixes:

  • Fixed Ranged/Thrown/Spell projectiles clipping through gates/doors
  • Fixed Humans followers not being able to pick up items on the ground passively due to being named on recruit
  • Fixed duplicate message when reading Destroy Armor scroll
  • Fixed Cockatrice not displaying correctly when invisible
  • Fixed Arachnophobia setting not being applied to Tutorial levels
  • Fixed infinite XP bug when killing an automaton and getting stuck in death animation
  • Fixed Underworld exit spawning in an unreachable location surrounded by walls
  • Fixed monsters being unable to move with a STR stat of -10
  • Fixed monster death gibs not creating smoke puffs on death for clients
  • Fixed Automatons incorrectly picking up Deathboxes
  • Fixed partially charged melee attacks displaying orange damage text when not landing Critical Hit damage
  • Fixed Event Challenge runs awarding end-game achievements
  • Fixed knockback not working correctly for immobile enemies
  • Fixed knockback direction on client players working irregularly
  • Fixed thrown Bottles of Water not affecting bosses
  • Fixed Pickaxe degrade chance as a Goblin being higher than normal
  • Fixed Pickaxe / terrain changes causing skyboxes to turn black
  • Fixed Evaporated potions being able to be used in Alchemy (After dropping a potion into lava)
  • Fixed Human NPC Anansi spawning in Hamlet as the spiders cause infighting
  • Fixed Crossbow and Swift ammo not reducing refire rate as expected
  • Magic Reflection now properly zaps projectiles in the opposite direction they arrived (Previously was calculating an erroneous direction)
  • Fixed white Deathboxes falling into pits instead of levitating as the other colors
  • Fixed sustained spells for clients remaining active and requiring casting twice to re-enable after restarting the current run
  • Fixed crash starting a single player game after ending a game as a client while looking at a world item tooltip as a player Ghost
  • Fixed Spider form not being able to Sneak while having a spellbook equipped
  • Fixed being killed by named NPCs not being cleared on subsequent gameover grave windows
  • Fixed gameover grave window not displaying for player Automatons
  • Fixed Storm Potion displayed damage numbers being incorrect due to multiple damage instances in the same game tick
  • Fixed sustained spells not immediately clearing on level change
  • Fixed Teleport sound effects playing when teleportation fails
  • Fixed Polymorph not washing away after being hit by Slime water sprays
  • Fixed Sleep spell incorrectly having randomly short/long effect times on monsters when calculating CON for effect duration reduction
  • Fixed Hardware Store Shopkeepers having too many items and overflowing their visible stock into overlapping items
  • Fixed Accursed spellbook spawning if an inactive splitscreen player had previously played the class
  • Fixed cutscene text scroll being cutoff when FPS is below 50
  • Fixed bug where side-by-side gates can cause the other to not become impassable
  • Fixed Classic Mode showing in hiscores pages when completing the game beyond the Classic Mode ending point but the game option may be enabled
  • Fixed Light spell from magicstaffs rarely consuming MP
  • Fixed knockback/movement modifiers on players not occuring when chat window is open
  • Fixed monsters not losing aggression when being hit by a confuse potion
  • Fixed pixel scaling of player status effects on HUD above HP/MP bars
  • Fixed Magic Reflection not working for vertical spells
  • Fixed Crowned Helmet not being able to be worn by helmet wearing allies
  • Fixed cursed Tins incorrectly causing indigestion while shapeshifted, and not properly causing indigestion when Fresh otherwise
  • Fixed Lobby Browser ‘Non-Joinable’ flag showing unjoinable continued savegames

Barony – Ver. 4.3.2

  • Release date: ???
  • Patch notes:

  • (Nintendo Switch) Fixed issue with achievements saving incorrectly
  • Tutorial sound effect volume can now be altered using the Notification volume slider
  • Fixed monster stats displayed in the Compendium when Hardcore mode is enabled
  • Fixed hardcore warning flag in lobby not displaying
  • Fixed crash when killing players currently using the Assist Shrine
  • Fixed session game flags overriding your lobby default options when force closing the game

Barony – Ver. 4.3.1 (Assist Shrine)

  • Release date: ???
  • Patch notes:

The new Assist Shrine is the perfect way for you, and any new Barony adventurers, to get their feet wet in the dungeons, especially if you’re having a hard time! Offering several new ways to ease the game’s difficulty, the Assist Shrine may be just what you need to finally be the hero that Hamlet deserves.

Each player’s candle is lit at the shrine when they claim an Assist Item. One at a time please!

In the starting floor there is a now a new Assist Shrine interactable. Now you can have per-player handicaps with more options to lower the game difficulty, great for introducing new players to your party.

Accessing Assist Items

The old “+1 Life” game flag is now replaced with the new “Assist Items” game flag.

Enabling / Disabling

If the host of a game wants everyone to play without Assist Items, they can be Disabled / Enabled in the Lobby Settings and Game Settings menus.

Assist Shrine UI Tabs

Items Tab:

  • If “Assist Items” are enabled for the lobby, you can claim up to 4 items which can be blessed to improve their effects further
  • Every item has a Assistance Point cost and reduces your leaderboard score by 10% per point (maximum of 95% reduction). Blessing/Cursing incurs higher costs.
  • Claiming 10 or more Assistance Points will disable achievements/online leaderboards
  • Items aren’t shared, everyone can claim their own copy of the items so 16 total for a 4 player game
  • In multiplayer the score penalties are based on the sum of everyone’s points, so everyone shares the same score penalties.

A full kit of Assist Items makes the game substantially easier, but still exposes you to all the game’s mechanics. Perfect for learning!

Assist Items Available

Cloak of the Guardian [5 AP / +4 AP per blessing]

– Provides 25% combat damage resistance and 50% trap damage resistance
(up to 75%/75% at +2)

Ring of Resolve [3 AP / +2 AP per blessing]

– Increases your Max HP/MP while worn by +10/10 (up to +30/30 at +2)

Marigold [3 AP / +2 AP per blessing]

– Restores 5 HP over 30 seconds when eating food (up to 11 HP at +2)

Amulet of Lifesaving [4 AP / +2 AP per blessing]

– Effect has been changed for all lifesaving amulets in the game, revival now
restores +50HP (up to +150HP at +2) instead of full HP

With the Assist Items and their blessing status customizable for each player, you’ll have more control than ever over how difficult of an experience you want to have. You can even curse items in case you’re playing an Incubus or Succubus!

Item Assist Point costs are designed specifically to make sure that you can take a few combos of items without necessarily disabling achievements, especially useful if there’s a particular aspect of the game you struggle with.

Race / Class Tabs

We’ve used the Assist Shrine to provide a long requested feature for players who want to change Race or Class without having to start a new lobby. Here you can change your character with the respective Class / Race tabs. Changes apply when the game is next restarted.

Note, this does not require Assist Items game flag for this function to be usable!

Now you can experiment with different playstyles and party makeups with your friends, without the need to disband!


Barony – Ver. 4.3.0 (Keep Your Secrets)

  • Release date: October 31st/November 1st 2024
  • Patch notes:

General

  • Ruins have been invaded by new Bugbear and Gnome Thief enemy types, as well as a new Bell dungeon feature to interact with
  • Slimes now appear in 5 different color variants
  • Slimes attack with melee and new magical spray attacks depending on the type
  • Slimes now scale with dungeon level
  • Certain variants can walk on water/lava, and have set ambush spawns on map generation when an enemy walks nearby
  • Breakables are now scattered throughout each biome, containing items, gold and monsters

  • Daedalus Shrines now appear on Minotaur levels (This replaces what was formerly a second standard exit)
  • Daedalus Shrines will appear in a different quadrant of the map from the standard exit
  • Dark maps now spawn groups of bats hiding on the ceiling
  • Several new achievements have been added to complement the new features of this update

The Compendium

  • The Compendium has been added, listing monsters, items, and game mechanics that can be researched using Lore Points, a currency awarded from unlocking Achievements
  • Most entries start hidden and are revealed by interacting with the world, killing enemies, and identifying items
  • Research entries to reveal tips, monster stats, item tooltips, and records
  • New Records within every researched Compendium entry track thousands of game events to look back on
  • A list of all Achievements is now located inside the Compendium with categories and filtering options
  • Hotkey “P” is default to quickly access the Com[P]endium
  • Researched items show their tooltip for quick reference
  • Preview the blessing/status changes of any item using the arrow keys while hovered
  • Viewing item tooltips in-game will reflect your character’s stats when held; otherwise, on the Main Menu, it will assume a character with 0 in every stat
  • Viewing the Compendium in-game with Hardcore mode enabled will show the relevant stat changes for monster entries

Maps

  • Added a new dedicated exit room preceding the Hell bossfight
  • Caves base map size has been reduced to improve performance
  • Removed kobolds from the Citadel spawn pool

Blocking Skill Changes

  • Shield items are now more durable, only rolling to degrade after a certain number of hits rather than on each hit taken
  • Higher quality shield materials/blessings increase the hits that can be taken before checking to degrade
  • Blocking now can only be increased by one skill point per enemy
  • Non-shields (Torches, Lanterns, etc) now only benefit from Blocking +AC up to skill level 40, but now can be used to level up beyond skill level 40
  • Arrows can now degrade armor, but also can provide Blocking skill ups when being hit as melee attacks do
  • Blocking now has the following bonus chances to level up:
  • Performing “block, attack” combos 3 times in a row (“Rhythm of the Knight” Achievement) awards 80% chance to level skill
  • Blocking an attack within a short time of raising your shield awards a bonus chance to level Blocking
  • Blocking an enemy hit and having ally players/NPCs kill the enemy (“Thank the Tank” Achievement) awards a bonus chance to level Blocking

Spellbook-Casting Durability Changes

  • Casting from an equipped spellbook now only has a chance to degrade your book after a certain number number of casts
  • Higher Casting Skill and blessings increase the number of casts before checking to degrade
  • Torn blessed books will now lose a blessing point instead of being destroyed upon degradation

Sustained Spell Leveling Changes

  • Sustained spells (light, levitation, etc) now only level Magic/Casting skills if a certain amount of MP has been used on sustained spells prior
  • 10 MP is required to be spent with Casting skill above 20, or 5 MP when below 20 Casting
  • Chance to level up is only checked when casting a sustained spell
    • Example, casting Light for 1 MP, leaving it sustained for 9 MP. Recasting Light will now check for a skill increase as 10 MP has been spent
  • MP consumed while spells are sustained and when fizzling casts counts towards the total

Gameplay

  • Maximum character level is now 255, stats are capped to 248 to prevent desyncs in multiplayer
  • “Leveling up” beyond level 255 still grants stat rolls and +HP/MP
  • The Minotaur now spawns after 3.5 minutes in the Mines and Labyrinth levels (Previously 2.5 minutes)
  • Enchant Weapon/Armor scrolls are now targetable
    • Same targeting rules apply as previous updates, Weapon can target any item that can be held in the main-hand, Armor can target off-hand and other equipment apart from rings/amulets
  • Merchant class increased starting Remove Curse scrolls from 1 to 3, now also starts with 2 Identify scrolls
  • Slowed hunger tick rate in the starting floor before the Mines
    • TIP: Hunger is already slowed in Hamlet, biome transition floors and boss stages
  • HP Regeneration effects (Ring of Regeneration, Troll’s Blood, etc) now work when Hunger is disabled in the Game Settings
    • Regeneration rates are a bit slower than when Hunger is enabled
  • Starvation now deals 5% MAXHP damage per tick, instead of a static 4 damage, less punishing for early game and not irrelevant by end game
  • Starvation now also pauses HP Regeneration
  • Insectoid maximum Energy has been increased from 50 to 100
    • Food replenishment is still percent based to a maximum of 50 EN, so food doesn’t provide any more energy than previously
  • Increased damage dealt to breakable walls
  • Human NPCs can now spawn with Maces
  • Greasy status effect now drops items when attempting to use/swing them rather than dropping randomly
  • Greasy status effect can now drop shields when attempting to defend
  • NPCs wielding Arbalests now attack 50% slower instead of default fast speed for crossbows
  • Hazard Goggles now protect against the secondary effects of Slime sprays

Baphomet

  • Removed monster drops from Baphomet minions
  • Minions award 0 XP after 25 have spawned
  • Legacy leaderboard entries which utilized Baphomet farming will be de-ranked, removing them from the top-200 scores to improve leaderboard competition

Audio

  • Audio engine performance improved to remove many stuttering issues
    • May remove the need for Preload Music Files audio setting if your system had issues in previous updates
  • Reduced frequency of idle monster cries
  • Reduced frequency of liquid sound effects, improved sounds overlapping to reduce overall volume
  • Ambient noises now loop rather than repeatedly play to improve performance
  • Added sound effect when setting tinkered trap items
  • Added sound effect for Fear status effect on monsters

UI / Visuals

  • Added transparency effect to invisible players and HUD models
  • Lobby visibility is now displayed in a floating banner for the server during online multiplayer character creation
  • Gold animates when dropped
  • Skillsheet and weapon tooltips now properly display the attack penalty % calculation from your current skill level
  • Added HUD text in splitscreen to notify when all characters are dead
  • Improved network speed for item tooltips to populate for ground items in multiplayer
  • Improved network speed for character models loading in on level change in multiplayer

Translations

  • Fixed “XP” text in the EXP bar to support longer translation strings
  • Fixed item tooltips cutting off text in the top icon area for long strings

Controls

  • Added command /player_can_move_in_gui true/false, set this to false to prevent character movement when the inventory is open if your keybind configuration requires
  • Added Quick Turn speed settings in Controls

Bugfixes

  • Fixed multiplayer stats overflowing to negative beyond 128
  • Fixed starvation not processing correctly in 3/4 person multiplayer
  • Fixed ATK tooltip calculation on the character sheet being slightly incorrect due to rounding
  • Fixed holding space while opening inventory randomly causing items to be used
  • Fixed seed events requiring insectoid not displaying insectoid text correctly
  • Fixed rebinding left click to “use” closing sign GUIs on activation
  • Fixed slimes spawning inside walls from sinks
  • Fixed monsters being stuck in door frames when the walls next to them have been broken
  • Fixed client status effects HUD icons showing wrong icons for some of the newer status effects added in the last update
  • Fixed Accursed spellbook chest being overridden by a mimic
  • Fixed Salvage spell being able to target invisible/hidden map items
  • Fixed Appraisal skill not being synced to the server and sometimes resetting for clients
  • Fixed “Secret Weapon” achievement triggering when using Elemental Focus enhanced spells
  • Fixed local hiscores not being created after the host has closed the lobby before client has left
  • Fixed “I Want It All” achievement checking for all playable classes rather than just DLC classes
  • Fixed softlock in the Mystic Library with sleep spell wielding enemy
  • Fixed lich death sounds playing multiple times in splitscreen rather than once
  • Bounty Hunter hat no longer targets neutral tinkering bots on maps
  • Fixed depleted sinks not playing the depleted sound effect when using empty bottles
  • Added sound effect when breaking sex change amulet on use
  • Fixed crossplay logging in notification getting stuck at “logging in” after failure
  • Fixed achievement notification vertical text alignment
  • Fixed “DLC required” prompt crash at character creation in splitscreen
  • Fixed +HP amounts when using healing spells not showing for clients in multiplayer
  • Fixed some crashes for player names using % signs
  • Fixed minotaur warning not showing up on dungeon level 7 in the Swamps after exiting the Underworld
  • Fixed ally NPCs rotating incorrectly when backing up with ranged weapons
  • Fixed dropped gyrobots blocking boulders rolling

Barony – Ver. 4.2.0 (Eat My Hat)

  • Release date: ???
  • Patch notes:
Hats and Masks

The first feature that inspired the title of the latest update to Barony, hats and masks further expand your character’s loadout. The team has added over items to the game which you can find during your quest or purchase from a hat shop.

Every hat or mask you equip comes with special themed game effects, so these fashionable new accessories are much more than cosmetics. Full helmets have been broken up into two pieces to ensure that that impressive eye patch you found isn’t covered up by an iron mask. A musketeer tried it once. It didn’t go well.

Mimics

The time has come. Mimics have long been in the works for Barony, and they’ve finally brought their voracious appetites to bear on the darkest parts of the dungeon. These vicious foes are impossible to distinguish from a regular chest until you open it. Once unleashed, they’ll pursue you relentlessly, causing serious damage to your adventurer while eating any armor you have equipped. Consider yourself warned!

Run for your life once a mimic sets its hungry sights on you.

Game Seeds
Custom Seeds

The addition of Custom Seeds in Barony fulfills another of our Kickstarter promises! Each seed ensures that you’ll get the same dungeon layout every time you play. Seeds are perfect for speedruns or practicing strategies on a familiar map.

Set Custom Seeds from the Lobby Settings Menu

Redesigned Icons

Starting with Eat My Hat, game icons have been completely redesigned! We now have wonderfully rendered, fully 2D, pixel art renditions of every item in Barony. Matthew Griebner has outdone himself once again with these subtle but highly effective icons.

Everything from your inventory to stores look gorgeous with the new icons

Swamp Trees

We’re always striving to make Barony bigger, badder, and more beautiful, and just like our overhauls of the Labyrinths, Underworld, and Hell, the Swamps have gotten a little love.

A Swamp Tree in all of its swampy goodness

Starting with Eat My Hat, Swamp Trees will begin to spawn in the second realm you visit. These new trees stand apart from the rest of the obstacles on these floors of the dungeon and go a long way toward improving the look of one of Barony’s existing biomes.

General
  • New hats and masks added to the game, spawning in a range of locations throughout the world. New items will appear in Shopkeeper stock, chests, floor items and miniboss inventories
    • As part of this overhaul, some starting class hoods have been replaced with new effect variants for the Rogue, Wanderer, Arcanist, Ninja, Conjurer, and Mesmer
    • All full face headgear such as the Steel Helmet is now split into the helmet and mask portions for customizability
  • Custom Seeds are now supported in the lobby game settings – All map generation objects are now tied to the current map seed and will generate identically when reloading the same savefile:
    • This includes generation objects previously not tied to the map seed such as Shopkeeper stock, chest loot, Minotaur / Zap Brigade spawning, miniboss spawning, spell/arrow trap projectiles
  • Skills can now be modified by certain new items, check modifications to your skill levels in the Skill Sheet:
    • The colored sidebar numbers in the Skill Sheet will display your total of base + modified skill
    • The center area will show the breakdown of your base + modified values in the form of (X + 10) or (X – 10) when applicable
    • Modifying your skill levels grants all benefits displayed, including Legendary unlocks
    • The maximum total is still 100, exceeding this through modifications will not have any effect
    • Skills may still be levelled as normal while your base skill is below 100 but the total has been modified to 100
  • Mask slot items can now degrade on hit if they provide +AC
  • Destroy armor scroll now works on mask slot items
  • Khryselakatos attack speed improved from 0.9x to 0.75x (matching Compound Bow speed)
  • Crossbow and Arbalest now benefit from Swift ammunition and Draw Speed modifiers
  • Removed Alembic from the Tinkering Kit crafting menu and replaced with a new item
  • Chests now show health bars when hitting for 0 damage with projectiles
  • “Wanted” status effect is now also tied to your character sex in addition to race, providing another way to mask your identity
  • Slightly reduced frequency of follower idle noises
  • Added support for alternate sound setups, including surround 5.1/7.1.
    • Change the sound output type in the Audio Settings tab. Restart the game to apply
  • Fixed a bug where Steam Workshop item images were not displaying properly on some platforms
  • Fixed a bug with Surround Sound where front and rear orientation was flipped
Bug Fixes
  • Fixed multiplayer clients not receiving current enemy status effects on top of their health bars
  • Fixed Goblin melee skill increase notification playing after reaching max skill levels
  • Fixed polymorph not working correctly when playing as a monster with Disable Abilities checked
  • Fixed tinker trap placement on chests not positioning correctly
  • Fixed Parashu proc message incorrectly playing when shapeshifted

Barony – Ver. 4.1.0 (Life After Death)

  • Release date: ???
  • Patch notes:

No patch notes available yet. This update brings the following to the game:

  • Co-Op Ghosts!
    • After you die in a multiplayer game and you’re viewing your gravestone, you’ll have the option to spawn immediately as a Ghost! Ghosts don’t fight in the normal sense, but that’s not to say they can’t have a meaningful impact for the team! While haunting your party, ghosts can wander freely and use a few key abilities to offer utility in exploration and even some combat strategy.
  • Callouts
    • Whether you’re on a mouse & keyboard, or a gamepad, our new co-op callouts system puts context sensitive commands at your fingertips. With just a couple of clicks, you can provide very specific messages that empower more team interactions. These callouts point to the indicated subject in-world, ping it on the map, and provide accompanying chat messages with a high degree of specificity. So even if you have a keyboard or are on Discord, callouts make it easier to convey precise information quickly. Perfect for experienced teams, or pickup groups. With plenty of real-time surprises to adapt to, we wanted the callouts feature to be very accessible with a minimum of clicks to use. Just pick your target and then choose from a handful of callout ideas: Spot, Thumbs Up, Thumbs Down, Help and Move.
      • Let the party know that you’re hungry or starving to death!
      • Point out that a certain item might be good for a teammate.
      • Warn your team of a looming trap you spotted.
      • Ask for help with a locked chest.
      • Beg your party to flee from an especially threatening foe!
      • Ask for a party member to pull a lever for you.
      • Let your Goatman buddy know about the fountain you found.
      • Thank your Healer for that clutch save!

Barony – Ver. 4.0.3

  • Release date: ???
  • Patch notes:
  • Fixed sustained spells consuming less MP than intended when casting skill was below 40.
  • Completing the game in splitscreen now awards end-game race achievements for all players participating, instead of only player 1

General fixes:

  • Fixed multiplayer client victory screens/scores being incorrect in Classic mode
  • Fixed “In Greater Numbers” achievement not awarding in multiplayer if host had skipped credits
  • Fixed torches degrading while shapeshifted
  • Fixed Stealth skillsheet tooltip displaying incorrect light values
  • Fixed crash when pressing follower commands while reading a sign
  • Blindfold of telepathy now skips the status effect animation for blindness/telepathy
  • Fixed controls preferences not applying correctly in multiplayer games where you are player 2/3/4 (Now you only need to edit the controls preferences look inversion/mouse speed etc for Player 1 – Player 2/3/4 controls are for splitscreen only).
  • Fixed unbound controls reappearing on next game launch
  • Fixed rare crash when commanding a follower to interact with an item
  • Fixed followers being blocked in the Crystal Caves entrance failing to pathfind around stalactites
  • Fixed hovering over the spell list slider and closing inventory causing the cursor to get stuck
  • Fixed wall builder/break triggers causing NPC pathfinding issues
  • Fixed being unable to disable monster race abilities on controller in character selection

Barony – Ver. 4.0.2

  • Release date: August 12th 2023 (North America, Europe)
  • Patch notes:
  • Fixed first-time launch tutorial prompt not appearing (everyone will receive this on next startup)
  • Fixed tutorial completion times not saving between game restarts
  • Fixed ATK tooltip displaying blank value
  • Fixed multiplayer desync on shopkeeper floors
Settings:
  • Added a preset profiles for gamepad controls
  • Added gamepad layout graphics to show all controls at a glance
  • Added per-player configuration of gamepad settings – sensitivity, look inversion, hotbar type
  • Added confirmation dialogue when Discard & Exit pressed in the Settings menu
Misc:
  • Continued performance improvements to pathfinding
  • Tutorial 1 now provides a prompt on completion
  • Added hundreds of new names to the randomized player and NPC name lists
Bugfixes:
  • Fixed Shopkeepers in Tutorial 10 having their Private Selection consumable items shuffled into their inventory grid
  • Fixed Skeletons receiving hunger messages when using Fruit Juice/Booze
  • Fixed quiver items not granting sneaking bonus light
  • Fixed follower wheel wrongly applying gamepad stick inversion

How to download updates for Barony for the Nintendo Switch?

To download the updates for Barony, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.