[b34] Dominant Will vs. Necromancers
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[b34] Dominant Will vs. Necromancers
Taking over an enemy Necromancer with Dominant Will gives you all of their minions that they summon after that, and they even last after the summoner dies (very good because they do not degrade either).
Re: [b34] Dominant Will vs. Necromancers
Well, Summons are the same faction as the summoner, hence this isn't really a bug, more like a very powerful use of a talent.
However, minions NOT degrading likely is. I've noticed something similar with Summoners, after I killed the adventurer summoner, the dominated firespitter stayed around(though maybe it just had a VERY long duration).
However, minions NOT degrading likely is. I've noticed something similar with Summoners, after I killed the adventurer summoner, the dominated firespitter stayed around(though maybe it just had a VERY long duration).
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: [b34] Dominant Will vs. Necromancers
I think this links in with a point made elsewhere that summons should disappear or degrade once their master dies. This would encourage more tactical combat vs summoners.
It's a particular problem with necromancers since normally their summons are specifically sustained by their necrotic field. Technically all their summons should go boom on the necro's death.
It's a particular problem with necromancers since normally their summons are specifically sustained by their necrotic field. Technically all their summons should go boom on the necro's death.
Re: [b34] Dominant Will vs. Necromancers
What if a summoner's death caused the summons to go *INSANE* instead and attack targets randomly?Grey wrote:I think this links in with a point made elsewhere that summons should disappear or degrade once their master dies. This would encourage more tactical combat vs summoners.
It's a particular problem with necromancers since normally their summons are specifically sustained by their necrotic field. Technically all their summons should go boom on the necro's death.

Make it random, perhaps: 50% chance to do nothing this turn, 50% chance to strike at random, until they disappear because their duration is up.
Avoid this happening if the player is a Summoner who resurrects through the BoL though, because it would be...awkard

Also, maybe Summoners (both PC and NPC) should be able to take control of master-less summons.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: [b34] Dominant Will vs. Necromancers
Update to the bug, they only last forever when they stay within 10-15 tiles of their summoner's death place. It seems that the Nercotic Aura does not disappear at death.
Re: [b34] Dominant Will vs. Necromancers
I second Zonk's idea!
Re: [b34] Dominant Will vs. Necromancers
I like Zonk's idea, but it needn't be so complicated. Just change the masterless undead's faction on dying so they are hostile to everything (except themselves) and reset their target (since they are all probably targeting the player).
Actually... this gives me an idea. To the ideas forum!
Actually... this gives me an idea. To the ideas forum!
Sorry about all the parentheses (sometimes I like to clarify things).