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[1.2.3] Global speed affects summoning duration

Posted: Tue Sep 09, 2014 5:43 pm
by Kror
When having less than 100% global speed, summoning durtion do not tick down every turn.

E.g. bloated oozes should last for 10 rounds but they have 50% global speed. This makes them last 20 turns since the counter only decreases every 2 turns.
This is not a newly introduced bug, but a long standing one.

Re: [1.2.3] Global speed affects summoning duration

Posted: Wed Sep 10, 2014 12:07 pm
by 0player
Instead of counter in act, why not do summons through a timed effect that removes them when it ends? This'd solve a lot of recently-mentioned bugs with summons, in my understanding.

Re: [1.2.3] Global speed affects summoning duration

Posted: Wed Sep 10, 2014 5:02 pm
by ZyZ
Kror wrote: This is not a newly introduced bug, but a long standing one.
It is not a bug.

Re: [1.2.3] Global speed affects summoning duration

Posted: Wed Sep 10, 2014 6:22 pm
by 0player
It is, as the same issue causes out-of sight summon timers to not tick at all. At best, it's a documentation problem, because "turns" refer to in-game turns, not to some entity's acting turns, just about everywhere.

Re: [1.2.3] Global speed affects summoning duration

Posted: Wed Sep 10, 2014 8:22 pm
by Kror
ZyZ wrote:
Kror wrote: This is not a newly introduced bug, but a long standing one.
It is not a bug.
How is it not a bug, when the tooltip says "last 9 turns" and they last 18 turns?

Re: [1.2.3] Global speed affects summoning duration

Posted: Thu Sep 11, 2014 5:39 pm
by ZyZ
Kror wrote:
ZyZ wrote:
Kror wrote: This is not a newly introduced bug, but a long standing one.
It is not a bug.
How is it not a bug, when the tooltip says "last 9 turns" and they last 18 turns?
How summons work ? You summon mob and internally it has a timer that says how many times it can act before it disappears. It has a life of its own and it does not care how fast or slow you are.

Let say you summon something with 100% speed (global + action speed combined) and then you make yourself 10x faster than your summon. From your perspective 9 turns will be more like 90 turns but for everything else with 100% speed it will be 9 turns. Number of "turns" does not change just because your speed changed.

When you blind something for 5 turns and then increase your speed 2x times tooltip wont change to 10 It will still show 5 but will decrease by one every other "turn"

Re: [1.2.3] Global speed affects summoning duration

Posted: Thu Sep 11, 2014 5:42 pm
by grayswandir
ZyZ wrote:When you blind something for 5 turns and then increase your speed 2x times tooltip wont change to 10 It will still show 5 but will decrease by one every other "turn"
That's the point, I think. All other timers which say "X turns" use game turns, just like the blind example you just gave. In contrast, the displayed summon timer depends on the summon's actual speed.


Edit: Personally I'm in favor of having summons last for game turns. It probably wouldn't be too hard to do, either.

Re: [1.2.3] Global speed affects summoning duration

Posted: Thu Sep 11, 2014 6:03 pm
by Kror
ZyZ wrote:Let say you summon something with 100% speed (global + action speed combined) and then you make yourself 10x faster than your summon. From your perspective 9 turns will be more like 90 turns but for everything else with 100% speed it will be 9 turns. Number of "turns" does not change just because your speed changed.
And that is the point. The context of "number of turns" does change for the summonings. The tooltip says "It last for 10 turns" when in fact, it last for 20 turns. Yes, it has 10 actions but as you said
ZyZ wrote:Number of "turns" does not change just because your speed changed.
It does for summonings. They do not last the number of turns indicated, because their speed is not 100%.

Re: [1.2.3] Global speed affects summoning duration

Posted: Thu Sep 11, 2014 7:46 pm
by grayswandir
The other way to fix it would be to list the summons as having "X Actions Left" instead of turns.

Re: [1.2.3] Global speed affects summoning duration

Posted: Thu Sep 11, 2014 8:15 pm
by Kror
grayswandir wrote:The other way to fix it would be to list the summons as having "X Actions Left" instead of turns.
And also write that in the skill instead of "Last for x turns". Because atm you have to read how long they "last" and then summon them to see their global speed and then calculate that.

Re: [1.2.3] Global speed affects summoning duration

Posted: Thu Sep 11, 2014 9:00 pm
by donkatsu
What's the rationale for having their "timers" count down whenever they act, anyway? It's a completely unintuitive mechanic that most people are unaware of (as seen in this very thread with ZyZ) and it leads to funky things like summons lasting forever as long as nothing is looking at them. I assume it's a bug. Rather than keep it, the sane thing to do would just be to make the summon timer an actual timer as per the current description, rather than updating the description to match the crazy reality.

Re: [1.2.3] Global speed affects summoning duration

Posted: Fri Sep 12, 2014 1:15 am
by HousePet
I'm guessing the timer code is triggering in act() rather than actBase().

Re: [1.2.3] Global speed affects summoning duration

Posted: Fri Sep 12, 2014 3:37 am
by edge2054
HousePet wrote:I'm guessing the timer code is triggering in act() rather than actBase().
It's called when the summon AI runs.

The not ticking at all thing has something to do with party code but not all party code (warhounds I tested and they're not affected, forgery of haze is). It's not LOS based but range based, i.e. summons behind trees tick, summons 11 tiles away don't. Not adding Forgery of Haze to the party assures the summon always ticks.

Party uses it's own AI which as far as I can tell overwrites the summon AI.

I think ticking on actBase would make sense though.

Re: [1.2.3] Global speed affects summoning duration

Posted: Fri Sep 12, 2014 5:26 am
by Kror
If that bug is fixed, the durations need to have a total overhaul too though.. I mean e.g. with bloating oozes it's extremly noticable since they got 50% global speed. Atm you can put "call of the ooze" on autocast and get permanent protection during autoexplore. If that bug is fixed, that would be nerfed pretty hard.
Dunno if the darkgod is aware of this or if he balanced by tooltip ;P