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Spellmasons News

Spellmasons Update #24

- balance: Deathmason
- Deathmason now actually uses mana and can be prevented from spawning portals if he has insufficient mana
- Deathmason no longer casts slash
- balance: resurrect weak so that you can cast it on yourself

- Improve: joining saved games so that you automatically assume control over your old saved player character. This should resolve the issue of people joining saved games and not having control of their old, saved player character.

- optimize: Improve server lag

- Big Fix: Network messages being missed when game is alt-tabbed
- Fix: red and blue portals not getting cleaned up when they are removed
- Fix: invisible portals
- Thanks SoulMuncher and Skillo for reporting this
- Fix: Pickup bugs. Completely redid pickup code to resolve desyncs when colliding with pickups especially when using movement spells
- Thanks WildBerryBlast


Huge thanks to everyone who reported issues and gave feedback!

Fixed server crash bug

This patch fixes a significant server crash bug.

Change log:
fix: Infinite server loop that occurred after you summoned
an urn and then died

fix: Cards in your inventory not decrementing in cost
when your turn ended
Thanks Matt_97 for help debugging this

fix: Resurrect Weak sometimes leaving enemy health and mana
at non-whole numbers

fix: Prevent Upgrade random number generator from showing the same upgrades if you get multiple level ups on the same level with a full toolbar

Hotfix: Spell Predictions

Hotfix: Spell Predictions


Lots of users in the discord have reported issues with Spell predictions not working properly.
This patch resolves that issue and also fixes a bug on the server with movement spells not being calculated properly.

Spellmasons Update #23!

Spellmasons Update v1.23.3


This update adds "Upgradable Spells". Some spells have greater forms that you can upgrade them to once you find them. Have fun discovering what's new. There's more to come in the future!

Also, find "Codex" in the main menu to see all the spells in the game (once you've discovered them!) and make sure to try out the spells in the mods!

content: Tweak arrow upgrade spell cost and rarity
content: Add slash spell upgrades
content: Add arrow spell upgrades
content: Add heal upgrades
content: Add "Resurrect" Variations
Thanks TonyFTW, Skillo and Mattmellow
content: Stacked summons make bigger, stronger units

perf: When moving with spell queued,
only call runPredictions when idle to
prevent lag while moving with spell queued
UI: Fix size of cards on smaller screens
Thanks Lemming Jesus
UI: Prevent tooltip from hiding right spellbar
Thanks LeoninoMalino from the Steam Community
balance: Make summon decoy scale in strength when
stacked like summon_generic.
balance: Remove cooldown for Summon Decoy now that AI targeting is improved and wont
target about-to-be-dead units

Thanks Chase from Discord for this idea
fix: longstanding bug with arrow spells
predicting that enemies will die and then they wouldn't die
fix: urns that had too many onDeathEvents
due to their init function not being idempotent.
Fix urn cleanup cornercase where the urn image would be
left behind (and red) due to the image being restored in a sync.
By changing Image.cleanup to allow maintaining the position x,y
so that the other onDeath events such as bloat can still use it but
the image is still cleaned up
fix: Freeze UX when player is frozen
especially by urn so that it shows the the player
is frozen even when it skips their turn
fix: Game failing to save if you save while a spell is being cast
fix: Improve saving so if you try to save during the enemy turn, it will wait until the start of your turn to save the game
fix: Bug where you're unable to join a multiplayer game after dying in hotseat multiplayer
fix: multiplayer menu bug where
when the game restarts, it reset player.isReady so it was
showing the wrong menu on esc

menu: Add Codex
menu: Add legal

Spellmasons Update v1.22.4

Improvment: New experimental server build running on US-West and Europe regions. These should result in faster communication to clients. Please report any new issues with these servers on the Discord.

Performance: Improved performance when determining spell predictions. Previously when the game had a huge number of enemies, preparing to cast a large spell could cause the framerate to tank. This has been much improved. It has further to go, but the game won't slow down to a crawl when trying to cast large spells in the late game anymore.

UI: Add unit stats (health, mana, etc) to summon cards
Thanks Lemdoran for this suggestion

fix: Spells from Rene's Gimmicks not showing up in multiplayer thought bubbles
fix: Auto-rejoining doesn't work if the game has a password
Thanks Manman
fix: Summon card descriptions update
when difficulty or language changes
fix: Urns don't take poison damage
Add Doodads to action loop so that their
onTurnStart triggers which is used by poison
and other modifiers
fix: urns' additional onDeath events (such as bloat)
not working because the unit was cleaned up before
it triggered
fix: Skipping player turn on load
when you load into a saved game and choose
"join game as player"
fix: Hotseat players not getting mana back
after one player died
Thanks Genthru
fix: Not being able to capture soul ally spellmason
fix: Hotseat players not getting stat upgrades
fix: prevent calamities from affecting Urns
Thansk PandaPhilly for reporting
fix: Prevent friendly npcs from attacking
urns.
Thanks MattMellow
fix: prevent ally npcs spawning from Blue Portals
that are supposed to be used for teleporting