This patch contains LOTS of FPS optimizations and bug fixes! There's still more optimizations on the horizon but I wanted to get these into your hands! Optimizations: - Optimize: floating text so if there are more than 20 of a single kind it will just aggregate a message Thanks Xulqelyat! - optimize: Target Circle - optimize: Target Column - optim: Throttle skybeam This massively increases efficiency for when lots of enemies are teleported to the same place all at once. Hugely reduces lag. - optimization: Update server to run entirely on bun.sh rather than just websocketpie (this should make many things on the server faster) Gameplay Balances: - balance: onKillResurrect Rune to make it less high %. It was way too high (50% max is too much) and you could get there too cheaply. Thanks Xulqelyat! - balance: Exploit: Repeated self rez for infinite mana Prevent resurrecting player units more than once in one turn to disallow infinite mana exploit where resurrecting yourself gives you mana - balance: Change Death Wager cost "Reset all spell costs back to their default. Sets your current health to 1. You must be at max health to cast. This spell must be cast alone." So it will no longer affect max health (no permanent effect). I think this will make it much more viable and strategic. fix: Always updateCardBadges after cast so spells like DeathWager that affect card costs will show the proper badges. Thanks Jace, SquishyFish, Monarch and Xeno! Bug Fixes - fix: Un "frontload" plus radius because it is in contradiction to how the spell's copy describes it and also users may want to use it more surgically. Thanks Darth_Dan! - fix: last will to only notify if it's able to spawn a potion. Thanks Darth_Dan! - fix: prevent projectiles from colliding with caster (because you can step in front of your own stream of arrows) Thanks Xulqelyat! - fix: Prevent infinite recursion with takeDamage events Once the takeDamage events start to process, any further damage cannot retrigger takeDamage events This ensures that a unit's onDamage events can't reflect damage back on itself which would cause infinite recursion Removes `hasRedirectedDamage` which is no longer necessary due to this new method of `takingPureDamage` which covers that case too Also fix prediction units from having a ref to themself via prediction copy, only real units should have that ref. Thanks Xulqelyat! - fix: Prediction purify from actually removing soul shard haver from units when soul shard owner was hovered with prediction purify. - fix: Far Gazer not showing stamina change on upgrade - fix: Res immune applies to players only - fix: Update mana badges when clearing queued spell. - fix: Logging death on prediction instead of only on real Thanks Darth_Dan! - fix: Increase potion spawn radius on alchemist so it doesn't spawn on top of you - fix: Increase spawn radius for purple portal so that it doesn't spawn too close to you causing it to trigger immediately In multiplayer, this made the game advance as soon as you cast the last kill spell. Thanks @Jackson - fix: findValidSpawn to use hex so we don't get unexpected far-away clones - fix: Remove "Choose a place to spawn" if player is already spawned on load - fix: Prevent competing Goru's from using each other's primed corpses. Thanks FfrankF! - fix UI: Unit attack range circle not moving with them - fix: Server Loop: "Could not find valid spawn..." To address infinite loop that reported 'Could not find valid spawn point in radius' over and over, if no spawn point is found just return the center. - fix Server Crash: If headless has to emergency exit force moves clear all force moves so that they don't continue to emergency exit next time the function is called. - dev: Drastically speed up starting up headless server using bun. - fix: Save remembers camera location
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 
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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