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Spellmasons News

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

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