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]`
Changed files in this update