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Mage and Monsters screenshot
Genre: Strategy

Mage and Monsters

📜Patch 2.1: Introducing Gus - the mage who cannot cast spells.


New mage Gus: Cannot cast any spells. Starts with +4 Archers and +2 Dwarf Miners. All your ranged units attack 20% faster.


New feature: You can now swap spells around. In gold shop menu, click and hold down left mouse button to change the position of your spells.

New setting: You can now choose between default mouse cursor, big blue mouse cursor, and big red mouse cursor.

Balance:


Impending Doom now also gives the doomed unit +200% health.

Teleport level 1 and 2 can now be used instantly at start of battle (previously had 8 and 4 seconds starting cooldown).
Teleport max units teleported from 5/6/7/12 to 5/7/9/15.
Teleport level 2 upgrade now also reduces teleport cooldown by 20%.
Teleport level 3 upgrade now also reduces teleport cooldown by 20%.
Teleport level 4 upgrade now also reduces teleport cooldown by 50%.
Teleport from +2 seconds cooldown every cast, to +1.5 seconds cooldown every cast (reset at end of the round).

Pyromancer’s special attack damage from 75% to 100% of the unit’s attack damage.

Many melee units health has been buffed:
Bandit leader 50>60 health.
Miner 70>80 health.
Centaur 35>43 health.

Gladiator 75 > 90 health.
Cherub 60 > 75 health.
Plague Doctor 50 > 60 health.

Golem 150>190 health.
Griffin 120>140 health.
Paladin 120>140 health.
Royal Guard 80>100 health.

Frost Giant 270>310 health.
Arch Angel 220>240 health.

Bugs:


Fixed a bug that sometimes allowed you to start with more units than intended.
Fixed a bug that could cause ranged units to get stuck under the lake.
Fixed a bug that could cause the “choose units or spells” options to appear twice and overlap.
Fixed a bug that could cause units to not attack the enemy in endless mode.
Fixed a bug that could cause the teleport spell to get stuck on the portal icon, and not work anymore.

Misc:


Game over screen now displays your interest gold.
Added a popup description for Pyromancer and Necromancer in the Power Up shop.

📜Patch 2.0: Forest map with 20 new enemies!

New challenge:

20 new monsters in a new forest map challenge! Unlocks after you beat arena endgame round 5, or is already unlocked if you have beat it.


Balance:
More max units upgrade cost from 40 gold to 20 gold.
More max units upgrade now goes from +10 to +20 units at 60 max units instead of at 100.

Frost shock area of effect is now 20% larger on every level.
Impending doom from +100% to +200% move speed.

Pyromancer’s special attack from every 6th attack to every 5th.
Pyromancer’s special attack damage from 50% to 75% of attack damage. (For example if pyromancer normal attacks deals 20 damage, the special attack would deal 10 damage before, and now deals 15 damage).
Centaur from 30 to 40 percent cleave.
Griffins from +3 to +4 damage each attack.
Necromancer now summons a Dwarf on his first attack (and then like before every 6th attack).
Necromancer range from 4 to 6, and projectile speed from 6 to 8.
Necromancer’s Undead Dwarf from 40 to 60 health, and damage 12 to 18.
Plague doctors now spawns from the center in first spawn wave (instead of previously spawning in the top).

Misc:
Added popup that explains “From 6 to 8 tier 1 units offered” upgrade in gold shop.

Good luck in the forest!

1.3: Preparing for steam cloud update

To enable steam cloud syncing I will transfer to a new save system. It will keep intact your Blood Shards, Power Ups upgrades/spells and mages unlocked, and most settings except hotkeys. Also the popup at level 1 for new players will appear again, but only once. Once it is updated I will test to see if steam cloud works, and if it does I will enable it.

Warning: Once steam cloud is live, it will sync from the first computer you play from. So if you have different progress on different PCs, please start the game first in the one that has the most progress.

I hope it can go smoothly without any issues, and I apologize for the inconvenience.

Patch 1.2b to d

1.2b:
- Fixed a bug that caused the new Teleport spell to have 0 sec cooldown for all heroes but Procellus.
1.2c:
- Fixed that the cursor icon for the new Teleport spell did not disappear on level victory.
1.2d:
- Fixed the auto adjust speed feature not working with Fire Tornado.

Patch 1.2b and 1.2c

- Fixed a bug that caused the new Teleport spell to have 0 sec cooldown for all heroes but Procellus.
- Fixed that the cursor icon for the new Teleport spell did not disappear on level victory.

📜Patch 1.2: Pyromancers, Necromancers and Teleport!

General Changes:


- New Unit: Pyromancer - Tier 4: Medium range, 35 health, 16 damage, fast attack speed. After every 6 attacks creates a fireball that pass through units, dealing 50% of the Pyromancer's attack damage to all enemies it hits. Costs 150 Blood Shards to unlock.


- New Unit: Necromancer - Tier 5: Short range, 60 health, 30 damage, medium attack speed. After every 6 attacks summons an Undead Dwarf with 40 health and 12 damage. Costs 250 Blood Shards to unlock.


- New Spell: Teleport - Teleport up to 5/6/7/12 units. Can't be used first 8/4/0/0 seconds of combat. 10 seconds cooldown. Costs 300 Blood Shards to unlock.

- New feature: Reroll upgrade. Each rank allows you to reroll upgrades 1 time per game. Max 3 ranks. Costs 100/200/300 Blood Shards to unlock.

- New feature: In settings you can now enable “Auto change speed”. This feature will speed up the game if all your spells are on cooldown, and return to 1x speed if you can cast a spell.

- Defeat at level 35 or under now awards more Blood Shards*.

Balance:
- Sinon starting gold bonus from 70 to 80.
- Cyclops damage from 55 to 45.
- Cyclops health from 120 to 80.

- Bonus gold offered from upgrades at level 1-10 from 1-20 to 0-20.
- Bonus gold offered from upgrades at level 11-20 from 6-25 to 0-25.
- Bonus gold offered from upgrades at level 21+ from 11-30 to 0-30.
Developer note: This makes it so if a Tier 5 unit is better than the rest, it may not always be the best choice if you now gain a lot more gold picking another unit. The increased RNG is at least somewhat offset by the new reroll feature.

- Gold upgrade from 60 to 50 gold at level 1-10.
- Gold upgrade from 75 to 65 at level 11-20.

Misc:
- Changed cyclop attack speed text to medium speed, so its accurate with the units actual attack speed. Since release it has been average 1.5 attack (at spawn ranged units roll a random range around their attack speed, cyclops rolls between 1.4 and 1.6, so they don’t all shoot at once). So now it accurately says medium attack speed, instead of very fast.

- Fixed a bug with 1000 Blood Shards achievement that caused it to sometimes not work.

*Examples of Blood Shards new and old rewards comparison:
Level 7 old: 7 Blood Shards
Level 7 new: 14 Blood Shards

Level 17 old: 24 Blood Shards
Level 17 new: 41 Blood Shards

Level 27 old: 51 Blood Shards
Level 27 new: 71 Blood Shards

Level 34 old: 76 Blood Shards
Level 34 new: 96 Blood Shards

📜Patch 1.1: Release the Blood Shards!

Patch 1.1: Release the Blood Shards!

General changes:
- You can now remove the “max 1200 Blood Shards used on upgrades” limit by going into settings and in “Blood Shard Upgrades” switching from “Choose” to “All”.

- Reduced the endgame rounds from 9 to 5, and made their difficulty increase faster, since it was a bit too repetitive. The new endgame round 5 is basically* the same as the old endgame round 9.

- Added icons in the gold shop menu, and added icons next to your stats when you hover over your hero.

- You can now set hotkeys in settings to speed up or slow down the game while playing. You can also set how much the hotkeys should change the game speed (by 0.5, 1 or 2).

- Ranged units now spawn further to the left, to make it harder for melee units to get stuck behind them.

Balance:
- Cyclops damage from 70 to 55.

- Both level 2 summon spells from 0 to 4 seconds cooldown at the start of a level.

- Effero's passive bonus from +60% max range to +40% max range.

- Max Range Power Up from +20% per upgrade to +15% (total from +60% to +45%).

- Added +400% difficulty and the final difficulty +475% (grats to CropCircles for being the first to beat +340%).

Bug fixes:
- Fixed a bug that caused the cooldown reduction in gold shop to not work on Summon Melee and Summon Ranged spell (thanks HeyHi).

- Fixed a bug that allowed a spell to be cast twice in the same frame (thanks AquaBaby).

- Fixed a bug that would cause celebration particle effects to sometimes not appear at 30 normal levels victory and ultimate victory.

Various minor changes:
- Interest gold is now hidden while fighting so it doesn’t block ranged units.

- Added popup info explaining how lifesteal works.

- Added an option in settings to disable gold shop info popups.

- Added a popup box in settings that explains “Automatically use higher tier units”.

- Limited how many times the Monarch death and attack audio can play at once, to prevent the sound getting too loud.

- *Ifrits now spawn further apart in endgame round 5 (they did so in old endgame round 8, but not old endgame round 9.

Patch 1.04b 📜

Mage & Monsters patch 1.04b:


  • Brutal difficulty now gives +60% more Blood Shards, and insane or harder gives +120% more Blood Shards.
  • Fixed Power Up shop sometimes not displaying the player’s Blood Shard amount correctly.

Mage & Monsters Patch 1.04 📜

Thank you for the overwhelming reception to Mage & Monsters. I plan to continue to improve the game by fixing bugs, adding new features, units and mages. Here is the first post release patch, mainly focused on fixing bugs and balancing.

Mage & Monsters Patch 1.04 📜


  • Fixed bug that would sometimes cause a unit to get higher attack range than it was supposed to, leading to very long range melee and ranged attacks.

  • Brutal difficulty now gives +25% more Blood Shards, and insane or harder gives +50% more Blood Shards (from +100% and +200% previously).

  • On insane difficulty fixed a bug that would cause you to gain no blood shards once you defeated endgame round 9 and beyond.

  • Fixed Blood shards upgrades sometimes showing incorrect prices.

  • Increased centaur attack range and reduced movespeed a bit.

  • Fixed a bug that allowed you to cast spells while in the gold shop menu.

  • Fixed a bug that would cause “need more gold” error message and “unlock tier 2 units” error message to become stuck.

  • Moved difficulty button to a more central location on the mage selection screen, since the previous placement was easily overlooked.

  • Fixed some units healthbar placement being a bit off.

Mage & Monsters Patch 1.04 📜

Thank you for the overwhelming reception to Mage & Monsters. I plan to continue to improve the game, by fixing bugs, perhaps adjusting some levels that are too hard or easy, and adding new features, units and mages. Here is the first post release patch, mainly focused on fixing bugs and balancing.

Mage & Monsters Patch 1.04 📜


  • Fixed bug that would sometimes cause a unit to get higher attack range than it was supposed to, leading to very long range melee and ranged attacks.

  • Brutal difficulty now gives +25% more Blood Shards, and insane or harder gives +50% more Blood Shards (from +100% and +200% previously).

  • On insane difficulty fixed a bug that would cause you to gain no blood shards once you defeated endgame round 9 and beyond

  • Fixed Blood shards upgrades sometimes showing incorrect prices.

  • Increased centaur attack range and reduced movespeed a bit.

  • Fixed a bug that allowed you to cast spells while in the gold shop menu

  • Fixed a bug that would cause “need more gold” error message and “unlock tier 2 units” error message to become stuck

  • Moved difficulty button to a more central location on the mage selection screen, since the previous placement was easily overlooked

  • Fixed some units healthbar placement being a bit off.