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Spellmasons News

Patch v1.37.0

Big thanks to everyone who have been reporting bugs on Discord! There's some significant fixes in here relating to desyncs, the "turn wont continue" bug (hopefully), and the memory leak.

Changelog:
fix: Softlock fix attempt 2
All spells now have builtin timeouts with error reporting to prevent
softlocks (where the game is working but the turn wont continue).
This *should* resolve the softlock issue or in the least tell me what's
causing it.

fix: large memory leak
HUGE THANKS to DeathmonkeyJ (Github) and @Jace (Discord) for pointing me in the right direction

fix: Force Move desync fix
All spells that use force move (push, pull, etc) should be MUCH more reliable
in multiplayer now

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!

Anniversary Update

It's been a over a year since Spellmasons was released publicly and it's been a wild ride! I'm so grateful for the community - tons of suggestions (and bug fixes) from Discord have been implemented in the 33 updates that have been released since launch!

This is the biggest content update to date. Enjoy all the new spells and madness!

Here's the full change log:

New Boss!
Goru: the Corpse Warlock

New Spells!
- Alchemize
- Execute
- Merge
- Meteor
- Polymorph
- Recall
- Shatter
- Soul Bind
- Soul Shard
- Stomp
- Target Curse
- Target Injured
- Empower
- Enfeeble
- Bolt
- Dark Tide
- Blood Bath
- Fling

New Music!
2 new songs in the soundtrack

New Trailer!
https://youtu.be/NNAzAQcNUXc?si=PsdDjUjowZFW0B1a

Other changes
- content: Remove cursed mana potion
because it is anti-fun.
Thanks to Kyte from Steam Community
- i18n: Save dialog, modifiers, undying
- menu: Deduplicate previousCustomUrls
- ref: Allow purple portal to be used mid-game (#653)
- fix: Upgrades work in the + levels
- fix: shadows overlapping newly spawned units
- fix: Prevent units disappearing when too close to Wall
Thank you @Viz for reporting
- mods: Remove broken explosive archer mod
- fix: Protect against MessageQueue softlock
Thanks @JCDreamz for reporting

Stabililty Update

There's a big content update coming on April 27th, and this update contains all the fixes and improvements that SoulMuncher and I have been working on over the past few months while developing the new content.

Please let me know in Discord if you encounter any issues and thank you for your continued support!

Change log:

- art: Add particles to skyBeam
and reposition it slightly to better cover the player's feet
- art: Default to 1px unit outline
Unit outline can be modified or turned off in Accessibility settings.
I initially added the outline to help colorblind users distinguish between
enemies and allies (you can change the color and thickness), but I found it to be
very useful for me too as it helps distinguish units from the background so I've turned
it on to a default.
- art: Add shadows below walls
so they feel more connected to the environment.
- art: Update animated tombstone
Tombstone appears instead of a dead body when gore is turned off in settings
- art: Spellmasons play the bookIdle animation
when viewing their inventory.
Fixes bookOpen from playing every time a spell is cast in multiplayer
even if no other player is casting
- fix: poison bug
- fix: clone
Too many stacks would break the game due to the
absurd number (limit to 10 - which is still enough to practically cover the whole map).
Fix clone prediction badges, it now shows the actual number of
cloned units because they no longer overlap
- fix (IMPORANT): Synchronization bug
This one, I believe, is rather significant. It should dramatically reduce desync issues after casting where you would cast a spell and it would suddenly be "undone" as if it never happened
- fix: forceMove timeouts when multiple (#575)
force moves were added to a unit or pickup
- fix: flamestrike bug
- fix: contaminate extras
* fix: radiusBoost refactor for mods
* fix: Contaminate not spreading modifier "extras"
- fix: Targeting Unspawned Players
Fixes a bug that allowed unspawned players to be targeted, which could cause a desync in the game over state, and adds further support for additional universal targeting catches by passing underworld through as a parameter to the add target function
* Fix Target Similar Targeting Unspawned Units
* Added warning for future bug catching
* Fixed prediction discrepancy
- fix: "Good Looks" upgrade filters out Doodads now
So that choosing good looks doesn't explode urns
- fix: Units being removed for being "out of bounds"
when they were just close up against an upper wall.
Unit's center point is the center of their image, and since this game is 2D but
allow's "tile overlap" because it is appearing as isometric, the pathing bounds
are pulled up by 10 (-10) and so when checking if a units' center point is
inside a wall, we need to + 10 (down) to account for the fact that they can overlap
by 10 with a wall that is above them.
- fix: Squiggly force move lines
when multiple forces were applied to the same object.
Now forces get summed.
Also fix prediction and headless fully processing
forcemoves between units dying instead of letting all units die and then
processing all the force moves (like the regular game client always has)
- fix: await endPlayerTurn
This is not in response to a bug, but I noticed that endPlayerTurn
is async and not being awaited.
Based on a visual inspection this only effects hotseat
- fix: contaminate now spreads extra properties of modifiers (curses) such as expanded range
- Thanks to @theytookmysoul aka Wisky
- fix: Good Looks no longer explodes urns
- Thanks @Elvarien
- fix: Game soft locks if whole party is froze
- Thanks @Waterbending Squirrel for reporting
- menu: Add "recent custom server urls"
So that it is easy to rejoin a server with a custom url
- menu: Support quicksave at beginning of level
- menu: Add bookmarks to menu
to help find spells quickly by category
- menu: Style Accessibility menu so it's more organized
Add gore options to a11y menu in addition to
graphics menu
menu: Make actively selected buttons more obvious
- Optimization: makeManaTrail to lower particles
if number of trails gets large
- Optimization: Only run prediction calculations
if the player is hovering over the game space.
If they are hovering over the spellbook or toolbar,
it will not run predictions and thus not bog down
the experience of picking new spells when
the prediction calculation is hefty.
Thank you @Whisky for this idea!
- Localization: Polish
Update Polish translations with Whisky's translation
- Localization: Poison "start" -> "end"

Optional "No Gore" Mode

When I was a kid there were lots of games that I wasn't allowed to play and so I empathize with young gamers who face restrictions. Thanks to the request of MrMarblz from the community I was reminded of this and so have added a "No Gore" mode accessible in Options > Video > Blood and Gore.

No Gore Mode
- Removes Blood
- Removes Death animations
- Replaces corpses with Tombstones
- Removes gory sound effects
- Removes gore-containing tutorial and tooltip gifs.

Also in this update:
- Feature: Purify now works on Cursed Mana Potions
- Thanks @Koliostro for this AMAZING idea

- Fix: prevent network messages from old levels from executing
on a new level.
- Thanks @ReddPine, @Raven, @MrMarblz and others for reporting

- Fix: player stamina unexpectedly getting set to 100
- Thanks @Innonminate for reporting

- Fix: Potions spawned from Urns with Last Will from appearing at 0,0
- Thanks @Innonminate

- Fix double decoy scaling