There's a big content update coming on April 27th, and this update contains all the fixes and improvements that SoulMuncher and I have been working on over the past few months while developing the new content. Please let me know in Discord if you encounter any issues and thank you for your continued support! Change log: - art: Add particles to skyBeam and reposition it slightly to better cover the player's feet - art: Default to 1px unit outline Unit outline can be modified or turned off in Accessibility settings. I initially added the outline to help colorblind users distinguish between enemies and allies (you can change the color and thickness), but I found it to be very useful for me too as it helps distinguish units from the background so I've turned it on to a default. - art: Add shadows below walls so they feel more connected to the environment. - art: Update animated tombstone Tombstone appears instead of a dead body when gore is turned off in settings - art: Spellmasons play the bookIdle animation when viewing their inventory. Fixes bookOpen from playing every time a spell is cast in multiplayer even if no other player is casting - fix: poison bug - fix: clone Too many stacks would break the game due to the absurd number (limit to 10 - which is still enough to practically cover the whole map). Fix clone prediction badges, it now shows the actual number of cloned units because they no longer overlap - fix (IMPORANT): Synchronization bug This one, I believe, is rather significant. It should dramatically reduce desync issues after casting where you would cast a spell and it would suddenly be "undone" as if it never happened - fix: forceMove timeouts when multiple (#575) force moves were added to a unit or pickup - fix: flamestrike bug - fix: contaminate extras * fix: radiusBoost refactor for mods * fix: Contaminate not spreading modifier "extras" - fix: Targeting Unspawned Players Fixes a bug that allowed unspawned players to be targeted, which could cause a desync in the game over state, and adds further support for additional universal targeting catches by passing underworld through as a parameter to the add target function * Fix Target Similar Targeting Unspawned Units * Added warning for future bug catching * Fixed prediction discrepancy - fix: "Good Looks" upgrade filters out Doodads now So that choosing good looks doesn't explode urns - fix: Units being removed for being "out of bounds" when they were just close up against an upper wall. Unit's center point is the center of their image, and since this game is 2D but allow's "tile overlap" because it is appearing as isometric, the pathing bounds are pulled up by 10 (-10) and so when checking if a units' center point is inside a wall, we need to + 10 (down) to account for the fact that they can overlap by 10 with a wall that is above them. - fix: Squiggly force move lines when multiple forces were applied to the same object. Now forces get summed. Also fix prediction and headless fully processing forcemoves between units dying instead of letting all units die and then processing all the force moves (like the regular game client always has) - fix: await endPlayerTurn This is not in response to a bug, but I noticed that endPlayerTurn is async and not being awaited. Based on a visual inspection this only effects hotseat - fix: contaminate now spreads extra properties of modifiers (curses) such as expanded range - Thanks to @theytookmysoul aka Wisky - fix: Good Looks no longer explodes urns - Thanks @Elvarien - fix: Game soft locks if whole party is froze - Thanks @Waterbending Squirrel for reporting - menu: Add "recent custom server urls" So that it is easy to rejoin a server with a custom url - menu: Support quicksave at beginning of level - menu: Add bookmarks to menu to help find spells quickly by category - menu: Style Accessibility menu so it's more organized Add gore options to a11y menu in addition to graphics menu menu: Make actively selected buttons more obvious - Optimization: makeManaTrail to lower particles if number of trails gets large - Optimization: Only run prediction calculations if the player is hovering over the game space. If they are hovering over the spellbook or toolbar, it will not run predictions and thus not bog down the experience of picking new spells when the prediction calculation is hefty. Thank you @Whisky for this idea! - Localization: Polish Update Polish translations with Whisky's translation - Localization: Poison "start" -> "end"
Spellmasons
Jordan O'Leary
Jordan O'leary
Early 2023
Strategy Singleplayer Multiplayer Coop
Game News Posts 47
🎹🖱️Keyboard + Mouse
Very Positive
(412 reviews)
https://store.steampowered.com/app/1618380 
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!
- OS: Ubuntu 14.04. Fedora 24. Debian 8
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