1. Spellmasons
  2. News

Spellmasons News

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

Improved unexpected disconnect handling, fixed hotseat multiplayer bugs and more

Spellmasons Update v1.11.0


Thanks to Madgod, Spud Bud and Expresso depresso from Discord and Expirium from Steam Forums for reporting issues that have been resolved in this update!

Improvements:
- Language Translations: Add missing translations in multiplayer menu and other miscellaneous places
- src: Auto save game on accidental network disconnect so players don't lose their progress
- tutorial: Skipping Tutorial also skips all Unit introductions
- UI: Move player spells under their perks since the spells list can get rather long
- menu: Improve Disconnect handling
- Fix: Issue where Disconnect View doesn't show up if you are in the lobby when the server disconnects
- Fix: Issue where if the server disconnects when you are in the lobby and then you ready up the map will be out of sync and you'll see units off map
- Ensure that auto rejoin will only join an existing room and not host a new room if the server crashes. This resolves the issues where players would suddenly and unexpectedly get kicked back to level 1. Now if the server crashes players can resume where they left off from the autosaved backup (though they will have to manually load the backup in a new lobby).

Bug Fixes:
- fix: Prevent Hotseat Multiplayer from getting stuck in the Lobby Menu
- fix: Not enough portals bug in Hotseat Multiplayer, now if one player enters a portal, it will just move on to the next level.
- fix: Prevent "smoke" from cursed potions from emitting during a spell prediction involving Last Will
- fix: Insufficient Mana spell from actually casting on Server but not on clients resulting in desync
- fix: calamity miscalculation in multiplayer where the calamity options would be chosen based on which player last cast instead of each individual player
- fix: Poisoner AI
Previously, it was trying to move closer to a different
unit than it was targeted which resulted in weird behavior where it
would sometimes not attack.
- Fix: UI tooltip showing last selected unit gif
even when pickups are selected
- copy: Fix typo in multiplayer error message.

Multiplayer Potion / Pickup bugs fixed

Spellmasons Patch v1.10.1


- fix: Target Arrow allowing infinite cast range
- Thanks to hexingMagus from Discord for reporting this
- fix: Potions duplicating their effect multiple times
- Thanks Jacobzeba01 and Madgod from Discord for reporting this
- fix: Issue where multiple levels would be generated simultaneously resulting in enemies appearing out of bounds
- Thanks Jacobzeba01 for reporting this
- fix: Prevent Ally Priest from adding Summoning Sickness to resurrected player unit which made the player lose their next turn
- Thanks Firecat from Discord for reporting this
- fix: Prevent Burst from timing out if cast on only dead units

Harder Endgame, Perk Balancing & More

Spellmasons Update v1.9.1


This is the first "content" update since launch! I finally have balanced the perks so the end game isn't too easy and have added "Calamity" Upgrades: after you beat the Deathmason, rather than picking perks you pick "Calamities" which weaken you instead of empower you. Now, continuing on past the Deathmason will become harder and harder. How far can you make it before you perish?

Also, I'm excited to announce that I'm working with Spellmason's artist again to produce brand new spells and enemies for a future update!

Changes in v1.9.1:
- content: Restore Contaminate Spell
- content: Add Target Arrow Spell
- content: Add Cursed Mana Potion
- content: Last Will yields a higher than usual probability of returning cursed mana
potions
- content: Introduce Calamity Perks after beating the Deathmason

- balance: Flat rate perks instead of %s

- AI: Improve ally Spellmason AI behavior so it will pursue and attack enemies

- balance: Make freeze and debilitate take longer to return to default mana cost.
Thank you Scojbo from Steam for this recommendation

- translations: Implement language translations for perks and add misc missing translations

- fix: Stop dropping scrolls once players have all the spells
- fix: Protect against red portals spawning player out of bounds
Thank you AlienSmoke from Discord for reporting this bug
- fix: Burst so that it uses the latest caster position so it will combine properly with movement spells such as dash
- fix: Dark Summoner explanation to match new behavior