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Spellmasons News

Update 26: Waves

- feature: Waves added in Plus levels, each subsequent Plus level gets one extra wave before the Portals appear
This should make end game much more challenging.
Also: Units in the Plus levels get "Corpse Decay" when a new wave begins so their corpses don't stick around long
- feature: Added In-game chat (accessible via the "t" key)
- Thanks Couls for this awesome feature!
- content: Add "Teleport" spell
Thanks Meme_Man

- balance: Target Similar and Target Kind
Thanks Meme_Man
- balance: Significant Mana Steal rebalance
- balance: Heal Alllies now requires Heal Greater instead of fully replacing it when upgraded.
- balance: Send Mana: Cost is now increased to 30 and it scales in cost when used like other spells.
- balance: Improve Contaminate, stacks now cause the curses to continue to spread
also contaminate now overwrites lower level curses with higher level curses when it spreads, instead of ignoring already inflicted units.
- balance: Significantly rebalanced Stat gain amounts: health, stamina and cast range are now greater per point spent.
- balance: Casting Blood Curse on an ally Spellmason no longer grants them the Blood Curse spell
- balance: Buff suffocate and poison
- Also they now proc at the end of a unit's turn instead of the beginning
- balance: Repel and vortex now require push and pull (respectively)
- Repel and vortex mana cost increased slightly
- balance: Target cone now increases it's arc much more when stacked.
- balance: Target column now extends farther when stacked
- balance: In Plus levels, units no longer get "Immune"
- balance: Target Similar, Target Kind
- balance: Reworked Connect spell algorithm for better targeting
- balance: Enemy Mana Adjustments

- improvement: Rejoining existing games should be much more reliable
The clients have been improved to use the same clientID between reboots. This means that if you rejoin a game after a disconnect (or a saved game - after version 1.26.0) it should automatically give you back control of your original character instead of making a new one.
- i18n: Russian translation
Thanks sevagog and tatapstar!

- fix: Prevent ending your turn while you're picking upgrades
- fix: Multiple issues on Hotseat Multiplayer with major refactor
- fix: Cloned or Summoned Spellmason now correctly deals the damage listed in their tooltip
Also stacking a summoned spellmason increases it's damage output
Thanks Meme_man
- fix: Purple portals stick around after a player enters one. This resolves the occasional issue where one player would trigger both portals in multiplayer and the other player would have to end their turn to recreate a new purple portal so they could proceed
- fix: The back button on the Load menu going to a multiplayer lobby menu even if you were in singleplayer.
- fix: Spell smuggling between new games
Thanks WildBerryBlast
- fix: Vampires keep blood curse on death
- fix: Split hack allowing infinite splits
- fix: Incorrect damage dealth when combining Dash then Burst
- fix: darkPriest sometimes displaying with wrong colors
- fix: bugs where client's local player state would get overwritten by server
I believe this will resolve the issue where summon spells would sometimes disappear
- fix: Ensure clientId remains consistent, even in singleplayer
- fix: Persist removing cards from toolbar
- fix: desync in slash
Where slash would return before all damage
was done being dished out.

- visual: Added suffocate display to health bar
- visual: HP and MP bars now have a dark, partially transparent background and healing / gained mana is displayed in a spell prediction in addition to damage / spent mana.
- visual: Spells in inventory are more sensibly grouped together
- visual: Urn explosion radius now shows when selected
- visual: Fixed urns losing red tint if damaged/killed
- visual: Fixed issue where sometimes blood golem, blood archer, dark priest, etc didn't get properly tinted and appeared to be vanilla units
- visual: Add Spell details to Unknown cards in the codex so you can see if they require other cards to get them or if they belong to a mod.

- accessibility: Darken background colors even more when the option is enabled
- accessibility: Added dedicated accessibility menu. If you need additional accessibility options, please let me know!

Update 25: The Witch

Staff update!
Soul Muncher (from Discord) has joined the team as a developer and is doing awesome work!

feature: New class: Witch!
feature: New Spell: Long Arrow
feature: New Spell: Send Mana
Thanks @meme_man for the suggestion!
feature: Some card upgrades now "require" other cards in order to appear as upgrades but will not remove them when chosen.

balance: Necromancer's Capture Soul now costs a static 38 hp instead of 90% health so you can upgrade your health to make it less dangerous to use.
balance: Target Column now increases in length when stacked making it a viable targeting spell.
balance: The mana cost of summon spells has been completely rebalanced, making many of the summon spells much more viable than they were before
balance: Timemason has been reworked so that you get double mana and lose mana over time rather than gaining mana over time and losing health. This increases pressure and challenge rather than encouraging stalling and waiting.

big fix: Prevent clients from timeing out from servers due to idleness. This has been a big issue in multiplayer games where lots of folks were getting disconnected. Big thanks to @WhiteScythe , @Gumby and others for reporting this
fix: Manual camera controls that skip the camera cinematic at the start of each level now allow you use to choose your spawn immediately rather than waiting the same amount of time that it would take for the cinematic to finish.
Thanks @Skillo for uploading a video that showed this issue
fix: Resolved issue where dashing to a pickup caused it to just disappear on multiplayer
fix: Burst now deals the max damage when you are close enough to touch another unit rather than having to be right on top of them
fix: Dash spell desync where dashing to multiple targets would cause a desync. Now dash only dashes to the first target if multiple targets are selected.
Thanks @TheyCallMeWitch for reporting
fix: Harvest + Push causing a crash
Thanks @White Rider for reporting

improvement: Explains why saves may fail due to lack of space
improvement: Add speed run time to game over screen
Thanks @WildBerryBeast and @Skillo
improvement: New spells are now chosen via a level up button (shown where the "End Turn" button usually is), so that leveling up doesn't cover the screen just as your cool spell is finishing.

stats: Gather stats for language use
stats: Gather stats for upgrade choices so I can determine which spells are so unpopular that they need reworking. Your vote counts!

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.