MoreWizards
Play The Spell Brigade with up to 8 wizards (configurable to 16). Enemies, revives and objectives scale with party size, and the lobby shows invites left.
By girthy_mods
| Date uploaded | 18 hours ago |
| Version | 1.2.0 |
| Download link | girthy_mods-MoreWizards-1.2.0.zip |
| Downloads | 4 |
| Dependency string | girthy_mods-MoreWizards-1.2.0 |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.788README
MoreWizards
Lets The Spell Brigade run lobbies of more than 4 wizards: 8 by default, and up to 16 in the config. Enemies scale up for every extra player so bigger parties still get a fight.
Features
- Bigger lobbies. Raises the 4-player cap for Steam and Epic (EOS) lobbies, matchmaking, host approval and the "server full" check.
- Lobby fits everyone. Adds extra lobby seats and seat cameras, grows the player list and character entries, and gives extra wizards their own colours.
- In-run support. Adds spawn points for the extra wizards and extends the herding objective table so it scales past 4.
- Invite counter. Shows
3/8 wizards • 5 invites leftunder the Invite Friends button. It turns orange when the lobby is full. - Difficulty scaling. For every wizard above the threshold (4 by default), enemies gain more health and damage, spawn more often, and more of them can be alive at once. All of this is configurable.
- Revive tuning. The shared revive pool already grows with the party: each wizard adds their own revives. You can make extra wizards add less (or more) to the pool.
- Objective fixes. Capture points no longer stop progressing when 5+ wizards stand on them (the base game gives 0× speed above 4). Capture and sacrifice zones keep growing past 4 players.
Important
- Every player in the lobby needs this mod. Unmodded players can't join a lobby with more than 4 wizards.
- The host's config controls spawns and enemy scaling. Keep everyone on the same config so enemy health matches.
- 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:
- Install BepInExPack IL2CPP into the game folder and launch the game once.
- Copy
MoreWizards.dllintoThe Spell Brigade\BepInEx\plugins\.
Config
Edit BepInEx\config\girthy_mods.MoreWizards.cfg, or use the config editor in your mod manager.
| Section | Setting | Default | What it does |
|---|---|---|---|
| Lobby | MaxPlayers | 8 | Maximum wizards per lobby (2–16) |
| 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 | Flat*Multiplier | 1.0 | Always-on health/damage/spawn multipliers |
| Revives | ExtraPlayerReviveShare | 1.0 | Revives each wizard above the threshold adds, vs a normal wizard (1 = vanilla, 0.5 = half, 0 = none) |
| Revives | BonusRevivesPerExtraPlayer | 0 | Flat revives added (or removed) per wizard above the threshold |
| 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 |
| 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: with 8 wizards and the defaults, there are 4 extra players, so enemies get 2× health, 1.4× damage and 1.8× spawns, on top of the game's own 4-player 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
The herding objective targets are extended past 4 by this mod.
Known limits
- Seats 5 and up in the main-menu lobby are copies of the last seat, placed in a row next to it.
- A game update may move the patched code. If that happens, the log (
BepInEx\LogOutput.log) reportssignature not foundand that lobby path stays capped at 4 until the mod is updated.
CHANGELOG
Changelog
1.5.3
- Each boss gets its own health bar over its head (with name and %) when there's more than one boss. The big bar at the top stays. Settings:
OverheadHealthBars,OverheadBarsForSingleBoss,OverheadBarHeightin [Extra Bosses].
1.5.2
- Fix: with extra bosses, the boss health bar disappeared when the first boss died. The bar now moves to the next living boss, and the defeat sequence plays only for the last one. This runs on every player's game.
1.5.1
- Fix: Extra Bosses and host settings sync never turned on. They hooked a RunManager method the game doesn't have, so both failed to load ("Failed to apply ExtraBosses/HostSync" in the log). They now hook RunManager.OnDestroy.
1.5.0
- Twin bosses became extra bosses with host controls in a new
[Extra Bosses]section:MinPlayers: fewest wizards needed (1 allows solo).MaxExtraBosses: up to 5 extra bosses.Boss2ChancePercenttoBoss6ChancePercent: each extra boss's chance, rolled separately.Spacing: extra bosses alternate left and right of the normal spawn.
- Every boss must die to win, and the health bar moves to the next living boss.
- Removed
[Bosses] TwinBossChancePerExtraPlayerandTwinBossSpacing(replaced by the settings above).
1.4.1
- More reliable player count: if the game's singleton lookup comes back empty, the mod finds the player manager itself. The log now prints
Player count: N (source)whenever it changes. - Boss adds use the same fallback to find the enemy spawner.
1.4.0
- New: twin bosses. With more wizards than
ScalingStartsAbove, the final boss can spawn with a twin, and both must die to win.[Bosses] TwinBossChancePerExtraPlayer(default 15% per extra wizard),TwinBossSpacing.
1.3.0
- New: join handshake. Hosts only accept players with the same MoreWizards version; others get the game's "incompatible version" message.
[Multiplayer] RequireModForJoiners. - New: host settings sync. At run start the host's difficulty and shop settings are sent to everyone for that run.
[Multiplayer] SyncHostSettings. - New: more elites per extra wizard.
[Difficulty] ElitesPerExtraPlayer. - New: extra wizards count as Stronger Enemies curse stacks, unlocking extra wave events and elite waves.
[Difficulty] StrongerEnemiesStacksPerExtraPlayer. - New: bosses attack faster and bring in enemy groups with bigger parties.
[Bosses]section. - New: configurable shop time limit (vanilla 30s).
[Shop] TimeLimitSeconds. - New: lobby seats 5+ are arranged around the table or in a second row, with matching seat cameras.
[Lobby] SeatLayout.
1.2.0
- Fix: capture points stalled when 5+ wizards stood on them (vanilla 0× speed above 4). 5+ now use the 4-player speed. Config:
[Objectives] FixCaptureSpeed. - New: capture and sacrifice zones keep growing past 4 players. Config:
[Objectives] ZonesGrowPastFour. - New:
[Revives]section.ExtraPlayerReviveShareandBonusRevivesPerExtraPlayertune how much extra wizards add to the shared revive pool (defaults = vanilla).
1.1.0
- New: an invite counter under the lobby's Invite Friends button ("3/8 wizards • 5 invites left"; turns orange when full).
- New:
[UI]config section with ShowInviteCounter, InviteCounterOffsetY and InviteCounterFontSize. - Cleaned-up source; no behaviour changes to the lobby or difficulty systems.
1.0.0
- Lobby cap raised to 8 (configurable 2–16) across Steam, EOS, matchmaking and host checks.
- Extra lobby seats, cameras, player list entries, colours, spawn points and herding targets.
- Difficulty scaling for extra wizards (health, damage, spawns, enemy cap).