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Spellmasons News

Gripthulu, Maladies, and more!

[p]Hello spellcasters!

When I was planning for this I thought it was going to be a "medium" update but I just kept adding more and more and so here we are!

Major Features[/p][p]Handmade maps!
After level 6 there is a chance that the maps will be chosen from a pool of handmade maps. These tend to be more interesting than the standard randomly generated ones. And... they're moddable! So modders can make their own. Here's a tutorial on how to make your own handmade maps

Maladies!
Maladies are runes that provide a negative effect but grant you additional Skill Points in return. They will be a great way to push deeper into Rune synergies while also making Spellmaons more difficult for seasoned players!

Gripthulu Returns!! Long awaited and often asked for - the fan favorite Gripthulu is back!
[/p][p]Desktop Pet[/p][p]About a year ago a Discord user (shout out to Tea Demon), made the game small in windowed mode so he could chill with a Spellmason on his desktop. This led me to have the idea to create an official desktop pet as a cosmetic-only DLC! It's a fun way to have spellmasons's characters chill with you and also a great way to support development of Spellmasons and it's only $3 :)

You can find the Spellmasons Desktop Pet here: Spellmasons Desktop Pet

And if you want to support my work even more you can become a Patreon Member and get access to an exclusive Channel in the discord as well as early access to development builds!
patreon.com/jogamedev[/p][p]
Full Change log Below:

- Features[/p][p]    - Gripthulu returns![/p][p]    - Green Glops can now merge with other Green Glops[/p][p]    - Dark Priest has new AOE cast ability[/p][p]    - New "Skip Upgrade" option grants SP for Spellmason and Goru (and spends SP for Deathmason since skipping is an advantage for him)[/p][p]    - Add Difficulty options to hotseat multiplayer (Thanks Orthoros)[/p][p]    - New Corrupted Ancient enemy deals damage as a % of your health[/p][p]    - Maladies! (Runes that are negative but grant SP) - Maladies are available to modders![/p][p]        - Hemorrhage (thanks Rampantgecko)[/p][p]        - Rift[/p][p]        - Doomed[/p][p]        - Nuclear Option (thanks Entchenklein)[/p][p]        - Statue (thanks Bug Jones and Mr. Big Shot)[/p][p]        - Anemic[/p][p]        - There will be more maladies added in the future, this is just a start![/p][p]    - (Secret, hidden) Guns?!?[/p][p]    - Custom Hand-made maps.  Some maps after level 6 will be chosen from a pool of hand made maps which are more interesting than the randomly generated ones.[/p][p]        - Right now there are 11 handmade maps[/p][p]        - These can be modded too![/p][p]    - New "Spellmasons Desktop Pet DLC" is avaialble now if you've ever wanted a Spellmason and friends to chill with you on your desktop, now you can; and it's a great way to support development! 😊[/p][p]    - Familiars![/p][p]    - Goru-specific runes[/p][p]        - Increase starting Souls[/p][p]        - Increase max souls[/p][p]    - Added "Runic" rarity for Spells that are only obtainable through runes[/p][p]    - After level 5 some units will have a Bounty even if there are no bounty hunters (Thanks Weedybird)[/p][p]
[/p][p]- Balancing[/p][p]    - Goru has a max soul limit (similar to max mana) that can be upgraded via runes[/p][p]    - Deathmason's cards per round growth has been reduced by 1[/p][p]    - Damage Limiter Champion modifier (nerfed) caps damage at 10% of unit's max health (Thanks bozoberg from Steam)[/p][p]    - Make Teach spell require Clone and decrease rarity from Rare to Special (Thanks Weedybird)[/p][p]    - Multicasting capture soul increases health threshold (Thanks Bug Jones!)[/p][p]    - Prevent Bolt radius from growing on it's own when stacking bolt (Radius will still increase with the Plus Radius Spell) - (Sorry speedrunners, it had to happen)[/p][p]    - Nerf Curse Immunity Champion Modifier.  It now causes the holder to heal depending on how many curses they have on them rather than purify curses which previously completely eliminated curse-builds as an option[/p][p]    - Increase cost of Deathmason-specific runes[/p][p]    - Remove Self Invulnerability rune because there were several cases where it didn't work as expected that was frustrating folks (Note: Blood Letting still exists)[/p][p]    - Buff Mana on Kill rune[/p][p]    - Purify spell now turns red portals into blue portals![/p][p]    - Send Mana spell now provides cards to Deathmason and Souls to Goru (thanks Katrina!)[/p][p]    - Buff Mana Steal[/p][p]    - Balance: For the Doom Scroll mod: Pillars and Altars will only ever polymorph into each other (never into other units)[/p][p]    - Creeping Death only triggers when you kill enemy units

[/p][p]- Bug Fixes[/p][p]    - Fix animation for Soul Shard[/p][p]    - Fix showing the soul cost of cards when selecting them as an upgrade as Goru[/p][p]    - Prevent soul particles from sticking around in multiplayer when they're actually gone[/p][p]    - Fix multiple bugs in hotseat multiplayer when playing with multiple wizard types[/p][p]    - Fix subsprite images now persist through merging[/p][p]    - Fix chatbox to stay open until closed intentionally (for Calvin Anderson!)[/p][p]    - Optimization: Limit max size of UI Circle even if true radius is bigger to prevent renderer lag out (Thanks Suly Katze)[/p][p]    - Fix shield quantity and soul fragments showing as a decimal[/p][p]
[/p][p]- i18n: German[/p][p]- Accessibility[/p][p]    - Text Size Override (Thanks kyleadolson!)[/p][p]    - Hide animated card draws for Deathmason (Thanks Golden Walrus)[/p]

New Mod: The Doom Scroll

[p]The long-awaited mod, the Doom Scroll is now available!

Huge thanks to Bug Jones and Dorioso Aytario for their work on this mod.[/p][p]
The Doom Scroll contains 13 new spells and 2 new spawnable entities with some very interesting interactions!

Simply enable it in the Mods page in the menu to try it out. As always, it works in multiplayer!
[/p][p]This patch also contains a few small bug fixes:[/p]
  • [p]The Blood Warlock rune now synergies with Affinity runes[/p]
  • [p]I believe I finally fixed the "Delete the floor" bug - but we'll see, this one has been hard to track down[/p]
  • [p]Creeping Death no longer triggers when you kill ally units[/p]
  • [p]Shield is now correctly removed upon taking damage in the event that it is somehow a decimal instead of a whole number[/p]
  • [p]Nukisuke's description now contains the amount of damage it does
    [/p]
[p]I have a lot of other changes and balances (especially for Deathmason and Goru) in the works that will be released for the Oct 24 content update, but for now I wanted to get The Doom Scroll into your hands![/p][p]
Happy Spellcrafting![/p]

Remote Play Together - now Supported

Patch v1.65.2
[p]

Hello all,

Remote Play Together is now available for Spellmasons! This will allow you to play Spellmasons on local multiplayer (Hotseat Multiplayer) with friends online by streaming the game from your computer to theirs. Important note: be sure to share your Keyboard and Mouse in the Steam "Remote Play Together" menu so that they can control the other player(s) when it's their turn.
[/p][p]There were a few important bug fixes (issues loading games and issues restarting after losing) that I wanted to get out ASAP. You can find the whole list in the changelog below.

Additionally, I revised and updated the Privacy Policy to be more concise and clear and updated the EULA.[/p][p][/p][p]Thanks for your support and happy spell-crafting!
Jordan

Changelog

Feature:
Added support for Remote Play Together![/p][p][/p][p]Bug Fixes:
- fix: Prevent Unit health from doubling when loading a multiplayer game on Impossible difficulty[/p][p]- fix: Allow changing wizard type at any time[/p][p]    since multiple players have gotten stuck unable to change wizard after quitting a game[/p][p]    (Note: Wizard type should not intentionally be changed during a game)
- fix: polymorphing dead units doesn't restore soul fragment[/p][p]- fix: polymorph to maintain power of pickups and strength of units[/p][p]- fix: Whirlpool only runs while wizard is alive[/p][p]- fix: maintain difficulty on restart after losing[/p][p]- fix: maintain wizard choice on restart after losing[/p][p]- fix: lock icon position on floating card holders for Deathmason[/p][p]- fix: Darken background so there's no white flash on startup[/p][p]- fix: resurrecting unit removes floating soul particles[/p][p]- fix: Remove Necromancer for Goru and DM since it doesn't decrease cost for them[/p][p][/p][p]Balancing and Quality of Life:[/p][p]- balance: Arrow Multi is now worth the cost[/p][p]- balance: Giant Slash now only costs 1 soul instead of 2 to be worth the upgrade[/p][p]- QoL: Make Winter's Chill trigger on turn start instead of end[/p][p]
Legal:[/p][p]- legal: Simplify and clarify Privacy Policy and EULA[/p][p]- legal: Add menu button to opt-out of remote logging / data sharing (note: it is not opted-out by default)[/p][p][/p]

Developer Let's Play!

[h2]Hello Spellmasons![/h2][p][/p][p]I'm going to be showing off the new wizards from the recent major update in this livestream!
Come on by and see how long I'll survive![/p]

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]