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Spellmasons News

Even MORE Runes!

1.52.2 Update


I'm super excited about this update because I believe it will make lesser known / less popular builds and strategies MUCH more viable! For example, the Curse/Stall build will be a viable option even in single player due to the new Decoys. And there's much more like that but I'll leave it to you to figure out how to leverage these runes.

Shoutout to @scobjo for making an incredibly well composed document pointing out some of the gaps in balance, may changes from that document made it into this update.

[h2]New Content[/h2]

Rune: Precision
Thanks @PiElRoja

Rune: Whirlpool

Rune: Plague Doctor Mask
Thanks @Arivia!

Rune: Reflex

Rune: Hardened Minions, Sharp Teeth

Rune: Thorny Decoys

Rune: Witch Bane
Thanks @Monarch!

Rune: Blood Warlock

Rune: Icy Veins
Thanks @VinnickTalberot!

Rune: Winter's Chill
Thanks @VinnickTalberot!

Rune: Investment
Thanks @Akira!

Rune: Blood Letting
Thanks @Monarch!

Rune: Town Portal
Thanks @Arivia!

Rune: Last Stand, Contaminate on Kill, Hat of Despair
Thanks @Arivia for Hat of Despair!

Added 2 new decoy upgrades

Upgrades to Poison
Thanks @Scobjo!

[h2]Balance Changes[/h2]

Plague Doctor Mask cost adjustments

Make Contaminate on Kill more expensive
Since it transfers the stacks of the curse too, it's SUPER powerful.

Make reroll runes cheaper

Swap Rare → Uncommon

Recall: Uncommon → Rare
Thanks @Scobjo!

[h2]Bug Fixes[/h2]

Fix: Desync with unit movement
Units with leftover paths now clear their paths before receiving stamina.

Fix: Spellmason clone movement timeout
AI units now handle stamina changes correctly to prevent timeout issues.

Fix: Blood Curse + Debilitate stage order
Blood Curse now applies before Amount modifiers.
Thanks @Varion!

Fix: Goru resurrecting more than once
Undying now removes itself properly.
Thanks @Weedybird!

Fix: Freeze immunity not working via non-spell sources
Thanks @Varion!

Fix: PlagueBringer working while dead
Thanks @AlchemyExists!

Fix: Missing mana SFX for 'send mana' and 'steal mana'

Fix: Clones casting 'clone' on enemies
Thanks @RAHHHHHH :3!

Fix: Privacy policy overlapping menu logo

Fix: Changelings' cast delay issues

Fix: Prevent out-of-bounds spawns
Thanks @Rampantegecko!

Fix: Purple Portal clearing shields and mana overflow

Fix: Purple Portal resetting quicksave on level start
Thanks @Lost and @eps!

[h2]Optimization[/h2]

Improve recall
Units no longer pack together at the same spot.

Help Spellmasons win a Steam award!

Hello fellow Spellmasons!

I started working on Spellmasons 4 years ago because I love playing multiplayer games with my friends and I wanted to create a unique kind of spellcasting game that would make players feel like Wizards!

Spellmasons has been 100% self-funded and oh boy has it been a challenge. I've quit 3 separate jobs to resume work on Spellmasons and taken up new jobs when I ran out of money. But it has been totally worth it.

The player community has been so amazing - you all have really driven the direction of the game with lots of players suggesting spells, runes and features that made it into the game and a handful of incredible mods have been created.

If you want to help contribute to the future of Spellmasons, please nominate it for the "Labor of Love" category for Steam Awards!

Thank you all for your support!

New Champion Modifiers!

Update v1.49.3


New champion modifiers, a new spell that allows you to sell your unwanted spells for more SP, and lots of fixes and balancing.

Changelog

  • New Content

  • Add 3 new Champion modifiers: Curse Immunity, Unstable, and Double Damage
    Thanks Hex Obsidian for the "Displace" Champion Modifier idea
    Thanks Xulqulyat for "Curse Immunity"

  • Add "Sell" spell which allows you to exchange spells for SP
    Thanks to @Vintage the skulldog, @Xulqelyat, and @Cake
  • Balance Changes

    Remove random discount on Runes.
    Based on community feedback, discounts encouraged un-fun min-maxing where players would wait for the perfect discount, leading to regret when buying without one. Instead, we'll focus on providing more ways to earn extra SP.
  • Optimizations

  • Improve Siphon Spell (Bogiac's Spells mod) to not lag the game

  • Community Servers now have a unit and pickup limit (1000 and 500 respectively) to prevent crashes affecting other players.

    If the limit is reached, dead bodies will decay to make room for new units; if there are no dead bodies, extra units beyond the limit will be merged. I believe this will result in a happy medium of non-crashing servers and also not affect the gameplay for players who want to push the game reeeeeeally hard.

    Self-hosted servers (LAN or otherwise) have no limit and you can push it to the absolute limit of your available CPU and memory :)
  • User Experience (UX)

    Show mana cost for clones of taught spells
    Thanks @Brian for the suggestion
  • User Interface (UI)

    Improve mana badge icon
  • Major Fixes

    Determine rune cost on client
    Fixes "runes being undone" issue in multiplayer
  • Bug Fixes

  • Prevent Connect from targeting already targeted units (improves spell effectiveness)
  • Dead units no longer block spawning
  • Clones now use mana when casting
  • Fix audio for Ancient
  • Prevent Goru and Priest from resurrecting decoys, which confused players who assumed decoys were allies
    Thanks @Yasu

v1.48.1 Hotfix: Fixes broken Deathmason, spawn points, and more

Welp the most recent build broke a few important things, but fortunately they are now resolved on v1.48.1!

The biggest fix:
Multiple places that needed to find spawn locations such as Deathmason portals, summoner teleport, summoner minion spawn locations, changeling rune and more were broken.
This is now fixed.
Thanks @Godspeed, @Xeno, @Bogiac, @Falontani, and @Haze for reports

fix: Allow cloning pickups multiple times
fix: space in save name ends turn
Thanks @Haze

fix: Death Wager to work when
greater than full HP.
Thanks @Xulqelyat

fix: Book glow to only occur
when player has stat points.
Before, DareDevil would make the book glow which was an obnoxious exception.
Now it will only show as glowing
if you have points unspent.


Also I've been trying to add some "Juice" to the game and design to improve the "Feel" so there's a few improvements here:
  • Add glow to prediction circles
  • Make unit outline size relative to zoom so the outline doesn't look super chunky from far away and super thin when close up
  • Add drop shadow and movement to cards
  • Add subtle movement to the main menu characters


Thank you everyone from discord for reporting these significant issues!

Intelligent Clones!

The new "Teach" spell allows you to instruct any cloned Spellmasons to use a spell combination for their default behavior!
Add "Teach" to the start of a spell combo and the rest of the spell will become the new spell of any targeted Spellmason NPC!

New mod: Bogiac's Spells!

Vastly improved FPS for the following Target Spells (especially when targeting TONs of units):
optimize: Clone FPS
optimize: Target Similar and Target Kind
optimize: Connect

Improved mod API
mod-api: Expose Obstacle in the API
mod-api: Expose seedrandom in the rand export for the API
mod-api: Add Upgrade.ts to spellmasons api
so that modded spells can grant other spells to player
Thanks @Rosan
mod-api: onLiquid event
The onLiquid event is called when a unit either first enters liquid, starts a turn in liquid or exits liquid.
For the first two scenarios `currentlyInLiquid` will be true, when exiting liquid, it will be false.
This is for the modder Rosan!
admin-toolbar: Add hotbar shortcut to give all cards
from a mod

Other Improvements
juice: Improve resurrect animation with outer glow (lightsaber style)
juice: Add a small pause after merge
and swap so you can take in what just happened

fix: BountyGolem's not triggering bounties
when they kill an enemy with a bounty.
Thanks Scojbo!