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Spellmasons News

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

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!