Performance Optimizations!
The game now runs a lot better when there are tons of units on screen. A few notable changes went into this: 1. Individual sprite outlines have been moved to outline the entire unit container. Not only does this look much cooler in crowds but it also makes a MASSIVE difference in FPS when there are over 1000 units on screen. If you still want individual unit outlines (optionally with different colors and custom thickness, it is still available in the Accessibility 2. Dynamically colored sprites (such as Blood Golem, Blood Archer, Dark Priest, etc) now have their own sprites instead of being dynamically tinted at runtime. This saves on FPS. menu but it will slow the game down when there are many units on screen.) 3. Spellmasons is constantly predicting what will happen next turn. When there are over 1000 units on the screen, this would really bog down the FPS. Significant prediction enhancements have been made for enemy unit targeting to resolve this issue. 4. Card mana and health badges are no longer updated when predictions run. This was a totally superfluous function call left over from long ago and will improve FPS. They are still updated when they need to be like when a spell is added, removed, etc. Other changes: Content: New spells "Give bounty" and "Target bounty" fix: removePickup actually removing pickup emitter and doing other cleanup even when `prediction = true` Thanks Hex Obsidian fix: Prevent multiple runPrediction calls from triggering simultaneously fix: Don't change player unit movespeed when slowed, only stamina otherwise it makes their movement jittery due to how multiplayer handles player movement. Fixes super speed when units were "slowed" Thanks Monarch and Xulqelyat fix: conserve to not always working correctly fix: Fully overwrite players array when loading a saved game. This fixes the case where playing a game with more players and then loading a game with less would leave you with ghost player objects that would softlock the game. Allow multiplayer saves to be played in a singleplayer context (as hotseat). fix: Add protections to prevent changing a player unit's faction to enemy Thanks FfrankF, evilcuttlefish and HeyShadowPhoenix fix: Black Coin desync on Multi Any time getUniqueSeedString is called with globalThis.player on the server it will desync compared to clients. fix: Show prediction markers on prediction units This fixes the issue where cloned units wouldn't show prediction markers because the unitsPrediction array wasn't the one being iterated. fix: runPredictions while player is spawning Otherwise predictions don't update while choosing a spawn location fix: unit attention markers persisting after death fix: infinite mana merge exploit Limit changeling to 1 max. Prevent stacking teleport in the same location to spawn a bunch of changelings and make units that recieve merge immune for 2 turns to prevent infinite mana growth Closes #1108
[ 2024-09-27 11:31:21 CET ] [ Original post ]
Backwards Compatibility warning Some of the optimizations in this update are not backwards compatible with old save files. If you still want to play on an old save, you can do so by right clicking on Spellmasons in your Steam library, choosing "Properties" > then "Betas" then v1.43.4 and restart Steam. This will ensure your client is on the previous update instead of this one.
FPS Optimizations
The game now runs a lot better when there are tons of units on screen. A few notable changes went into this: 1. Individual sprite outlines have been moved to outline the entire unit container. Not only does this look much cooler in crowds but it also makes a MASSIVE difference in FPS when there are over 1000 units on screen. If you still want individual unit outlines (optionally with different colors and custom thickness, it is still available in the Accessibility 2. Dynamically colored sprites (such as Blood Golem, Blood Archer, Dark Priest, etc) now have their own sprites instead of being dynamically tinted at runtime. This saves on FPS. menu but it will slow the game down when there are many units on screen.) 3. Spellmasons is constantly predicting what will happen next turn. When there are over 1000 units on the screen, this would really bog down the FPS. Significant prediction enhancements have been made for enemy unit targeting to resolve this issue. 4. Card mana and health badges are no longer updated when predictions run. This was a totally superfluous function call left over from long ago and will improve FPS. They are still updated when they need to be like when a spell is added, removed, etc. Other changes: Content: New spells "Give bounty" and "Target bounty" fix: removePickup actually removing pickup emitter and doing other cleanup even when `prediction = true` Thanks Hex Obsidian fix: Prevent multiple runPrediction calls from triggering simultaneously fix: Don't change player unit movespeed when slowed, only stamina otherwise it makes their movement jittery due to how multiplayer handles player movement. Fixes super speed when units were "slowed" Thanks Monarch and Xulqelyat fix: conserve to not always working correctly fix: Fully overwrite players array when loading a saved game. This fixes the case where playing a game with more players and then loading a game with less would leave you with ghost player objects that would softlock the game. Allow multiplayer saves to be played in a singleplayer context (as hotseat). fix: Add protections to prevent changing a player unit's faction to enemy Thanks FfrankF, evilcuttlefish and HeyShadowPhoenix fix: Black Coin desync on Multi Any time getUniqueSeedString is called with globalThis.player on the server it will desync compared to clients. fix: Show prediction markers on prediction units This fixes the issue where cloned units wouldn't show prediction markers because the unitsPrediction array wasn't the one being iterated. fix: runPredictions while player is spawning Otherwise predictions don't update while choosing a spawn location fix: unit attention markers persisting after death fix: infinite mana merge exploit Limit changeling to 1 max. Prevent stacking teleport in the same location to spawn a bunch of changelings and make units that recieve merge immune for 2 turns to prevent infinite mana growth Closes #1108
Spellmasons
Jordan O'Leary
Jordan O'leary
Early 2023
Strategy Singleplayer Multiplayer Coop
Game News Posts 46
🎹🖱️Keyboard + Mouse
Very Positive
(412 reviews)
https://store.steampowered.com/app/1618380 
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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