[b34] Stuck Necromatic Summons

Where bugs go to lie down and rest

Moderator: Moderator

Post Reply
Message
Author
Cerest
Wayist
Posts: 17
Joined: Wed Oct 26, 2011 7:06 pm

[b34] Stuck Necromatic Summons

#1 Post by Cerest »

http://www.mediafire.com/?cgpd17vhg25e0ga

My necromancer's summons are permanently taking up slots. Leaving the area does not work, leaving the zone does not work either. Recall, nope.
Any fix? Happened in the middle of a game. You would imagine that the necormancer's "kill if not in radius" debuff would kill them, but nope.

Also, I've noticed that the alchemist's golem's arcane eye, and the summoner's hydra/fire drake's breaths are controlled so that they cannot be casted if they would strike the player. Yet, the arcane beams from the necromancer's skeleton mages can actually end up killing the caster if, lets say, three of them are behind the caster in a narrow corridor and they all use their beam... which happens often.

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: [b34] Stuck Necromatic Summons

#2 Post by yufra »

In regards to your second question (skeleton mages), I encourage you to look at this thread: http://forums.te4.org/viewtopic.php?f=36&t=29633

The first problem, well that will require hacking of the save files which DG usually does himself. If you haven't heard from him in a few days bump this thread and I will give it a try.
<DarkGod> lets say it's intended

Post Reply