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Spellmasons News

Modding and Hotseat Multiplayer are now available!

Spellmasons Update v1.7.1


Two long awaited features have arrived: Mod support and Hotseat Multiplayer!

My next priorities will be to improve the end-game difficulty curve and to continue to work on fixes (desync issues and more).

Changes in v1.7.1:

- feature: Add mod support for Units, Pickups, Spells, Art, Audio
- Supports singleplayer, multiplayer, saving/loading games with mods
- feature: Add Hotseat Multiplayer so players can play together on a single computer
- Supports saving/loading games with hotseat multiplayer

- UI: Add scrolling to spell queue box for super long spells do it doesn't cover too much of the screen
- UI: Ensure "Game Over" button is always visible even in cases where stats are super tall.
- UX: Increase speed of "Slash" for super long combos
- UX: Limit how many visual stacks of "Rend" animate to prevent the player from having to wait too long for a super long "Rend" combo

- fix: Prevent player's turn from ending mid cast. This addresses the desync that occurred when a player would resurrect themself at the end of a spell that killed them.
- fix: Prevent game over screen from popping up if you resurrect yourself
- fix: Gold circle under player character's feet not showing up sometimes

v1.6.1 Update

Spellmasons Update v1.6.1


- fix: Desync occurring anytime "slash" was followed by a spell that took remaining health into account (such as "Bleed" or "Capture Soul") on multiplayer
- fix: Fix desyncs involving spells' initial targets
- fix: Deathmason crashing the game after resurrecting him
- fix: Issue with Deathmason's red portals
- fix: prevent loading corrupted savefile
- fix: enter portal crash loop
- fix: Only living units can acquire pickups
- fix: Skipping a level when an NPC ally finishes a level while you're dead

- AI: Make ally AI Spellmason follow you rather than pursuing enemies

- balance: Prevent cloning scrolls (I want to do something cooler with this in the future when you attempt to clone a scroll to reward players for being creative but for now I just have to prevent it because it totally breaks the balance of the game)

- UX: Improve explanation if server is behind in version
- UX: Add special message for when servers are down

v1.5.2 Update

Spellmasons Update v1.5.2


- balance: Units that remain in liquid at the end of their turn will take damage again
- balance: Make ranged units move out of liquid once it's their turn

- fix: Player sometimes clicking on spell upgrade and not getting it
- fix: "Target Similar" spell so it matches units of the same faction as the initial target (prevents accidentally targeting allies)
- fix: Desync issue where clients experienced random number generation drift
- fix: Add 70 character limit to player names
- fix: Make Deathmason's particles disappear when he dies
- fix: Prevent "Conserve" from being able to kill you
- fix: Issue where under some circumstances players could pick more than one spell upgrade for a single scroll pickup (was known to happen when a whole lot of enemies were killed at once and no enemies remained on the level)
- fix: Sync health, mana, and stamina at the start of every turn (this fixes the issue where some changes to health/mana/stamina weren't reflected in the bars until the user moved their mouse)

- UX: Add glow to floating toolbars when dragging a spell to denote that they are available to recieve a spell
- UI: Prevent "no more spells" message from taking too long to clear out in late game after you clear a large number of enemies
- UX: Prevent camera from snapping to the center of the map after player dies

v1.4.0 Update

Spellmasons Update v1.4.0

2/5/2023

- fix: Resolve portal not spawning on tutorial level
- fix: Prevent the camera from snapping to center of the map after player death

- UX: Delay game over modal on death so it does not obscure how the player died

- feature: Any unit (including the player) that remains in liquid at the end of their turn will take damage from that liquid again

v1.3.1 Update

Spellmasons Update v1.3.1

2/4/2024

- Feature: Support auto reconnect attempts when client loses connection to the server
- Quality of Life: Increase arrow speed when firing an absurd amount of arrows (thank you Omni from Discord!)

- fix: **significant** Pickup (portals, potions, etc) synchronization by sending pickup creation over the network and stabilizing pickup ids
- fix: "Target Kind" spell so it wont target you or allies
- fix: Deleted save files getting restored after reboot
- fix: Localization screen not showing all language options on some resolutions
- fix: When a player dies, their turn is now ended automatically