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Wode's Grimoire
The first community mod Wode's Grimoire is now available in Community Servers. Huge thanks to Blood Spartan and his unnamed friend who did the art for this incredibly fun mod! You can try it now by clicking on "Mods" in the main menu and enabling it. If you are interested in making your own mod, you can checkout my modding playlist on youtube https://youtu.be/qyGxK-tdSqs or the modding repository on github https://github.com/jdoleary/spellmasons-mods. Changes in this update: - content: Add new unit: "Ancient" - content: Add new type of Calamity "Stat Calamity" that makes enemies more dangerous - balance: Continue to allow gaining perks after looping Thanks S4m for criticism that led to this balance - src: Improve statCalamity percentages - src: Choose available statCalamities based on which units are in the current level so that the next level has increased difficulty due to calamity. - src: Add mana refunds for slash and target_arrow without targets - UI: Add attack range to tooltip Add words ("mana", "health") to tooltip - UI: Add visible level count UI when inventory is open to the top right corner. Thanks MrMarblz for this suggestion! Note: Levels past the Deathmason are now displayed with a trailing "+" to denote that it's a loop level - UI: Make "Spawn instructions" less obtrusive after level 3. Thanks Mr. Marblz for this suggestion - i18n: Translate stat calamities - api: Add pixi particle emitter to modding api - fix: Prevent Last Will from stacking like the card says it doesn't. Thanks to MrMarblz for pointing this out - fix: Fix link to source code in Mods menu - fix: desync issue where player loses control of themself. This was reproducable by having 2 players in a multiplayer came, killing one unit and then casting Harvest on them. Then the underworld's units array would be filled with a bunch of units that weren't cleaned up and some were the player units that still shared the same id, but these 2 changes (changing the id's of cleaned up units) and removing cleaned up units right after a sync resolves this issue. - fix: Support player thought spell icons from mods Modded icons still have to be manually added to the sprite sheet. - fix: Add SYNC_SOME_STATE after every SPELL to attempt to remedy desync snowballing that sometimes occurred on the same player turn when multiple spells are cast by having the server only send a SYNC_SOME_STATE message after every SPELL message - fix: Archer movement bug Thanks to scojbo and others (not recorded) for mentioning this issue - fix: statCalamities not applying double whenever a 2nd or beyond is chosen. When a new statCalamity is chosen, only apply that one an extra time to already existing units - fix: Prevent unspawed players from being targeted by ally magic. This only impacts multiplayer. Thanks mrman227 and others to reported this issue - fix: Allow Capture Soul for minibosses Thanks MrMarblz for pointing this out - fix: Ghost Archer doing 20 more damage than predicted. Thanks Jackson for pointing out this bug! - fix: Admin "Regenerate Level" command - fix: spell mana cost calculations To allow for mana from manasteal to be used in the same spell. This uses what mana is left from the prediction player to see if they have enough mana to cast in the first place Thanks TonyFTW and JamesGamesA_Lot - fix: Desync caused by sending initialTargetedUnitId or initialTargetedPickupId as array. They should be numbers. Also; somehow in javascript `3 == [3]`
[ 2023-05-01 18:31:20 CET ] [ Original post ]
Spellmasons Update v1.14.0 - Wode's Grimoire
The first community mod Wode's Grimoire is now available in Community Servers. Huge thanks to Blood Spartan and his unnamed friend who did the art for this incredibly fun mod! You can try it now by clicking on "Mods" in the main menu and enabling it. If you are interested in making your own mod, you can checkout my modding playlist on youtube https://youtu.be/qyGxK-tdSqs or the modding repository on github https://github.com/jdoleary/spellmasons-mods. Changes in this update: - content: Add new unit: "Ancient" - content: Add new type of Calamity "Stat Calamity" that makes enemies more dangerous - balance: Continue to allow gaining perks after looping Thanks S4m for criticism that led to this balance - src: Improve statCalamity percentages - src: Choose available statCalamities based on which units are in the current level so that the next level has increased difficulty due to calamity. - src: Add mana refunds for slash and target_arrow without targets - UI: Add attack range to tooltip Add words ("mana", "health") to tooltip - UI: Add visible level count UI when inventory is open to the top right corner. Thanks MrMarblz for this suggestion! Note: Levels past the Deathmason are now displayed with a trailing "+" to denote that it's a loop level - UI: Make "Spawn instructions" less obtrusive after level 3. Thanks Mr. Marblz for this suggestion - i18n: Translate stat calamities - api: Add pixi particle emitter to modding api - fix: Prevent Last Will from stacking like the card says it doesn't. Thanks to MrMarblz for pointing this out - fix: Fix link to source code in Mods menu - fix: desync issue where player loses control of themself. This was reproducable by having 2 players in a multiplayer came, killing one unit and then casting Harvest on them. Then the underworld's units array would be filled with a bunch of units that weren't cleaned up and some were the player units that still shared the same id, but these 2 changes (changing the id's of cleaned up units) and removing cleaned up units right after a sync resolves this issue. - fix: Support player thought spell icons from mods Modded icons still have to be manually added to the sprite sheet. - fix: Add SYNC_SOME_STATE after every SPELL to attempt to remedy desync snowballing that sometimes occurred on the same player turn when multiple spells are cast by having the server only send a SYNC_SOME_STATE message after every SPELL message - fix: Archer movement bug Thanks to scojbo and others (not recorded) for mentioning this issue - fix: statCalamities not applying double whenever a 2nd or beyond is chosen. When a new statCalamity is chosen, only apply that one an extra time to already existing units - fix: Prevent unspawed players from being targeted by ally magic. This only impacts multiplayer. Thanks mrman227 and others to reported this issue - fix: Allow Capture Soul for minibosses Thanks MrMarblz for pointing this out - fix: Ghost Archer doing 20 more damage than predicted. Thanks Jackson for pointing out this bug! - fix: Admin "Regenerate Level" command - fix: spell mana cost calculations To allow for mana from manasteal to be used in the same spell. This uses what mana is left from the prediction player to see if they have enough mana to cast in the first place Thanks TonyFTW and JamesGamesA_Lot - fix: Desync caused by sending initialTargetedUnitId or initialTargetedPickupId as array. They should be numbers. Also; somehow in javascript `3 == [3]`
[ 2023-05-01 18:31:20 CET ] [ Original post ]
Spellmasons
Jordan O'Leary
Developer
Jordan O'leary
Publisher
Early 2023
Release
Game News Posts:
49
🎹🖱️Keyboard + Mouse
Very Positive
(472 reviews)
Spellmasons is a tactical, turn-based, roguelike where you and your friends play as mages who combine spells on-the-spot to address the unique challenges of each moment!
Conjure spells from an ever-growing repertoire of combinations in order to survive against the onslaught of enemies, save your friends, and ultimately devastate the great danger that opposes you. As you progress further, your spell collection grows, enabling even more chaotic and creative encounters.
Each level is procedurally generated, providing you with ample new means of cheating death just when it appeared that you had no escape. As you learn the many ways your spells interact with yourself, your enemies, your allies, and the environment you will become more resourceful and adept at handling the most difficult encounters.
Spellmasons supports online multiplayer so you can coordinate and strategize with your friends! Spellmasons uses innovative faction-based turns: You and your fellow mages can all move, cast and act simultaneously. Plan carefully, work together, execute your master plan, and overcome the challenges before you!
Unleash absurdly powerful endgame spell combinations where one small difference can mean the simultaneous death of every enemy on the map or the end of your run!
Conjure spells from an ever-growing repertoire of combinations in order to survive against the onslaught of enemies, save your friends, and ultimately devastate the great danger that opposes you. As you progress further, your spell collection grows, enabling even more chaotic and creative encounters.
Use the environment to your advantage!
Each level is procedurally generated, providing you with ample new means of cheating death just when it appeared that you had no escape. As you learn the many ways your spells interact with yourself, your enemies, your allies, and the environment you will become more resourceful and adept at handling the most difficult encounters.
Work Together!
Spellmasons supports online multiplayer so you can coordinate and strategize with your friends! Spellmasons uses innovative faction-based turns: You and your fellow mages can all move, cast and act simultaneously. Plan carefully, work together, execute your master plan, and overcome the challenges before you!
Grow into a formidable mage!
Unleash absurdly powerful endgame spell combinations where one small difference can mean the simultaneous death of every enemy on the map or the end of your run!
MINIMAL SETUP
- OS: Ubuntu 14.04. Fedora 24. Debian 8
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