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Spellmasons News

Rene's Gimmicks

Rene's Gimmicks adds 5 new spells:
  • Burning Rage
  • Caltrops
  • Sadism
  • Summon Trap
  • Vampire Bite

Thank you @Edeusz from Discord for your awesome mod!

This update also adds
- Difficulty options in multiplayer
- A fix for Target Arrow allowing summoning out of bounds (Thanks @Monarch for reporting this)
- Fix Fast Forward from Wode's Grimoire for some advanced spell combinations

Gripthulu

content: Add new unit: "Gripthulu"
Thanks MrMarblz and scojbo for encouraging me to resolve issues with "enemies that move players"
content: Add spell: Explosive Arrow

balance: Ancient can attack 3 targets simultaneously (previously only 1)
balance: Adjust unit spawn budget for multiplayer
so that there will start to be more enemies in games of 3 players and beyond
balance: Make Ancient cheaper in level spawn budget
balance: Fortify so it stacks 50%, 75%, 87.5%...
Thanks TonyFTW

src: Resolve desyncs
between spells cast during player turns

fix: Resolve some users getting a blank page in the mods menu
fix: Spell cooldown decrementing in multiplayer
right after you end turn which allowed casting it again.
Thanks The Joe for this bug report
fix: Target Cone odd targeting when stacking
Thanks MuditaMan
fix: (spell) Prevent suffocate from ever
increasing turns left to live.
Thank you scojbo
fix: Scroll disappear particles showing
when hovering prediction spell (undead blade) over portal.
Don't check if should spawn portal (or check game over) for prediction cast
fix: Priests getting damage boost from Calamities
Also add stamina as calamity to boost enemies
Thanks TonyFTW
fix: Able to kill unspawned allies with targeting spells.
fix: "F" to see range when spawning
Thanks to MrMarblz for pointing this out
fix: Aberrant UI line when simulating force move
into liquid.

Feel free to join our Discord and let me know how your experience with Spellmasons has been!

Wode's Grimoire

Spellmasons Update v1.14.0 - Wode's Grimoire


The first community mod Wode's Grimoire is now available in Community Servers. Huge thanks to Blood Spartan and his unnamed friend who did the art for this incredibly fun mod! You can try it now by clicking on "Mods" in the main menu and enabling it.

If you are interested in making your own mod, you can checkout my modding playlist on youtube https://youtu.be/qyGxK-tdSqs or the modding repository on github https://github.com/jdoleary/spellmasons-mods.

Changes in this update:
- content: Add new unit: "Ancient"
- content: Add new type of Calamity "Stat Calamity" that makes enemies more dangerous

- balance: Continue to allow gaining perks after looping
Thanks S4m for criticism that led to this balance

- src: Improve statCalamity percentages
- src: Choose available statCalamities based on
which units are in the current level so that the next level has
increased difficulty due to calamity.
- src: Add mana refunds for slash
and target_arrow without targets

- UI: Add attack range to tooltip
Add words ("mana", "health") to tooltip
- UI: Add visible level count UI when inventory is open to the top right corner.
Thanks MrMarblz for this suggestion!
Note: Levels past the Deathmason are now displayed with a trailing "+"
to denote that it's a loop level
- UI: Make "Spawn instructions" less obtrusive after level 3. Thanks Mr. Marblz for this suggestion
- i18n: Translate stat calamities

- api: Add pixi particle emitter to modding api

- fix: Prevent Last Will from stacking like the card says it doesn't.
Thanks to MrMarblz for pointing this out
- fix: Fix link to source code in Mods menu
- fix: desync issue
where player loses control of themself.
This was reproducable by having 2 players in a multiplayer came, killing one unit and then
casting Harvest on them. Then the underworld's units array would be
filled with a bunch of units that weren't cleaned up and some were
the player units that still shared the same id, but these 2 changes (changing the
id's of cleaned up units) and removing cleaned up units right
after a sync resolves this issue.
- fix: Support player thought spell icons from mods
Modded icons still have to be manually added to the sprite sheet.
- fix: Add SYNC_SOME_STATE
after every SPELL to attempt to remedy desync snowballing
that sometimes occurred on the same player turn when
multiple spells are cast by having the server only send a
SYNC_SOME_STATE message after every SPELL message
- fix: Archer movement bug
Thanks to scojbo and others (not recorded) for mentioning this issue
- fix: statCalamities not applying double whenever a 2nd or beyond
is chosen. When a new statCalamity is chosen, only apply that one an
extra time to already existing units
- fix: Prevent unspawed players from being targeted by ally magic.
This only impacts multiplayer. Thanks mrman227 and others to reported this issue
- fix: Allow Capture Soul for minibosses
Thanks MrMarblz for pointing this out
- fix: Ghost Archer doing 20 more damage than predicted. Thanks Jackson for pointing out this bug!
- fix: Admin "Regenerate Level" command
- fix: spell mana cost calculations
To allow for mana from manasteal to be used in the same spell.
This uses what mana is left from the prediction player
to see if they have enough mana to cast in the first place
Thanks TonyFTW and JamesGamesA_Lot
- fix: Desync caused by sending initialTargetedUnitId
or initialTargetedPickupId as array. They should be numbers.
Also; somehow in javascript `3 == [3]`

Necromancer's Rejoice!

- Spellmasons source code is now public. Check it out at https://github.com/jdoleary/Spellmasons

- Balance: Add cooldown to some cards to make players wait a number of turns before casting them again
- Balance: Make fortify more meaningful
- Balance: Made capture soul's cards more affordable (Necromancers rejoice!)

- fix: hotseat multiplayer skipping player turns after any player dies
- fix: hotseat multiplayer loading and forgetting which spells were in the toolbar
- fix: Once you hit 0 health from using Death Wager you can no longer cast any spells. Thanks ObsuredCrow
- fix: errors in Copy
- fix: issue where game wouldn't change turn phase if a non spanwed player was disconnected from the game in multiplayer
- fix: Deathwager allowing player health to go to 0 and preventing them from casting (now it won't let you cast it if you have only 1 health) - Thanks ObscuredCrow
- fix: "Insufficient Mana" warning to allow for spells that give you mana to affect the chain. For example, if you mana steal in a chain of spells you are now able to use that new mana in the rest of the chain - Thanks MuditaMan for reporting this issue.

- i18n: fix: newlines messing up localization for some languages

- UI: Add cooldown badge to cards that have a cooldown
- UI: Fix alignment of modifier icons in tooltip

- Menu: Add "Source Code" link to the Mods menu to take players to the github

- Mod: Expose Events.ts in API - Thanks Blood Spartan
- Mod: Allow F12 key to open console at any time

Fixes mods not allowing multiple spritesheets - other misc. fixes

Spellmasons Update v1.12.0


- Thanks to the following community members for reporting issues or making suggestions included in this update!
  • Blood Spartan
  • Vivid Empress
  • MrMarblz


- Quality of Life: Speed up target_kind

- fix: Prevent choosing calamities that you've already chosen
- fix: Protect against unit being loaded in with null stamina
- fix: Spell displace sometimes pushing enemies into walls
- fix: Keep perks fresh when user is selecting multiple
perks on one level, which can happen if player is joining a game late.
- fix: Perk labeling
- Fix: calamities not being given after you run out of spell upgrades

- UX: Don't show player thoughts when hovering over non-game space such as inventory or toolbar.
- mod: export cards/util to API
- mod: mod loading bug where only one mod with a spritesheet could be loaded or else it would error out