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Spellmasons News

Spellmasons Update v1.21.2

Spellmasons Update v1.21.2

Thanks to Pandize for general feedback!

feature: Teleport Trap! After level 5, at least 2 blue portals will spawn
that will allow players to teleport around the map.
Thanks Skillo
feature: Add urns that explode when damaged each with a unique effect
Thanks Skillo for this idea

balance: Increase poison base damage to 18
balance: Reduce probability of trap pickup spawning
balance: Increase number of pickups along with level size
balance: Immune units (in + levels) CAN be targeted
but cannot be damaged or recieve modifiers
(like curses)

i18n: Update Portugues Translation
Thanks to Iwashi kan ツ

fix: Clones and split units don't provide experience
when killed
Thanks enigmaticbacon for reporting this
fix: Players that rejoin should have endedTurn set to false
so they don't miss their turn when another player ends
their turn.
Thanks Kess from Discord!
fix: Ensure saves can only be made during
the player turn so it doesn't save a corrupted game state
fix: After load, set all player.endedTurn to false
so that loading a game wont skip the player turn
if players rejoin the game in an order where the first
person to join/load had ended their turn during the save
fix: Prevent rerolling from sometimes presents the same spell
you just saw
Thanks Lemdoran
fix: valid spawn logic for blue and red portals
it was denying valid spawn for portals that were close to walls that
should've been valid
fix: Target Arrow granting infinite range if
cast standing right up against a wall
Thanks Stench and others from Discord for reporting this issue
fix: Extra stat points hack
where you get extra lvl up stat points whenever
you load the game
Thanks Salazar for reporting this!
fix: UI: Ensure spell costs are up to date in the inventory
Thanks Mattmellow and others for reporting this
fix: Prevent Deathmason brothers
from attacking immediately after spawning if the original deathmason
is slain by an ally npc.
Thanks flowkrad from Steam and others for reporting this
fix: Ensure mage classes are visible on 1080p
screen
Thanks Coaldust Numbers and others for reporting this issue
fix: big bug in random number choice function favoring certain choices over others
fix: killing a clone of a deathmason from incrementing your "games won" stat
fix: UI: Ensure spell costs are up to date in the inventory
Thanks Mattmellow and Lemdoran for reporting this
fix: Ensure Pickup's emitters follow them
if they move (like pushing a portal)
fix: Attempt to fix duplicate pickup
issue on multiplayer
where a recently triggered pickup
is recreated.
fix: if over max hp, ensure healthcost spells
don't snap hp to max.
It is unusual to go over max hp but sacrifice does it.
Thanks enigmaticbacon
fix: If spellcost is refunded cooldowns are too
Refund freeze if no targets
Thanks Kekis!
fix: Prevent deathmason death from killing all NPCs
unless it is the original deathmason. Any summoned deathmason
should not kill NPCs.
Thanks H4D3S for reporting
fix: hiding broken tooltip images

UI: Allow modifier keys (ctrl, shift, alt) in hotkeys
Thanks Lemdoran and Skillo
UI: Assign hotkeys to side bars spell slots
Thanks Lemdoran and Skillo
UI: Hide broken images in UI Prompt

Spellmasons Update v1.20.0

feature: On loop levels, half of the enemies are
immune for 1 turn.
This makes levels after the deathmason a better challenge

balance: make Necromancer class summon spells 30% cheaper
Thanks Antonio! and Expresso Depresso and others for feedback

balance: Temporarily remove bloodmason class
until he can be properly balanced.

improvement: Ally deathmasons now summon
blue portals which heal you if you walk through them instead of
hurt you like red portals do. (If you do not walk
through them, they still spawn allies)

fix: Prevent Deathmasons from health-sapping each other.
Thanks Antonio! for reporting this!

fix: Calamities not increasing health and stamina stat of enemies
Thanks Antonio! for reporting this!

fix: Spawn locations for deathmasons' brothers

fix: Cloned player blood cursed
also secretly blood cursed player without reporting in UI.
Thanks MeBeDerp for reporting this!

fix: Enemy priest resurrecting Player
and changing player's faction.
Thanks Ian for reporting!

fix: deathmasons teleporting to the same portal
causing them to overlap

UX: turn off player damage sfx for timemason
so it's not annoying

UI: Add TIMEMASON_DAMAGE_AMOUNT to timemason card
UI: Fix size of mana badge
modified by usage when large in card-inspect
UI: Limit uiZoom lower bound to 0.1
Thanks Hagbard from Discord for reporting the issue

New Spellmason Classes!

Spellmasons Update v1.19.1


balance: Increase difficulty of early levels
balance: Make Ancients cost more in the level budget for spawning
balance: Increased damage of poison spell from 10 to 15 damage per turn

content: Add Mage Classes
content: Revise per level upgrades to be stats points rather than perks
content: Add 2nd stage of Deathmason battle
content: Change to lvl up / experience system instead of scroll pickups

performance: Add perf option to disable emitters
Thanks to @XzeroAir on Discord

art: Fix target similar and connect lines
animating father than they should
UI: Make level up progress bar in tooltip
UI: Add victory stats to class selections

fix: Bug where ancients
spend mana per target instead of per cast
which caused their mana to go negative at times.
Thanks @Expresso Depresso for finding this bug!
fix: Undesirable smoke on pickups
fix: Priest should resurrect ANY dead unit into their faction
not just corpses of allies

Spellmasons Update v1.18.0

- balance: Prevent deathmason from purifying self
- balance: change decoy health from 20 to 70
- Thanks Krowbar for this suggestion!

- UI: Cast Range perk displayed as % instead of meaningless number
Thanks Krowbar for this suggestion!
- menu: Show mod contents in description
- UI: Add mod name to cards

- fix: Make lastWill immediate so it doesn't
cause desync on multiplayer
- fix: mods registering multiple times
which messed up probabilities (especially with pickups)
- fix: Prevent allowing rejoin to failed game
by changing difficulty.
Thanks Krowbar for finding this bug!
- fix: Prevent Split players from being permanently
split when they die
Thanks to sJacob for pointing this bug out!

Improved AI - Improved Difficulty

- Feature: Smart Targeting
Improve AI targeting so that AI battles are more realistic.
AI units will not all focus on the closest enemy and overkill them
making AI battles take forever.

- balance: Make summon spells cost less mana
- balance: Keep Capture Soul spell after use
Capture Soul no longer disappears from your spells when used
- balance: When Ancients spawn, spawn more of them.
- balance: Higher difficulties now make harder enemies spawn on earlier levels and allows for spawning more enemies than it would otherwise

- i18n: Add German translation from Feilz.

- accessibility: Touchpad move keypress support
https://steamcommunity.com/app/1618380/discussions/0/3810656323972884104/

Feel free to join our Discord to let me know what you think of the update! Spellmasons Discord