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Spellmasons News

New Playable Wizard

[p]Hello spellcasters!

I'm super excited to announce a new major update!

v1.74.4 brings multiple major features that have been in the works for a long time.

Full changelog below:[/p][h2]
Features[/h2]
  • [p]  Major Feature: The Warden — New playable wizard type with unique mechanics: spells randomize each round within their category, with a rune to lock spell slots[/p]
  • [p] New Spell Set: Burn Spells (Burn, Fireball, Flammable, Flamethrower, Stoke (1 & 2), Wildfire (1 & 2), Meteor 2)[/p]
    • [p]  Note: Burn status effect is impacted by liquid in obvious ways[/p]
    • [p]  Fireball — Supports arrow modifiers like Pierce and Bounce[/p]
  • [p] Major Feature: Sandbox Mode — New sandbox game mode that gives players access to admin commands[/p]
  • [p] Major Feature: Custom Game Mode — New difficulty system with customizable rules[/p]
  • [p] Liquid pools apply status effects as follows:[/p]
    • [p]    Water: 20 damage, no effect[/p]
    • [p]    Lava: 30 damage, burn effect[/p]
    • [p]    Blood: 40 damage, blood curse[/p]
    • [p]    Ghost: 50 damage, suffocate[/p]
  • [p]New Mod: Mana Evolution - an awesome new spellpack by Bug Jones! [/p]
[h2]Balance[/h2]
  • [p]  Fully Reworked multiplayer difficulty scaling[/p]
    • [p]Previously, every additional player increased enemy health linearly, making enemies extremely tanky in 3-4 player games.  [/p]
    • [p]Now, enemy health scaling is capped at 2 players (2x health).  [/p]
    • [p]Extra players beyond 2 instead increase the spawn budget and enemy variety by simulating higher levels — so 3-player games spawn enemies as if one level ahead, and 4-player games as if two levels ahead.[/p]
  • [p] Enfeeble now stacks cumulatively[/p]
  • [p] Summon card sell price now scales relative to the summoned unit's value[/p]
  • [p] Add Cut spell for Spellmasons so Spellmasons always starts with at least a generic damage spell to support rounds where they choose a more specialized damage spell as their third pick
    [/p]
[h2]Bug Fixes[/h2]
  • [p] Fixed Deathmason preventing completion of the tutorial in singleplayer[/p]
  • [p] Fixed Deathmason drawing disabled cards (from Sell mod)[/p]
  • [p] Fixed Last Will stacking multiple times[/p]
  • [p] Fixed mana bar not syncing after changing wizard type in hotseat multiplayer[/p]
  • [p] Fixed floating text moving faster on high refresh rate monitors[/p]
  • [p] Fixed Icy Veins now synergizes with Shatter[/p]
[p]
[/p][h2]Quality of Life[/h2]
  • [p] Modded maps are now announced[/p]
  • [p] Admin set commands (like "set mana") now use text prompts so they work in steam



    One more thing...
    We've been hard at work developing a new game: "Some of You May Die", a hero autobattler with wild synergies, a singleplayer campaign and pvp multiplayer! The demo is available now, check it out on Steam:

    [dynamiclink][/dynamiclink][/p]

Spellmasons is 50% off for a limited time!

[p]There will be a major update on March 31 including a new playable wizard: The Warden! To celebrate Spellmasons is 50% off until March 26!



And one more thing! Our next game "Some of You May Die" has a free demo available now. You can play it here: [dynamiclink][/dynamiclink]Happy Spellcrafting!

~Jo[/p]

v1.171.1 Patch

[p]This patch contains some optimizations and bug fixes!
[/p][p]optimize: Update Rift to use tinted sprite portal[/p][p]    for efficiency since there can be a lot of them[/p][p]fix: Merge granting XP in prediction[/p][p]    This was the cause of players suddenly gaining way too many cards[/p][p]fix: empower being OP on damageAsPercent units[/p][p]fix: Blood Letting no longer nullifies the negative effects of Pacifist[/p][p]    Since the description says you "take" damage rather than deal self damage this is consistent[/p][p]fix: Filter out modded Runes if the mod is not active[/p][p]fix: mod Doom Scroll spritesheet aspect ratio[/p][p]fix: raceTimeout: NPC Spellmason[/p][p]fix: Heavy Impact unit of measure[/p][p]    Thanks Talão[/p][p]fix: decoy2 and 3 death sprites[/p][p]    Thanks Carlos[/p][p]fix: curse eater still runs after dead[/p][p]fix: UI tooltip damage for damageAsPercent units to floor value[/p][p]    so 99.5% doesn't say 100%[/p][p]fix: Shield decimal in modifier text[/p][p]    Thanks Carlos[/p][p]fix: Trigger onCostCalculation for Goru[/p][p]fix: Vampirism + Overheal interaction[/p][p]
Mod fixes[/p][p]    Fix wind tunnel scaling[/p][p]    Fix Heavy Hitter to work on Goru[/p][p]    Disable Heavy Hitter for Deathmason[/p][p]
[/p][p]    Fix wall collisions in "Loop" map[/p][p]    Fix wall collisions in "Bone" map

Thanks to everyone who submitted bug reports![/p]

v1.70.1 - New mods, Balancing and Bug Fixes

[p]In preparation for the holiday season, I wanted to release some of the balancing changes and bug fixes that I've been working on.

Full changelog:

balance: No soul debt for Goru in multiplayer[/p][p]    Goru has been notoriously OP in multiplayer.  This change will keep Goru fun and interesting but make using him more difficult.  In multiplayer only, Goru starts with more souls but cannot dip into Soul Debt like he can in single player.  If you play as Goru, you must now coordinate with your friends to strategically manage your souls if you run out rather than just whomping all the enemies while your friends wait to get more mana.[/p][p]src: Support for damage as percent[/p][p]    Corrupted Ancient now officially shows in the tooltip that they do damage as a percentage of max health.  Now that this is natively supported instead of hacked together, there will probably be more content in the future (maybe spells, enemies, etc) that use damage as a percentage.  I find this to be an interesting end-game mechanic.[/p][p]balance: Doom Scroll[/p][p]    Balanced Wind Tunnel[/p][p]New Mod! Runic Alphabet[/p][p]    Thanks Bug Jones![/p][p]New Mod! Weedy's Worlds[/p][p]    Thanks WeedyBird![/p][p]balance: Ensure green glop can't get slime; cause that's just not fair[/p][p]    Thanks Expresso Depresso and others[/p][p]content: Add "I am gripthulu" rune[/p][p]
[/p][p]src: Adjust Pacifist rune[/p][p]    I got some really great feedback from "it her!" in discord about what it _could_ feel like to play as a Pacifist and the Pacifist rune wasn't really cutting it, so I've made adjustments![/p][p]    Thanks it her![/p][p]src: Improve meteor so it doesn't snap to first target[/p][p]    allowing more precise cast location[/p][p]    Thanks Gezin[/p][p]
[/p][p]fix: Prevent anemia from making healthMax go negative[/p][p]    Thanks mouse![/p][p]fix: prevent goru from exceeding soulFragmentsMax[/p][p]    Thanks Talão[/p][p]fix: shuffled Rune choice on load of saved game[/p][p]    Thanks Orthoros![/p][p]fix: Deathmason drawing cards when using a yellow portal[/p][p]fix: SmartTargeting for ancients[/p][p]fix: Loaded gripthulus from getting stuck not attacking[/p][p]fix: Floating souls remain if rezz'd with onKillRez[/p][p]    Thanks Talão![/p][p]fix: Hemorrhaging; so healing removes it as the description suggests that it does[/p][p]    Thanks Expresso Depresso[/p][p]fix: Player with "I am gripthulu" to allow targeting multiple enemies[/p][p]fix: Thorns to synergize with shield and armor[/p][p]    Add 'Pre' stage for modifiers that triggers before amount adjustment stages[/p][p]i18n: Fix copy on "Necromancer" to explain that it uses health[/p][p]i18n: Green glop copy to explain merging mechanic[/p][p]fix: Harvest to work with Dm and Goru[/p][p]fix: menu: only show active mods' spells in codex[/p]

Balancing and Bug Fixes

[p]The Oct 24th update was rather wide and a few important bugs shipped along with it. Fortunately all of the critical bugs have been resolved in a few hotfixes since then!

This build should be the final hotfix. I am still aware of a few other, non critical bugs, which I will get to, but I wanted to make sure that no one's experience is ruined by the more important ones :)

Full changelog here:
[/p][p]- fix: Issue where players turn would be fully skipped.[/p][p]- fix: rift from spawning portals on top of players[/p][p]- fix: pistol scales damage with quantity[/p][p]- fix: Pistol granting mana for passing through dead bodies[/p][p]    Thanks Scry[/p][p]- fix: Crash on upgrade "Statue"[/p][p]- fix: Can only skip upgrades when no rerolls have occured[/p][p]- fix: Add max upgrade count to Rift[/p][p]    Thanks Orthoros[/p][p]- balance: Curse Eater increases damage instead of health[/p][p]- balance: Shotgun only works within cast range now[/p][p]- balance: Lower SP reward for skipping cards[/p][p]- balance: Change Dash and Nuk to go to last target[/p]