Overhauled follower and leadership system
Followers can now be controlled using a radial menu, replacing the previous right-click 'move aside' behavior.
Options include:
Wait/Follow (novice) - Allies will either stay in place (within a 5x5 area of their location when told to stop) or follow the player. If told to stop in a smaller room like 3x2 they will stay within the confines of that room.
Drop Equipment (skilled) - Allies surrender some or all od their equipment, depending on the leadership skill of the player. Dropped equipment via this method are counted as 'player-owned' and allies will have the existing 5 second delay in re-picking up player items.
Toggle Class (skilled) - Selecting this will toggle an ally's "class", current options are "mixed", "melee" and "ranged". Upon recruitment allies start as mixed class, and if that creature is of the type to auto-pick up items on the ground (humans, automatons, goblins, goatmen) it will pick up anything as before.
"Ranged" classes will only auto-pick up crossbows, shortbows, slings for weapons (excludes magicstaffs) and only some of the lighter armor variants. (E.g Steel/Crystal breastpieces/helms/shields are excluded)
"Melee" classes will skip over ranged weapons and stack on all gear they find.
Item Pickup (basic) - Toggles between "all", "unowned" and "none", and upon recruitment defaults to "unowned".
Selecting "none" makes sure allies do not replace their equipment with any loot, and "unowned" will only pick up items that were not dropped by a player. "All" will pick up all items, and retain the 5 second delay for player-owned items.
Move To (basic) - Selecting this allows you to specify a point for your ally to move towards in the world. Upon reaching the destination (if pathable), allies shift their stance into "wait" rather than follow and wait for further movement instruction.
Allies are receptive to their surroundings during this state, and will engage in combat if any enemies are along the way. It is possible to pull an ally out of combat using this command as long as they can escape their attacker without being hit.
Targeting a point to move uses the up/down look axis (a first in the Barony world!), so you can point to which exact tile on the map (or minimap) where to go. Alternatively pointing at a wall with have your ally path to the tile in front of the wall.
After reaching a destination, allies will do a quick scan in the area to check for enemies.
Attack/Interact - As with "Move To", selecting this activates a targeting cursor. The difference is this will target entities rather than tiles in the world. Depending on the type of entity hovered over, a prompt for "attack" or "interact" will appear.
Attacking (expert) -
Selecting a monster in the world will force your ally to target the selected monster, provided it is an enemy. It is also said that with enough persuasion, ANY monster can be an enemy!
If the player is too inexperienced in Leadership, "Attack" as a command will not be available, and will indicate as non interactable when selecting any creature.
Interacting (basic) -
Certain types of entities are set as interactable depending on the creature type of your follower.
If a monster can wield items (generally humanoids), then selecting an item will force equip the item onto your ally. Monsters will never unequip items given to them in this fashion.
Auto equipping new items will only reoccur when the forced item has broken. Cursed items on the ally can not be swapped out. Rings and amulets can also be equipped using this command - but are hard to remove!
Certain allies (fleshy, non-otherworldly beings) can eat food if interacted with to provide a small heal + temporary bonus to HP regen if high quality. The better the food, the greater the heal + regen effects.
Allies have a decreasing hunger meter like players do, however there are no side effects to under or over-satiation. The creature will refuse food if over-satiated. Healing via food has a chance to raise leadership skill.
Humans can have a hard time handling spoiled food, but the other creatures in the dungeons seem to handle a bit of mould a-ok.
And finally, a select few allies can interact with a couple "world" entities. This includes humans, goblins, automatons, goatmen, kobolds and gnomes. Currently this is limited to removing torches off the walls and flipping levers.
Rest (skilled) - Your ally falls asleep and has increased HP regen for 30-60 seconds. Usable once per floor, for each ally.
Options on the wheel are locked out based on their required "skill level". The player's effective skill level is Charisma + Leadership proficiency (0 to 100, named proficiency tiers above novice have 20 points difference).
Options are also locked out depending on the "rank" of the monster. Humans are basic creatures and so their requirements are as per the base levels above. Each rank above 1 typically increases the skill requirements by 20 points.
Rank 1:
human
rat
slime
scorpion
spider
skeleton
Rank 2:
goblin
troll
ghoul
gnome
scarab
automaton
succubus
Rank 3:
imp
demon
kobold
incubus
insectoid
goatman
Rank 4:
crystal golem
cockatrice
shadow
vampire
Number of allowed followers to recruit via interacting has been rescaled. Formula is now max 4 followers below EXPERT proficiency, then +2 for each rank (EXPERT, MASTER). Legendary Leadership grants follower cap of 25.
(Previously was 1 follower per 4 Leadership, to a max of 25.)
Followers now are granted some XP when their leader kills something. (Previously no XP was awarded, only followers that killed monsters would gain XP)
Followers now have a chance to block during combat, influenced by their Shield proficiency and the leader's Leadership proficiency.
Followers that would retreat on low health now do not retreat if the leader's combined Charisma and Leadership proficiency is greater than EXPERT (60)
Human spawn LVL is now scaled depending on tileset. Each tileset past the mines increases their LVL by 3 + random 0 to 3. (E.g swamp is 6-9, Labyrinth is 9-12). Followers are not affected by this scaling, only random spawns.
Added reduced human spawns in the later tilesets instead of all automatons for ally options (caves/citadel).
Added followers to the right-hand side party sheet to show their HP and LVL (previously only other players were shown). If the list of followers is too long then the remaining entries are scrollable.
New default keybinds for followers:
(Remaps the default turn left/right/up/down to the arrow keys if these are conflicting, all are rebindable in the controls menu.)
Follower Wheel Open (right click/use) - Clicking on a follower at any distance in the world will bring up the follower menu. You can either hold right click, move the mouse and release right click to make a selection, or right click once, move mouse and right click again.
You can also open the menu by right clicking the follower entry in the party sheet. Using the hold right click - select - release right click method over the party sheet brings the mouse quickly back up to the party sheet to quickly select other followers.
Quick Follower Wheel (c) - Brings up the follower menu for your last selected follower no matter where they are (last selected follower is highlighted in light blue on the party sheet).
Cycle Followers (e) - Cycles through the currently selected follower in your followers list. Cycling then pressing 'c' will open the menu for the new ally.
Repeat Last Command (q) - Re-issues the last command to the currently selected follower. E.g can be used to issue successive 'move to' commands or toggle 'wait' and 'follow'.
If your Starcraft APM is high enough you can use this to quickly issue 'move to' or 'attack' for all followers if you also cycle with 'e' hotkey.
Select As Last Follower (left click) - Left clicking on a follower entry in the party sheets sets them as the last selected follower for use with the menu or last command hotkey.
Add "special attacks" for new monsters, allow monster AI to choose between different attacks depending on circumstance
Overhauled/replaced all monster animation
Added unique animations for all ranged weapon firing
Added unique animations for monster spellcasting
Monster animation now has a "windup" period before dealing damage, allowing greater opportunity to block and dodge
Monsters can now throw items
Replaced randomly choosing 3 attributes on level up with weighted attribute growth for each class.
(E.g Warriors have higher chance for strength and lower chance for intelligence, opposite for Wizards)
Add chance for gaining a "bonus" attribute point on level up if the player has gained at least one level in a skill since their last level up.
Each proficiency is tied to 1 of the 6 attributes. "Bonus" attribute point is tied to the proficiency's associated attribute.
E.g combat proficiencies like POLEARM will grant a chance for bonus STR, SWIMMING will grant a chance for bonus CON)
Levelling up will reset the chance.
Shared experience from killing monsters by followers/other players is now based on proximity of other party members, rather than line of sight checking.
(Previously monster entities could disrupt the line of sight check and not share experience)
Reworked melee weapon damage formula. Now linearly scales with weapon tier and durability, rather than multiplicatively.
(Previously it was possible for a DECREPIT and WORN weapon to display the same +attack value due to number rounding, now there will always be a +1 attack difference.)
This results in a net-gain of attack power in most cases, monster stats have been shifted in damage output to mostly remain the same.
Ranged weapons now use DEX attribute in calculation for damage instead of STR.
Monsters use a combination of DEX + PER to avoid monsters becoming too speedy
Adjusted goblin and skeleton stats to compensate
Ranged weapons now have a chance to "pierce" half the armor of targets, chance scales with PER attribute. Also applies to monsters.
Mana regen now scales with a combination of INT attribute and SPELLCASTING proficiency.
Multiple sources of Magic Resist & HP/MP Regen now stack diminishingly instead of having no effect past the first point
(E.g 50% becomes 33%, then 25% resistance)
Thrown potions/rocks/gems/throwing items now ignore half the armor of hit target, previously was reduced by all armor.
Additional damage is dealt depending on the RANGED proficiency of the thrower
Successfully hitting a target with thrown potions/rocks/gems/throwing items has a chance to increase ranged proficiency.
New armor breaking formula for some new items. (E.g Crystal Tier items)
Shield of Magic Resistance no longer provides reflection when blocking.
Changed to +1 additional resistance
Movement speed from DEX attribute reworked, slower speeds overall at high DEX and movement speed has a upper limit.
Carry weight now has a larger impact on speed at lower STR levels.
Add minor "blocking" animation for player characters in multiplayer
Add “sneaking” mechanic when using the ‘block’ key when no offhand item is equipped
Sneaking reduces your movement equal to the blocking speed
Sneaking reduces monster vision of the player
Sneaking grants bonus to vision/light level depending on sneaking proficiency of the player
Add “backstab” and “flanking” mechanics depending on the facing direction of the player and the hit monster.
"Backstab” applies bonus damage when hitting a target from behind that is currently not in combat or alerted
“Flanking” applies a chance for bonus damage when hitting a target from behind that is currently engaged in combat or is otherwise alerted. Bonus damage is less than a successful backstab.
Both mechanics display unique combat messages when successful.
Bonus damage is based on the stealth proficiency of the player.
Successfully backstabbing or flanking grants a chance to raise stealth proficiency
Add "THROWN" item category for item types
`Add 3 new glove types that grant additional unarmed melee damage
Add capstones for reaching legendary tier in a non-combat proficiency.
APPRAISAL: Instant Appraise
SPELLCASTING: Makes magic missile cost 0 mana. You learn magic missile if you don't already know it.
LOCKPICKING: Lockpicking is always successful, and you find extra gold in chests.
LEADERSHIP: Recruit Goblins as followers
MAGIC: Gain exclusive spell "Dominate"
STEALTH: Permanent Invisibility
SWIMMING: Permanent Waterwalking
TRADING: Sell any category of item to any vendor
Add beartraps and thrown items to chest items pools
Reworked Beartraps, beartrap damage is now increased by the trapper’s locks proficiency, as well as the status of the item
Beartraps are now reusable, degrade by 1 status every use.
Add beartrap set sound effect
Successfully trapping a monster in a beartraps has a chance to increase lockpicking and ranged proficiency
Beartraps no longer target allies.
Fixed case where beartraps were incorrectly rendered invisible in multiplayer
Enchant/Destroy Armor, and Repair scrolls now choose a random worn piece of equipment rather than helmet first.
"Cursed" scrolls of Remove Curse now curse a random worn piece of equipment.
Several potion effects reworked:
Confusion/Booze/Blindness potion duration are reduced depending on the hit target's CON and PER
Paralyze potion duration reduced depending on the hit target's CON
Bottle of water now heals 2 HP
Bottle of booze/juice/+1 water now heals 5 HP
Adjust DRUNK duration from booze to be random duration rather than fixed
Lowered chance for random chests to contain "garbage" item pool (E.g rock/nothing)
"Random" chest item pool now is limited to 5 levels above current dungeon depth, avoids spawning ANY item.
Equipped rings now apply a +1 attack bonus to fists. Damage bonus increases with enchantment
Casting spells of a lower tier than your current spellcasting proficiency level will have a diminishing chance to raise your proficiency.
This patch incorporates a plethora of community fixes and modifications:
Fixed issue where fountains did not stop animating and creating sound effects for clients after drinking
Fixed issue where host's burning particles would not disappear for clients upon extinguishing
Fixed issue where client were unable to see themselves on fire
Fixed locking spell displaying incorrect message when you hit someone with it
Fixed issue where the client was not affected by the slow spell, nor slowed down by the cold spell
Fixed issue where clients were not affected by the confuse spell
Fixed head bobbing when typing
Fixed issue where pools of blood could hide some items
Fixed secret boss client desync issue
Fixed client boulders position desync
Fixed clients' limbs not existing in map (can now right click on bodies to bump, not just heads). Also fixes same issue for shopkeeps.
Fixed cure ailment not removing fire on clients
You can no longer cast spells while sleeping.
Handle client disconnects more gracefully
Players are now notified when they are no longer slowed
Spell of Opening now unlocks doors
Added a top border for the HP and MP bars to separate the actual bar from the text header
A special thanks to Christopher 'Lutz' Kellen, Linus Heckemann, and all those investing their time and contributions to the Github repository.