[b34] Stuck Necromatic Summons
Posted: Thu Nov 10, 2011 4:39 am
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.
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.