Alchemist issues (spoilers?)
Posted: Sun Nov 28, 2010 11:31 pm
First, it remains the case (in 15b) that golems summoned on high-level dungeon floors are themselves high level. My understanding is that that is not currently intended behavior.
Second, due to the way overland creatures are implemented, the golem instantly charges any hostile creature it sees, has a sight radius far larger than the player's, deals damage that is meaningless due to the non-hp nature of its targets, and dies instantly to the attacks of its foes. This seems nonoptimal. As a simple fix, just having summons (golems and anyone else who fits) join into your icon on the overland map seems appropriate. Alternately, at least give them a chance to win their combats and/or change their overland AI.
Second, due to the way overland creatures are implemented, the golem instantly charges any hostile creature it sees, has a sight radius far larger than the player's, deals damage that is meaningless due to the non-hp nature of its targets, and dies instantly to the attacks of its foes. This seems nonoptimal. As a simple fix, just having summons (golems and anyone else who fits) join into your icon on the overland map seems appropriate. Alternately, at least give them a chance to win their combats and/or change their overland AI.