Good news for Spellmasons! I made a new multiplayer backend from the ground up and you can try it today! It uses P2P (player to player) connections instead of a dedicated server.
Full notes
Full Spellmasons update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix3 additions2 changes0 removals
Performance
Server
Balance
Security
Gameplay
addedGood news for Spellmasons!I made a new multiplayer backend from the ground up and you can try it today! It uses P2P (player to player) connections instead of a dedicated server. What this means is that people playing other games on the same server can no longer crash your game or slow it down by summoning too many minions! Your server won't share any resources with any other players. You can push the game as hard as your own PC (and your friend's PCs) allow!
changedGood news for Spellmasons!The Enhanced Server still supports many players (technically an unlimited number of players, bound only by the resources of your computer).
changedGood news for Spellmasons!Changelog balance: Damage Limiter. For enemies with super high health, damage limiter allows for dealing up to 3% of max health at a time - whereas before it was capped at 30 damage. This has been often requested, because high health enemies in loop levels were nearly impossible to deal with if they had Damage Limiter balance: Adjust loop difficulty to scale balance: Ensure bosses keep spawning on loop levels after +3
fixedGood news for Spellmasons!fix: Exploit where investment rune gave extra SP on quickload fix: Polymorph removing benefit of sharp teeth and hardened minions. Thanks @month for reporting! fix: Quicksave "Last Turn" From saving at the beginning of a level before any enemies are placed fix: Prevent unspawned players from taking damage Thanks Piratesaur from Steam forums and others who reported this fix: Targeting spells sometimes missing "Requires Following" Text when no non-targeting spell came after it fix: Minion runes not working on automated summons Also fixes quantity power scaling so that sharp teeth and harden minions applies AFTER quantity power from stacking summons. Thanks @SquishyFishy fix: Update player manaPerTurn when upgrading manaMax This didn't affect players since their stat refresh logic doesn't consider manaPerTurn but it DOES affect player clones. Thanks @Tingora!
addedGood news for Spellmasons!copy: Add unitOfMeasure to town portal Thanks @IVI and @Tingora copy: Fix copy - Trap copy missing "Damage" text - Blood Archer copy: "Miniboss" -> "Champion"
addedGood news for Spellmasons!admin: Add "Give all runes" Admin command for testing
Spellmasons changes
addedI made a new multiplayer backend from the ground up and you can try it today! It uses P2P (player to player) connections instead of a dedicated server. What this means is that people playing other games on the same server can no longer crash your game or slow it down by summoning too many minions! Your server won't share any resources with any other players. You can push the game as hard as your own PC (and your friend's PCs) allow!
changedThe Enhanced Server still supports many players (technically an unlimited number of players, bound only by the resources of your computer).
changedChangelog balance: Damage Limiter. For enemies with super high health, damage limiter allows for dealing up to 3% of max health at a time - whereas before it was capped at 30 damage. This has been often requested, because high health enemies in loop levels were nearly impossible to deal with if they had Damage Limiter balance: Adjust loop difficulty to scale balance: Ensure bosses keep spawning on loop levels after +3
fixedfix: Exploit where investment rune gave extra SP on quickload fix: Polymorph removing benefit of sharp teeth and hardened minions. Thanks @month for reporting! fix: Quicksave "Last Turn" From saving at the beginning of a level before any enemies are placed fix: Prevent unspawned players from taking damage Thanks Piratesaur from Steam forums and others who reported this fix: Targeting spells sometimes missing "Requires Following" Text when no non-targeting spell came after it fix: Minion runes not working on automated summons Also fixes quantity power scaling so that sharp teeth and harden minions applies AFTER quantity power from stacking summons. Thanks @SquishyFishy fix: Update player manaPerTurn when upgrading manaMax This didn't affect players since their stat refresh logic doesn't consider manaPerTurn but it DOES affect player clones. Thanks @Tingora!
addedcopy: Add unitOfMeasure to town portal Thanks @IVI and @Tingora copy: Fix copy - Trap copy missing "Damage" text - Blood Archer copy: "Miniboss" -> "Champion"
Good news for Spellmasons!
I made a new multiplayer backend from the ground up and you can try it today! It uses P2P (player to player) connections instead of a dedicated server. What this means is that people playing other games on the same server can no longer crash your game or slow it down by summoning too many minions! Your server won't share any resources with any other players. You can push the game as hard as your own PC (and your friend's PCs) allow!
The Enhanced Server still supports many players (technically an unlimited number of players, bound only by the resources of your computer).
Try it now in the multiplayer menu and let me know what you think on Discord!
Changelog balance: Damage Limiter. For enemies with super high health, damage limiter allows for dealing up to 3% of max health at a time - whereas before it was capped at 30 damage. This has been often requested, because high health enemies in loop levels were nearly impossible to deal with if they had Damage Limiter balance: Adjust loop difficulty to scale balance: Ensure bosses keep spawning on loop levels after +3
fix: Exploit where investment rune gave extra SP on quickload fix: Polymorph removing benefit of sharp teeth and hardened minions. Thanks @month for reporting! fix: Quicksave "Last Turn" From saving at the beginning of a level before any enemies are placed fix: Prevent unspawned players from taking damage Thanks Piratesaur from Steam forums and others who reported this fix: Targeting spells sometimes missing "Requires Following" Text when no non-targeting spell came after it fix: Minion runes not working on automated summons Also fixes quantity power scaling so that sharp teeth and harden minions applies AFTER quantity power from stacking summons. Thanks @SquishyFishy fix: Update player manaPerTurn when upgrading manaMax This didn't affect players since their stat refresh logic doesn't consider manaPerTurn but it DOES affect player clones. Thanks @Tingora!
copy: Add unitOfMeasure to town portal Thanks @IVI and @Tingora copy: Fix copy - Trap copy missing "Damage" text - Blood Archer copy: "Miniboss" -> "Champion"
admin: Add "Give all runes" Admin command for testing