Barony
「 Barony Hardcore+ 」
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Update: 8 Apr @ 1:37pm

Patch 2.57

- class changes
-- further reduced the CHR growth for classes with already low CHR growth
# the stat is near useless for those classes, not really fitting any realistic playstyle for them

-- Arcanist
--- channeling Locking now works like Opening & Digging and simply shoots the spell instead of causing a spell explosion

- map changes
-- the Kobolds in the Cockatrice Lair boss fight now get freed once the player enters to avoid the cockatrice being freed too early

- spell changes
-- Locking
--- now fortifies doors, increasing their HP by 50 + player INT * 2
--- maximum door HP is 1000

- fixes and QoL
-- CHR fear bonus does not trigger on other players anymore
-- the life sap during Vampiric Resilience is now accompanied by a visual and sound effect
-- fixed a bug where Arcanist channeling opening would use digging spell cost as a calculation base
-- fixed access to the Gnomish Bazaar being openable by spells

Update: 23 Mar @ 8:03am

Patch 2.56

- class changes
-- Cleric
-- made stat growths more lopsided to avoid ineffective builds

-- Healer
--- fixed a bug causing Invigorate to set back to an incorrect amount of MaxHP after running out

- map changes
-- Water in the Ancient Tomb will allow you to level swimming super quickly
# Swimming is a waste of time, basically only useful for some bonus XP. This is a little extra reward for beating the main puzzle and a band aid until Swimming hopefully gets a rework in Barony
-- Ozyx boss fight difficulty increased by placing more obstacles around the arena

- miscellaneous changes
-- global XP gain reduced from 70 % to 65 %
-- global XP gain increased from 100 % to 120 % in the 4 player file

Update: 13 Mar @ 7:49am

Patch 2.55

- class changes
-- Arcanist
--- Channeling Forcebolt now costs mana even at Casting 100
# an oversight which made this combo ridiculously OP
--- Channeling Spray Acid now works, casting from the player

-- Cleric
--- Fixed a bug in the Smite calculation that caused it to deal unreasonable amounts of damage

Update: 4 Mar @ 1:29pm

Patch 2.54

- map changes
-- the rocks in the Ancient Tomb are all blessed
# cursed rocks crumble guaranteed which is very unfortunate if you get stacks of them here

- fixes and QoL
-- fixed a crash when switching floors in multiplayer

Update: 4 Mar @ 1:27pm

Item updated.

Update: 1 Mar @ 5:41am

Patch 2.53.

- race changes
-- Automaton
--- Magic weakness increased from 20 % to 40 %

-- Succubus & Incubus
--- Magic resistance nerfed from 50/40 % to 30 % for both

-- Vampire
--- Vampiric Resilience now heals you when dealing melee damage to bleeding enemies
--- Magic resistance buffed from 40 % to 50 %
# to shift some power between races
--- Bats are now neutral towards Vampires

- class changes

-- Accursed
--- When paired with the Skeleton race, the Accursed gets buffed when at 50 % and 25 % of his HP respectively. When polymorphed, no hunger related bonuses are applied
# Accursed buffs doing nothing for Skeleton was an oversight

- item changes

-- Oracle's Treads
--- weight changed from 100 to 0

- fixes and QoL
-- new class items now appear in the hotbars by default
# took me a while to realize what the issue with that was

Update: 16 Feb @ 6:56am

Patch 2.52f1

Fixed a crash related to monsters getting hit by arrow traps.

Update: 15 Feb @ 4:10pm

Patch 2.52

- class changes

-- Monk
--- requirement for breaking walls/colliders with charged punch: LVL 75
# make it more of a late game thing
--- increased power punch duration by 1 second
# the move is still inconsistent and you barely have time to use it effectively after triggering

- item changes

-- Scepter:
The Scepter has been reworked, mostly due to netcode issues
--- all spells now use their regular cost, except for healing and extra healing, which have an 8 MP penalty applied
# this is a result of the rework but I think it also works for balancing reasons. the Scepter did not feel like a strong and fun class gimmick for offense due to its costliness. furthermore, your INT doesn't affect Scepter spells, so isn't it nerfed enough in the later game anyway?
--- blessings/INT do not affect MP cost
# also a result of the rework - in my opinion, it was never really worth it blessing the Scepter to alleviate the extra MP drain, especially since you could never negate it fully
--- hold Attack to cast continuously
--- casting Forcebolt with the Scepter will cost 5 MP regardless of Casting skill
# Scepter being able to cast Forcebolt for free was an oversight - it's blatantly overpowered
--- cannot cast sustained spells anymore
# since you couldn't stop the spell sustain, it was basically suicide. usefulness of casting these spells via Scepter seems to be rather limited so I don't think it'll hurt

-- Wrench:
--- the Wrench can now hit allies even with friendly fire disabled
--- hitting gadgets with a Wrench will not make other allies attack you anymore

- map and monster changes
-- made various adjustments to reduce the effectiveness of cheesy Shopkeeper kill strategies
-- the last main puzzle of the Ancient Tomb now has more effective anti soft lock design
-- the lever at the Bram's Castle bossfight is unlocked after beating Bram instead of being accessible from the get go
-- the west outside pressure plate in Haunted Castle has been moved to a new area: the castle basement. Access is in its library

- mechanical changes
-- the CHR Fear system now has a 3 level leniency, checking if your current CHR level would have lead to fear infliction up to 3 levels before
# this should avoid most cases where leveling up without gaining CHR removes you Fear bonus
-- as this change technically makes you reach the Fear threshold earlier, the requirements are increased for most enemy types

- fixes and QoL
-- fixed a crash related to casting spells while sneaking

Update: 7 Feb @ 7:11am

Patch 2.51

- class changes

-- Joker
--- present in spawn inventory is identified now

-- Monk
--- at Unarmed 100, the Monk can destroy walls and colliders with charged hits

-- Warrior
--- alternatively to using Stealth for taunts, you can also hold CTRL now to initiate a taunt while striking
# WARNING: in multiplayer, this only works for the host due to netcode issues

- item changes
-- you now cannot level up Casting or Magic while wielding Sharur

- map and monster changes
-- improved behavior of monsters who give chase to players relentlessly
-- late game Shopkeeper HP increased
-- Shopkeepers now approach you when casting spells
-- Shopkeepers won't get drain soul late game anymore
# that spell is kind of ass and deals no damage
-- starting on floor 15, Shopkeeper projectile speed will be increased. Their casting behavior will also be erratic
-- the 5 miniboss Incubi and Succubi in Ozyx' Domain now chase the player but spawn with slight delay to each other
# Stealth made the fight very underwhelming an non-fighty
-- some magic wielding minibosses gain the erratic spell behavior
-- Bram's castle difficulty increased, buffing monsters, adding monsters and changing the boss room once again
-- Bram Kindly's spells have increased velocity
-- reworked Haunted Castle, Invaded Hamlet, SkyTown, Hell and the last fight against Baphomet, removing or revamping orb collecting
# due to multiplayer complications (i. e. someone with orbs dying/leaving) the concept needed some workovers. In Haunted and Hamlet, you open the exits via pressure plates and by killing the boss skeletons respectively. In SkyTown and Hell, you only use purple orbs since those always drop on death
-- changed floor 41 size to 56x56 as opposed to 64x64
# the latter floor size caused some desync issues in multiplayer
-- the last Thorium Golem in Hell Arena spawns with a delay so the start of the next wave is more predictable
-- buffed Bugbears as, due to an oversight, they were weaker than intended
-- the Merchant orb area in Hamlet has been updated so you can't enter it using Spell of Opening

- spell changes
-- the 3 artifact spells have their effectiveness adjusted to reflect Barony lore better
# according to the compendium, Vampires & Shadows are Undead & Goatmen are Beastfolk (pooled with monstrosities)

- miscellaneous changes
-- shortened enemy HP bar display time by 75 %
# health bars have always been a good way to gauge when an enemy is gonna pop around a corner. reducing their display time adds difficulty and rewards players for accurately predicting when enemies turn corners

- fixes and QoL
-- fixed a crash related to charmed sentrybots
-- adjusted resistances in Compendium to HC+ values
-- added an alternate gameplaymodifiers.json in /data/ which increases XP and Gold gain for 4 player parties
# people have reported 4 player parties to be especially difficult and unfair in terms of XP management
-- fixed a bug where using Monk's super punch wall collision to kill mobs wouldn't award XP properly
-- fixed a bug in the Hell Arena which caused the last and second to last waves to spawn at the same time
-- increased Vampiric Resilience hunger requirement by 1 so Vampire doesn't spawn with 1 second of resilience at the start of every run
# was a little bit confusing for players
-- fixed an issue where the damage of Hamlet Shopkeepers was inconsistent
-- fixed Monk MP going negative when using his elemental shot
-- fixed a bug where Cleric's Smite spell wouldn't scale with LVL properly
-- increased the connection timeout timer to 3 minutes from 1
# people have reported occurences of overly long savefile loading times which can lead to unfortunate timeouts (not sure if this is a Barony or HC+ specific issue)

Update: 7 Feb @ 7:10am

Item updated.