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Hotfix patch v1.36

Hello everyone!

It's been quite the week with lots of new folks joining the Discord. Thanks all for being a part of the community!

A number of players have reported irregularly getting stuck in multiplayer games where all players are ready but the game won't progress.
This update aims to fix that, but I have had a devil of a time reproducing the issue, so I am not 100% sure that it will. Fingers crossed.


Changelog

fix: Protect specific spells from potentially hanging server
Burst: 52
Bolt: 46
merge: 28
Connect: 11
Triple Arrow: 8
Multi Arrow: 4
clone: 4
Phantom Arrow: 4
meteor: 1


fix: Add end turn protection

Many players have been experiencing issues
where all players have turn ended on their clients
but the game does not progress

It seems there are multiple causes
> Re-readying up would have one of a few effects for us:
1: It unlocked for us
2: It made the noise over and over before unlocking after a 15-40 sec wait
3: It was completely stuck requiring us to save and restart the server completely (because when we would try to rejoin some players were in the game alone at the starting map even while others were still in the game)
4: A few of us had full whitescreens with a force quit required
~Wispy

This change handles Cause 1, where somehow the
clients have that everyone is readied up but the
server is missing one.
A client, when ending turn, also sends an array of
all clientIds that have ended turn.
If any of them are endedTurn == false on the
server is will end their turn.

This should prevent players from having to re-ready up

fix: NPCs casting on wrong faction units
- Thanks @Viz and @CandyKiller

ui fix: card-inspect scale
where cards had greatly varying sizes
(slash was super small)

menu: Update default ally unit outlines to be 2px
consistent with enemy default outline

fix: All bolts play at once

fix: Burst quantity damage (#736)
Stacks of burst were being double multiplied

fix: Arrows being slow to cast in multiplayer

fix: typos
Thanks to WestonVincze for contributing!