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Spellmasons News

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

v1.2.0 Update

Spellmasons Update v1.2.0

2/3/2023

My priority has been resolving the multiplayer sync issues so that people can play reliably together online without experiencing issues. This update includes a significant fix regarding the sync issues but there is more to come before it will be perfect.

Thank you to everyone who has contributed to bug reports and suggestions in Discord!

[h2]Improvements and Fixes[/h2]
- fix: Overhaul unit synchronization issue. This will address many (but not all) of the synchronization issues people have been experiencing in multiplayer
- fix: Pickup synchronization issues that resulted from v1.1.1
- fix: Summoner appearing submerged even after he teleports out of liquid
- fix: Another sync issue with "Bleed" spell causing the server to pause for a short time
- fix: "Connect" spell prioritizing the wrong unit / pickup / corpse connections
- fix: Multiple targeting spells not combining properly
- This is a regression bug introduced in v1.1.1. With it fixed, now spells like "target cone + push + target circle" will work as expected

- UX: Limit length of multiplayer thought bubbles so they don't cover too much space if an ally is casting a large spell

- feature: Re-enable Loading saved games in Multiplayer
- Note: This feature is still a little clunky if you are rejoining a save where the same players are not present. It allows you to assume control of a different player character while in the lobby if, for example, you were to load your save game on another computer or with different friends than you saved it with.
- I expect Loading multiplayer saved games may not work perfectly, but I put it back in so people can at least try it. Please let me know in Discord if you encounter any issues with it

- Quality of Life
- Increase speed of high quantity arrows so the spell animation doesn't last too long

- Language Translations: Add support for 中文(简) zh-CN and 中文(繁) zh-TW. Thank you Cie from our Discord Community

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I have a future update planned for the spell system that will ensure reliable synchronized results between clients every time - this will become available in the next update (v1.3) and I believe it will be the last of the major fixes needed to resolve server reliability so stay tuned!