Last week Spellmasons got Steam Workshop support and the response has been amazing - there's been so much more excitement around it than I expected. So today I'm releasing v1.83.0 which contains some new moddable features and a bunch of bug fixes!
Custom Moddable Wizards
In the modding editor you can now create and play as entirely custom wizards! Customize their stats, starting modifiers, starting cards, animations and more!
More Modding & Mod Editor Changes
- You can now download a sprite sheet for any given unit animation so you can tweak it and reupload it to create your own animated units with ease! Want a golem with a party hat on? Now that's easy to do, so long as you can draw a party hat ;)
- Unit AI can now target your own allies, so mods can build support units that heal and buff their teammates
- Bugfix: Modded summoner-type units can now summon "summon-only" minions (units that never spawn naturally in generated levels)
- Bugfix: Modded units play their custom attack animation instead of falling back to the idle animation when they attack
- onSelectUnit event and fx.predictionCircle allow you to draw your own info when units are selected (like if you give them a custom radius for something for example)
- Bugfix: Fixed FloatingText not being able to access variables
- All variable steps are now logged to console, so if you're debugging a mod you can see variables change in console by going into settings, clicking the hidden button in the lower left corner, clicking the Toggle DevTools button and choosing the "Console" tab
Balance
- Abundance and Thief now only affect allies
- Growth, Devouring, and Curse Immunity stat gains no longer carry over between levels
Bug Fixes
- The Endless Spawner challenge room has been temporarily disabled because it was causing soft-locks and I haven't found a good solution yet
- Fixed several soft-locks where a stuck upgrade screen blocked End Turn and froze the game
- Fixed the upgrade screen re-offering the same spells after taking the "+30 SP" skip
- Fixed the reroll rune rerolling augment offerings (it wasn't supposed to)
- Strategic and Distant are no longer offered on spells that require a following card (like targeting spells)
- Augments can no longer be applied to spells they don't work with. This exploid happened by choosing the spell on the spellbar rather than in the spellbook
- Fixed multiplayer visual desyncs: spell effects that were only visible to the host, red "yellow" portals, and Temporal-augment desyncs
- Fixed being kicked when joining a game that uses mods not in Steamworkshop (like in-progress mods on the hosts computer), and fixed a stuck white loading screen when a joiner's level failed to build
- Statue fixes: immobility is now enforced at the start of your turn, Statue visuals are preserved when a Statue wizard splits, and players with the Statue malady no longer regain stamina on each new level
- Fixed Warden augments duplicating and compounding when spell slots were shuffled
- Fixed Diverse Strategy/Death Wager infinite-shield exploit
- Fixed Goru re-detonating units that were already spent or still alive
- Fixed orphaned soul fragment particles left behind when a corpse is destroyed
- Fixed particle emitters (like from Meteor) not working
- Fixed missing prediction guards on potion animations and Osmosis floating text
Thanks everyone for all your feedback and bug reports! If Steam doesn't update Spellmasons automatically, just reboot Steam to prompt it to. Look for v1.83.0 in the upper right hand corner of the main menu to know that you're up to date!
Best,
Jo