It's not uncommon for an Alchemist to gain a level while the golem is out of commission (boss fights, for instance, frequently go this way). In previous versions, the level-up would be applied to the golem as soon as you brought it back. In the current version, though, this doesn't happen; the golem is only leveled up if it is present when the player levels up, at which point it "catches up" to the player level if it missed any.
The culprit appears to be this code in engine.Zone:addEntity():
Code: Select all
if self.actor_adjust_level and e.forceLevelup and not e._actor_adjust_level_applied then
local newlevel = self:actor_adjust_level(level, e)
e:forceLevelup(newlevel + (e.__forced_level or 0))
e._actor_adjust_level_applied = true
end
The "_actor_adjust_level_applied" field is apparently new; my guess is that the golem gets flagged with this when it's first placed on the map, or the first time it's brought back, blocking subsequent level-ups when it's restored.