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Spellmasons News

v1.2.0 Update

Spellmasons Update v1.2.0

2/3/2023

My priority has been resolving the multiplayer sync issues so that people can play reliably together online without experiencing issues. This update includes a significant fix regarding the sync issues but there is more to come before it will be perfect.

Thank you to everyone who has contributed to bug reports and suggestions in Discord!

[h2]Improvements and Fixes[/h2]
- fix: Overhaul unit synchronization issue. This will address many (but not all) of the synchronization issues people have been experiencing in multiplayer
- fix: Pickup synchronization issues that resulted from v1.1.1
- fix: Summoner appearing submerged even after he teleports out of liquid
- fix: Another sync issue with "Bleed" spell causing the server to pause for a short time
- fix: "Connect" spell prioritizing the wrong unit / pickup / corpse connections
- fix: Multiple targeting spells not combining properly
- This is a regression bug introduced in v1.1.1. With it fixed, now spells like "target cone + push + target circle" will work as expected

- UX: Limit length of multiplayer thought bubbles so they don't cover too much space if an ally is casting a large spell

- feature: Re-enable Loading saved games in Multiplayer
- Note: This feature is still a little clunky if you are rejoining a save where the same players are not present. It allows you to assume control of a different player character while in the lobby if, for example, you were to load your save game on another computer or with different friends than you saved it with.
- I expect Loading multiplayer saved games may not work perfectly, but I put it back in so people can at least try it. Please let me know in Discord if you encounter any issues with it

- Quality of Life
- Increase speed of high quantity arrows so the spell animation doesn't last too long

- Language Translations: Add support for 中文(简) zh-CN and 中文(繁) zh-TW. Thank you Cie from our Discord Community

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I have a future update planned for the spell system that will ensure reliable synchronized results between clients every time - this will become available in the next update (v1.3) and I believe it will be the last of the major fixes needed to resolve server reliability so stay tuned!

v1.1.1 Bug fixes and Improvements

Spellmasons Patch Report v1.1.0

2/1/2023

The biggest issue reported after launch was the desyncronizations in multiplayer servers (mostly in Community Servers, rarely in LAN servers). I have found and fixed a few specific issues causing desyncs; however, I'm not fully confident that the desync issues have been fully fixed - as I have been unable to reproduce the issue in my own multiplayer testing. Please report any further issues you find in our Discord channel. https://discord.com/invite/q6sUCreHeJ

Thank you to everyone for being understanding as I work through these issues. It is my top priority to provide a reliable experience where you can enjoy spellcrafting with your friends and I am confident the server issues will be fixed soon.

I have also resolved a good number of much simpler issues described below.

[h3]Improvements and Fixes[/h3]
- balance: Remove Nullify spell because it was way too powerful in the endgame (I may rethink a way to reintegrate it later)
- balance: Increase enemy difficulty after "looping" (after level 12)
- balance: Increase clone expense scaling (it now takes longer to return to base mana cost)

- menu: Add link to "How to Host" youtube video in multiplayer menu in case you'd like to host your own server
- UX: Make WASD camera speed relative to zoom level for more precise camera control

- improvement: Handle multiplayer thought bubbles concurrently. They no longer wait until other players are done casting to be processed and visible to the other players.
- optimize: mana steal particles

- fix(Multiplayer sync issues): Resolve "Rend" spell timing out
- fix(Multiplayer sync issues): Resolve potion pickup discrepancies
- fix(Multiplayer sync issues): Resolve red portal spawn locations and teleport locations
- fix(Multiplayer sync issues): Resolve player location discrepancy between clients and server (off by decimal values)
- fix: Prevent multiplayer server crash after quitting a game when you have living allies and all enemies are dead
- fix: Prevent Deathmason red portals from overlapping which could cause more damage to the player character than expected
- fix: soundtracks overlapping bug
- fix: "0.1%" to "10%" on Fortify spell description
- fix: Remove Priest unit's unused Damage stat
- fix: Prevent ally Deathmason from killing you with "Sacrifice"
- fix: Ally Deathmason now spawns new enemies on the correct faction
- fix: Prevent miniboss priest from going into negative mana
- fix: target + movement spells not combining properly
- fix: ensure particle emitters are cleaned up properly
- fix: Sometimes not enough Perk choices generating
- fix: Prevent ending your turn before you choose a spawn
- fix: Spell upgrade choices not refreshing between new games
- fix: "Ready" button not working in lobby if you quit and rejoin game
- fix: Allow overwriting save files with the same name rather than keeping duplicates
- fix: Temporarily disable "Contegous" until it's reliablity can be assured under any circumstance