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Spellmasons News

Spellmasons Major Update: New Wizards

[p]Hello Spellmasons!

This update has been a long time coming and I'm super excited to announce...[/p][p][/p][h3]Major Feature: Deathmason as a playable character.[/h3][p]Unlike the Spellmason who contends with the tradeoff of which spells to devote mana to, the Deathmason uses cards to cast.  This means, if you have a card, you can always cast it (keep that meteor card in your pocket until the perfect moment!), but can only cast whichever cards you have during any given turn.

You redraw cards each turn, up to a maximum amount.
If you want different cards you can discard and redraw 2 for 1.
You can lock cards so they don't get discarded until the end of the level.
[/p][h3]Major Feature: Goru as a playable character.[/h3][p]Goru is potentially the most difficult to play as but also the most rewarding (In my opinion). Goru uses souls to cast. You must acquire more souls by picking them up from corpses to keep casting. Unlike the Spellmason and Deathmason, you cannot sit back and restore at the beginning of your next turn. You must push on, into danger, to collect the souls of your victims. However, this can result in very powerful and satisfying runs where carefully planned turns can devastate your foes.

If you do not have enough souls to cast, you can spend into "soul debt" but it'll cost you 5% health for every 1 soul debt each time you cast. You must be very careful about spending souls that you don't have as it will become quickly very difficult to survive.
Goru and Deathmason unlock after finishing the tutorial [/p][h3]
Content[/h3][p]There's a smattering of new spells to make some less popular builds (such as close range and liquid) more viable, but I wont reveal them here and leave them for you to discover :)[/p][p][/p][h3]Quality of Life changes[/h3][p]QoL: New cards get automatically added to side toolbars[/p][p]QoL: Autounlock a rune when it is maxxed out[/p][p]QoL: Turn off inventory glow once new stat points are seen[/p][p]QoL: 3 toolbars on each side, all keybindable[/p][p]QoL: Allow keybinding all hotkeys[/p][p]QoL: Change mid-game teleport portal color to yellow[/p][p] Thanks Weedybird![/p][p]QoL: Add checkmark in upper left in-game player list to represent "ready for next turn"[/p][p]QoL: Protect against accidental end turn when answering UI prompt[/p][p]QoL: Multiple instances of floating text now share the same instance with a number to show how many times it's occurred[/p][p]QoL: Explain to player why disconnection occurred[/p][p]QoL: Update disconnected sprite to be a more obvious "broken internet" symbol [/p][h3]
Balancing[/h3][p]balance: Difficulty scaling doesn't empower ally summons[/p][p]    (This made necromancer builds OP in multiplayer compared to other builds)[/p][p]    Thanks Autoquark for bringing this up[/p][p]balance: Investment cost 30 -> 80[/p][p]balance: Damage limiter: 30 -> 45 max damage dealt per instance[/p][p]balance: Health cost from spells dont trigger onDamage events[/p][p]    (shield can't be spent to use health cost spells) [/p][h3]
UI Improvements[/h3][p]UI: Add "Are you sure" prompt for "reset tutorial"[/p][p]    Thanks @Carlos[/p][p]UI: Fix showing how much it adds to rune when maxxed[/p][p]    (important for ones that only allow upgrading once like Icy Veins)[/p][p]    Thanks Nikitasss[/p][p]UI: Menu button secondary active state is now more obvious than hover state.[/p][h3]
Bug Fixes[/h3][p]fix: Stamina bar not updating while another player is casting[/p][p]fix: not being able to sell add_bounce and add_pierce spells[/p][p]    Thanks Martin_Talzor![/p][p]fix: overheal rune: Health over maximum (like from sacrifice) doesn't contribute to overheal amount.[/p][p]    Thanks bbott[/p][p]fix UI: Allow for clearing out more than one custom keybind[/p][p]fix UI: update health and mana UI bars on modifier add[/p][p]    (for example potion barrier, spawning onto a potion showed the damage self warning box)[/p][p]    and potion pickup[/p][p]fix: Major bug where deathmason could overdraw cards after discarding[/p][p]    if he had cards locked.[/p][p]    Thanks Pizza Lover 2 and Kyonuma[/p][p]fix: Enemy Goru getting undying back when cloned or split[/p][p]    Thanks Martin_Talzor![/p][p]fix: encyclopedia show-card-large[/p][p]    Thanks Superbaum[/p][p]fix deathmason discard desync[/p][p]    Thanks Pizza Lover 2 and Kyonuma[/p][p]fix: Back button getting stuck in loop[/p][p]    Thanks Bogiac

If you want go support my work above-and-beyond, you can become a patron here: patreon.com/jogamedev and candid reviews on Steam are always appreciated!

Happy spellcrafting!

Jordan[/p]

Steam Lobby Support!

[p]Third time's the charm!
I've been trying to implement a new multiplayer backend for the past few months and my first two attempts did not succeed. This time I tried using Steam's Lobby backend to connect players and it worked.

What this means:
If you use the new "Steam Lobby" option (still in Beta), you won't be sharing a Community Server with other players which means other players (not in your lobby) can't crash your game and the server is not sharing resources between everyone playing. The "Steam Lobby" option allows players to connect directly to each other. My initial testing looks really promising, however, I'm labeling this "Beta" because if history has taught me anything, no matter how hard I try I can't find all the edge cases that players do :D
Please give the "Steam Lobby" multiplayer option and try and let me know how it works in Discord.

This update is part 1 of a 2 part Major update with the second half planned in Late July. This update is mostly for stability and the second update is a content update that I'm really excited about.

Here's the full changelog:

-Network: Enable Steam Lobbies for improved multiplayer[/p][p]-Balance: Restore "Undying" to Goru and modify Undying so it brings ressurrects with 50% health[/p][p]-Quality of Life: F12 now takes Screenshots![/p][p]-Language: Pre-reform Russian[/p][p]    Thanks @nikitasss[/p][p]-Menu: Redesign menu appearance
[/p][p]-fix: Remove redundant runPredictions which occurs in deselectCard() which is triggered on click[/p][p]-fix: Prediction forceMoves from bloat (or any onDeath) simlulating on the NEXT call to runPredictions.[/p][p]-fix: confirm discard hotkey label[/p][p]-fix: bone shrapnel only select corpses[/p][p]-fix: Overspend Rune upgrade bug[/p][p]    that resulted in negative SP[/p][p]    Thanks @BlackCobra22113 and others

Since I launched Spellmasons, I've released over 50 free updates. If you're enjoying what I'm building, you can help support my work at Patreon or leave a candid review of the game on Steam![/p]

Improved Enhanced Servers

Last update I released experimental Enhanced Servers (player to player connections that don't suffer from heavy server load) - which worked for some people but not for others due to firewall issues. This update should resolve the firewall issue so the Enhanced Servers should now be available for everyone!

Please let me know about your experience with them on Discord.

Some other changes in this update:

Quality of Life:
- UI: Add additional side spell holders
- Game: Add singleplayer difficulty options after you beat Deathmason on Normal difficulty

Balancing:
- balance: Remove `undying` blessing from Goru
- balance: Siphon cost
to match the scaling structure of mana steal so it can't scale infinitely.
Thanks @Carlos

Fixes:
- fix: p1p connection not working on firewalls
- fix: Poisoner + Sharp Teeth Imbalance
Thanks @Yasu
- fix: Infinite Loop Contaminate, rez, suffocate
- fix: Armor now allows reducing damage to 0
Thanks RAHHHHHH :3

Enhanced Servers

Good news for Spellmasons!


I made a new multiplayer backend from the ground up and you can try it today! It uses P2P (player to player) connections instead of a dedicated server. What this means is that people playing other games on the same server can no longer crash your game or slow it down by summoning too many minions! Your server won't share any resources with any other players.
You can push the game as hard as your own PC (and your friend's PCs) allow!

The Enhanced Server still supports many players (technically an unlimited number of players, bound only by the resources of your computer).

Try it now in the multiplayer menu and let me know what you think on Discord!



Changelog
balance: Damage Limiter. For enemies with super high health, damage limiter allows for dealing up to 3% of max health at a time - whereas before it was capped at 30 damage. This has been often requested, because high health enemies in loop levels were nearly impossible to deal with if they had Damage Limiter
balance: Adjust loop difficulty to scale
balance: Ensure bosses keep spawning on loop levels after +3

fix: Exploit where investment rune gave extra SP on quickload
fix: Polymorph removing benefit of sharp teeth and hardened minions. Thanks @month for reporting!
fix: Quicksave "Last Turn" From saving at the beginning of a level before any enemies are placed
fix: Prevent unspawned players from taking damage
Thanks Piratesaur from Steam forums and others who reported this
fix: Targeting spells sometimes missing "Requires Following" Text when no non-targeting spell came after it
fix: Minion runes not working on automated summons
Also fixes quantity power scaling so that sharp teeth and harden minions applies AFTER quantity power from stacking summons.
Thanks @SquishyFishy
fix: Update player manaPerTurn when upgrading manaMax
This didn't affect players since their stat refresh logic doesn't consider manaPerTurn but it DOES affect player clones.
Thanks @Tingora!

copy: Add unitOfMeasure to town portal
Thanks @IVI and @Tingora
copy: Fix copy
- Trap copy missing "Damage" text
- Blood Archer copy: "Miniboss" -> "Champion"

admin: Add "Give all runes" Admin command for testing

v1.54.1

Patch Notes - Version 1.54.0

Balance Changes
  • Adjusted loop difficulty scaling. The rate at which the difficulty increases on loop levels (+1, +2, +3...) will now grow faster
  • Ensured bosses continue to spawn on loop levels beyond +3.


Bug Fixes
  • Fixed an issue where quicksaves labeled "Last Turn" would save at the beginning of a level before any enemies were placed.
  • Prevented unspawned players from taking damage.
    Thanks to Piratesaur from the Steam forums and others who reported this!
  • Fixed missing "Damage" text in trap descriptions.
  • Corrected "Miniboss" to "Champion" in Blood Archer descriptions.
  • Resolved an issue where targeting spells sometimes lacked the "Requires Following" text if no non-targeting spell followed.
  • Fixed minion runes not working on automated summons.

    Also fixed quantity power scaling so that Sharp Teeth and Harden Minions effects now apply after quantity power from stacking summons.
    Thanks to @SquishyFishy!
  • Updated player manaPerTurn when upgrading manaMax.
    This didn't affect players directly since their stat refresh logic doesn't consider manaPerTurn, but it did affect player clones.
    Thanks to @Tingora!
  • Added a unit of measure to the Town Portal description.
    Thanks to @IVI and @Tingora!


Admin Tools
  • Added a "Give all runes" admin command for testing.