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Spellmasons News

Patch v1.39.1

Removed cooldowns
After considering, I've determined that the idea of a cooldown itself is
against the design of Spellmasons. This was just a bandaid to
a few select spells being overpowered. I've found it better to
alter the spell logic itself (in the case of freeze to not allow stacking)
and to make them more mana expensive (in the case of resurrect)
which will prevent them from just being cast turn after turn.

Also the modifier itself can prevent the unit from being
refrozen (see freeze) which is much better than cooldowns
because it also prevents refreezing in multiplayer.

Balance: Freeze
Removes cooldown
Freeze no longer stacks

Balance: Increase Merge spell rarity

fix: Prevent empower from targeting players to prevent confusion
i18n: Clarify that Empower does not affect players

art: Add slightly new cast animation

audio: Only play "endTurn" sfx once per turn
Thanks Hazzie and Nord from Youtube for
this suggestion!

fix: Backfill stat upgrades for players who
join late.
Thanks Waterbending Squirrel!
Fixes: #567

audio: Smoothly switch songs
Don't switch songs every time a level is beaten, switch
when the song is done
Closes #805

content: Add Ultra Clone as upgrade to clone
in order to balance out the clone + merge exploit which
was mainly possible because clone with adding the clone as a target
yields exponential results when stacked. Now the basic clone does
not add clones as a target

fix: Intercept END_TURN message
and do not send the original. Send a new END_TURN message as client with playersTurnEnded attached.
(Note: this already worked except it still sent through the original END_TURN message, this fixes the original from being
sent through and only sends the transformed one through)
Resolved: #811

log: Improve error message for proper aggregation
on remote logger

experiment: MultiColorReplaceFilter
Decrease epsilon for blood golem to see if
it resolves #695

UI: Fix default "Refund" text
Before if no text was provided, none would appear for refund.

balance: Exclude Execute from starting damage spells (#807)
- Since it cannot deal damage on its own

Patch v.1.38.1

Mostly fixes and quality of life improvements in this patch.


fix: rare bug where game was stuck because NPCs didn't end their turns
Big thanks to Un4o1y, Xeddar and Adriller

ref: Remove client side timeout for cards.
When there are many enemies on screen the game's fps can slow
which can cause cards to timeout which means the result of a cast may not match the prediction. This is bad.
Instead, I will just leave the timeout on the serverside
so the server will not hang.

perf: Optimize ancient attack for FPS
also optimize Blood splatter.
Thanks @Whisky

ref: END_TURN syncing
Resolves the issue where 1 player ending their turn sometimes
just progressed the turn phase without the other players being ready

i18n: Translate card rarity
Update Polish
Thanks @Whisky!

fix: Bolt radius increases for submerged units (#797)
Thanks R?c??l?sc?nc?/recoalescence

fix: Teleport pickup prediction (#787)
Fixes an issue that cause displace, teleport, and similar "set location" spells to trigger real world pickups while in prediction mode
Thanks @Whisky

fix: Primed Corpse particles not reinitializing on units that recently had them

fix: Player channeling animation while dead (#781)

content: Plus Radius can now be cast on its own (#786)
* Plus Radius can now be cast on its own
- To let players increase Urn Radius
* Add refund for plus radius fizzle

ref: Change up order of color replace colors
to see if it affects the bug where blood archers / golems aren't tinted

copy: Fix modifier name "Primed Corpse" since it is visible to players
Thanks Chumler

optimization: Save files take up less disk space

menu: Server list will be sorted by version number so servers on the latest version will be at the top

menu: Enemies are now shown in the codex

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