The Spell Brigade
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15 hours ago
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MoreWizards

Lets The Spell Brigade run lobbies of more than 4 wizards: 8 by default, and up to 16 in the config. Everything that should grow with the party does, so bigger groups still get a real fight.

Features

Bigger lobbies

  • Raises the 4-player cap for Steam and Epic (EOS) lobbies, matchmaking, host approval and the "server full" check.
  • Extra lobby seats arranged around the table (or in a second row), with matching seat cameras, extra player list entries and colours.
  • An invite counter under the Invite Friends button: 3/8 wizards • 5 invites left.

Harder with more wizards (each applies per wizard above ScalingStartsAbove, default 4, except extra bosses, which have their own MinPlayers)

  • Enemies: more health, more damage, faster spawns, bigger hordes.
  • Elites: extra copies of each elite.
  • Wave events: extra wizards count as stacks of the game's Stronger Enemies curse, which unlocks the extra events and elite waves the developers made for that curse.
  • Bosses: attack more often, and bring in groups of the current wave's enemies during the fight.
  • Extra bosses: the final boss can arrive with up to 5 copies of itself. The host chooses the minimum number of wizards (as low as 1, for solo), how many extra bosses there can be, and the chance of each one. The health bar moves to the next living boss as each falls, and you only win once every boss is down.
  • Revives: tune how much extra wizards add to the shared revive pool.

Fixes for 5+ players

  • Capture points no longer stall when 5+ wizards stand on them (the base game gives 0× speed above 4).
  • Capture and sacrifice zones keep growing past 4 players.
  • Extra spawn points, and herding targets extended past 4.

Multiplayer safety

  • Join handshake: when you host, only players with the same MoreWizards version can join. Everyone else gets the game's normal "incompatible version" message instead of a broken session. You can still join vanilla lobbies.
  • Host settings sync: at the start of each run the host's difficulty and shop settings are sent to everyone, so all players share one difficulty. Your own config file isn't changed.
  • Shop timer: set how long everyone gets to pick in level-up shops (vanilla 30s).

Important

  • Every player in the lobby needs this mod, on the same version. The handshake enforces this.
  • Back up your save before using any mods: %USERPROFILE%\AppData\LocalLow\BoltBlasterGames\TheSpellBrigade.

Install

Mod manager (recommended). Install with r2modman or Gale, then click Start modded. BepInEx IL2CPP installs automatically. The first launch takes a minute or two while BepInEx sets itself up.

Manual install:

  1. Install BepInExPack IL2CPP into the game folder and launch the game once.
  2. Copy MoreWizards.dll into The Spell Brigade\BepInEx\plugins\.

Config

Edit BepInEx\config\girthy_mods.MoreWizards.cfg, or use the config editor in your mod manager. "Extra wizard" means each wizard above ScalingStartsAbove.

Section Setting Default What it does
Lobby MaxPlayers 8 Maximum wizards per lobby (2–16)
Lobby SeatLayout Auto Where seats 5+ go: Auto, Ring, SecondRow, Line
Lobby ExtraSeatOutwardOffset 0.5 How far out from the table extra seats sit
Difficulty Enabled true Turn player-count scaling on or off
Difficulty ScalingStartsAbove 4 Scaling applies to each wizard above this number
Difficulty HealthPerExtraPlayer 0.25 +25% enemy health per extra wizard
Difficulty DamagePerExtraPlayer 0.10 +10% enemy damage per extra wizard
Difficulty SpawnsPerExtraPlayer 0.20 +20% spawn rate per extra wizard
Difficulty EnemyCapPerExtraPlayer 0.20 +20% max enemies alive at once per extra wizard
Difficulty ElitesPerExtraPlayer 0.25 Extra elite copies per extra wizard (fractions are a chance)
Difficulty StrongerEnemiesStacksPerExtraPlayer 0.5 Stronger Enemies curse stacks per extra wizard (rounded down)
Difficulty Flat*Multiplier 1.0 Always-on health, damage and spawn multipliers
Bosses AttackSpeedPerExtraPlayer 0.08 +8% boss attack rate per extra wizard
Bosses AddsEnabled true Bosses bring in enemy groups during the fight
Bosses AddsPerExtraPlayer 1.0 Enemies per group, per extra wizard
Bosses AddsIntervalSeconds 20 Seconds between groups
Extra Bosses Enabled true Extra bosses on or off
Extra Bosses MinPlayers 5 Fewest wizards needed for extra bosses (1 = solo too)
Extra Bosses MaxExtraBosses 1 How many extra bosses there can be (1–5)
Extra Bosses Boss2ChancePercent … Boss6ChancePercent 50, 25, 10, 5, 5 Chance of each extra boss, rolled separately
Extra Bosses Spacing 9 How far apart the bosses spawn
Revives ExtraPlayerReviveShare 1.0 Revives each extra wizard adds vs a normal wizard (1 = vanilla, 0 = none)
Revives BonusRevivesPerExtraPlayer 0 Flat revives added (or removed) per extra wizard
Objectives FixCaptureSpeed true 5+ wizards capture at the 4-player speed instead of stalling
Objectives ZonesGrowPastFour true Capture and sacrifice zones keep growing per wizard
Shop TimeLimitSeconds 30 Seconds to pick in level-up shops before the game picks for you
Multiplayer RequireModForJoiners true Only players with the same MoreWizards version can join your lobby
Multiplayer SyncHostSettings true Use the host's difficulty and shop settings when you join
UI ShowInviteCounter true Show the invite counter in the lobby
UI InviteCounterOffsetY -6 Move the counter up or down
UI InviteCounterFontSize 0 Counter text size (0 = automatic)

Example: 8 wizards on the defaults means 4 extra wizards, so enemies get 2× health, 1.4× damage and 1.8× spawns. Each elite comes with 1 extra copy, there are +2 Stronger Enemies stacks, and bosses attack 1.32× as often with 4 enemies joining every 20s, and there's a 50% chance of a second boss. All of this stacks on top of the game's own scaling.

What already scales with player count

The base game already scales these with no cap, so they work for 5+ wizards without help:

  • Revive pool (sum of every wizard's revives)
  • Party XP needed per level (grows with party size)
  • Boss and elite health (+50% per extra wizard)
  • Objective targets: collectables, hydra healers, pushables, clean-zone size

Known limits

  • Extra bosses: only one boss health bar is shown at a time. It follows the original boss, then moves to each extra boss in turn.

  • The shop timer is shared with the game's "kick players who keep running out of time" rule, so very low values can get people kicked.

  • A game update may move the patched code. If that happens, the log (BepInEx\LogOutput.log) reports signature not found and that one feature is skipped until the mod is updated.

Extra boss examples

Want Settings
Always 2 bosses, even solo MinPlayers = 1, MaxExtraBosses = 1, Boss2ChancePercent = 100
Big party chaos MinPlayers = 6, MaxExtraBosses = 3, chances 100, 50, 25
Rare surprise MinPlayers = 1, MaxExtraBosses = 1, Boss2ChancePercent = 10
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