Spellmasons Update v1.85.1
Hello spellcrafters!
Today's update brings some bug fixes, improvements and new features to the modding system.
See the full changelog below:
Multiplayer
- Joining a lobby is much more reliable. If the host changes mods or difficulty while you're joining, you now always end up with the host's settings instead of an out-of-date copy.
- You now only receive the game once your mods have been confirmed to match the host's, so you can no longer start a run on mismatched mods.
- Only the host can start the game, and everyone starts together. Everyone's Ready is cleared when the host changes mods or difficulty.
- Only the host can change the difficulty. Other players see a message if they try.
- You no longer need the host's DLC to join their game. You can play together, and only that DLC's features are unavailable to you.
- When a player is missing some of the host's mods, the host's prompt now only turns those mods off when "Disable those mods" is clicked.
- A mod's "first map" is now used in multiplayer and hotseat runs, so modders can create curated runs through levels they've created themselves
Modding
- If you've published a mod to the Workshop, the game now uses your Mod Editor copy of it instead of Steam's copy, which was often a version behind.
- When you host with your own mods, other players get the exact version you're playing, even if you've edited it since publishing or Steam hasn't delivered the update yet. They're no longer kicked for a version mismatch.
- Mod Editor changes now apply to the game automatically shortly after you stop editing, with no need to press Test. A draft with errors keeps your last working version running.
- New "My Mods" view in the Mod Browser: see every mod you've published, including friends-only, private and unlisted ones, with a badge showing each one's visibility.
Enjoy! Jo
This announcement was originally published by Octavia Blue on Steam on Nov 2, 2026.
Open the original on Steam