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Spellmasons News

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

Small bug fixes

Resolved "infinite spell upgrades" bug
Resolved bug where players could skip multiple levels when going through a portal

Desyncronization Improvements and Gameplay balances

Spellmasons Update v1.8.0


I have high-hopes for the desync fixes in this build. I think it will resolve many of the desyncs that people have been encountering. Please continue to report any desync issues that you encounter in our Discord channel - the reports so far have been monumentally helpful in uncovering these issues. I have still detected a few minor desync issues but as of this update I, personally, have not found any remaining major issues.

Thank you to everyone who messaged on Discord to report issues and thank you all for your support!

Changes in v1.8.0:
- gameplay balance: Dark Summoners
so they start with 40 mana out of 60 so it takes them
one turn before they can cast and make them regen mana slower.
Thanks to Sander and Shurimoo for the suggestions
- gameplay balance: Dark Summoner summons
Dark Priests and Mana Vampires instead of more summoners
to prevent overpopulation from crashing the game

- Translations (i18n): Add Japanese and French and Korean
- Thanks to Cie, Skornett and Vedmin_Studen for the translations!

- refactor: Scrolls
Scrolls still trigger the "pick upgrade" screen, but they will no longer disappear after a number of turns have passed. This should resolve numerous issues encountered with scrolls.

- fix: desync: Update lastUnitId when loading Player
- fix: Extra desync protection, send lastUnitId along with SYNC_PLAYERS message
When lastUnitId is out of sync it opens the possibility of a desync
where there can be multiple units that share the same ID which can
result in different results on different clients if one client has the
shared id bug and another client does not.
- fix: Killing ally player allows scroll to drop
Scrolls will only drop when killing enemies now
- fix: menu: Fix blank mods screen
- fix: Bug where freezing yourself would result in
you missing 2 turns instead of one because
your turn got ended before the modifier got added to
your unit which meant when the onEndTurnEvent fn ran,
there was no freeze modifier to remove and so it didn't get removed
until the next turn.
- npm: @websocketpie/[email protected]
Upgrade wsPie client so that it doesn't handle client messages immediately by default.
Client messages will bounce off the server before being handled to
alleviate desync issues
- optimize: Throttle PLAYER_THINKING messages
Prevent messages from sending with no cardIds (unless it's clearing a previous thought)
Before this change the server was being inundated with messages because
every client was sending a player_thinking message on every mouse move

- UX: Give players immediate feedback if they send
SPAWN_PLAYER while other messages are still processing
- UI: Fix updating unit health and mana bars
at the start of player turns and after ending player turns.
This is triggered manually so that the player doesn't have to move their
mouse to get the updated prediction UI

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