The World of Layonara

The NWN Persistent World => Bugs => Fixed Bugs => Topic started by: GhostWhoWalks on June 24, 2004, 08:06:00 am

Title: Summon Issues:
Post by: GhostWhoWalks on June 24, 2004, 08:06:00 am
This thread is for people to post about Summons.
   Please include in your report...
  Spell Level.
  Diety or Alignment if a mage/other caster.
  Summon name.
  Specific issue, bug, problem, request, complaint or whatever.
    Example:
  Summon 9
  Vorax
  Summoned Legendary Dwarvish Hero
  Man, this summon blows.  Its beard should be BLACK, not RED! Are you stupid?
    You get the point.
Title: RE: Summon Issues:
Post by: Nyralotep on July 23, 2004, 01:04:00 pm
Two things:  For the summons for Sulterio:  For MS 3  I am getting a dire wolf.  Is this the one I should be getting?  I would think this is more of an animal but I am not sure what summons Sulterio would get. 
  Also for the death domain it says that you get a shadow that scales with your level but after 5 levels it has yet to scale.  Is this a bio bug?  Thanks!
Title: RE: Summon Issues:
Post by: Nyralotep on August 04, 2004, 06:59:00 pm
And those are supposed to be all the summons from 1st to 9th right?  I ask because right now I'm getting a dire wolf for the MS3. 
Title: RE: Summon Issues:
Post by: GhostWhoWalks on August 04, 2004, 07:02:00 pm
Should all be elementals, yeah.  Are 1 and 2 elementals?
Title: RE: Summon Issues:
Post by: Nyralotep on August 04, 2004, 07:15:00 pm
No, no idea what one is but 2 was a celestial badger.
Title: RE: Summon Issues:
Post by: GhostWhoWalks on August 04, 2004, 07:21:00 pm
Do you have the animal domain?
Title: RE: Summon Issues:
Post by: Nyralotep on August 04, 2004, 07:28:00 pm
Earth and Death domains.
Title: RE: Summon Issues:
Post by: GhostWhoWalks on August 04, 2004, 07:29:00 pm
Alrighty, thanks, I'll track it.
Title: RE: Summon Issues:
Post by: Tolinar on October 27, 2004, 05:50:00 pm
This is an actual bug:

Than summons a Greater Water Mephit when he casts his Summon Creature XI spell. He has the Animal domain so he should summon a huge water elemental since he is a cleric of Shindaleria. He was in Dregar at the time. Not sure if this bug exists in Mistone. Verified all my other summons upto that level are ok.

Regards,

Toli
Title: RE: Summon Issues:
Post by: GhostWhoWalks on November 06, 2004, 11:53:00 pm
Which level spell? You said summon XI, which is summon 11... 
Title: RE: Summon Issues:
Post by: Tolinar on November 07, 2004, 11:46:00 am
Quote
Tolinar - 11/6/2004  4:22 PM

Thangah is casting as a level 11 Cleric of Shindaleria with Animal and Magic Domains. He summons a level one/two creature for his level 6/7 creature.


Umm, he is casting Summon Creature 6. A Greater Water Mephit shows up. Not what he was expecting. He gets a Greater Water Mephit with a Summon Creature 1 casting.

Sorry for the confusion.

Toli
Title: RE: Summon Issues:
Post by: GhostWhoWalks on November 07, 2004, 01:45:00 pm
Alright, VI then, I'll look to see what the problem is soon. Thanks.
Title: RE: Summon Issues:
Post by: Fenris on November 08, 2004, 08:15:00 pm
Cleric of Beryl, level 12.
Summon Creature VI versus Astral Summon (same level summon spell comparison).

My Large Emerald Elemental seems to do three things upon summoning:

- Enter Power attack mode, after which he misses everything except skeletons and goblins.  When he does hit, the maximum damage I have seen from him is 17
- Die very very fast if anything above a kobold is attacking him (I verified this in the Kobold encampment East and South of Hlint.  He killed three kobolds out of the 12 of so that spawn when I enter their area and I had to help him with the rest because he was down to 1/2 of his health.  Unbuffed, with an AC of 25 and slash resist 5/- and by myself I can walk in and take my time meleeing the 12 or so kobolds separately while they fire at me)
- If unslain by ferocious anklebiters, he will last for approximately 2 minutes in duration.

His Plus side:  He has a natural immunity to poison and negative energy drain which I can use to buy myself about 20-30 seconds of time against spectres or spiders if I am frequenting the forest on West.  He also seems to fare a bit better when fighting giants in the Anarauch Desert on Central or any large or above type creatures, though, and seems to hit a bit more often against them. (this makes sense under 3.5 rules as the bigger you are, the harder they are to hit... I just wish in his case it wasn't so hard)

My Astral Summons:

- Will spend two rounds buffing himself with Stoneskin and Ghostly Visage
- Will proceed to cast three hammer of the god spells on my enemies whether or not I am engaged ("Dewn Froak, Dewn!)
- Will then divert and do one of three things:
  - Use negative energy to strength debuff and damage both the enemy and the front line of tanks (thankfully negative energy buff on the tanks will prevent this)
  - Use Flame arrow on selected frontal enemies (usually the one closest to me)
  - Cast fireball (thankfully I am able to buff the tanks and myself against spell damage)

If all spells are used, or if I am engaged, my Slaad will move forward and melee, and do more damage more frequently than my summon of Beryl (his max melee is 21 damage against an Oasis giant), and can hold back enemies for a good 30-45 seconds.  I have yet to test him against kobolds but have a feeling they will die very fast (I'd be more than willing to check that out tonight and edit the post accordingly).

If I recall correctly from my chats with Eight Bit (before he left), my Beryl summons should each have an increasing amount of Damage Resistance over the previous summon to offset their abyssal 18 AC, and should be capable of dishing out increasing amounts of good ol' fashioned melee damage as the type improves.  This seems to be lacking at present.  I believe the spell duration has improved by about 30 seconds from the lesser summon to the large summon.

His duration is a little shorter than that of the Voraxian Dwarven Defender series.  If it would help, I can precisely time it the next time I am in game.

I keep waiting every spell level for my Emerald Elemental to get tougher, last longer, and do some damage, but I have this sinking feeling that I will be using my Astral Summon long after I hit 17th.  Ah well.  Froak is a good pet, so I really shouldn't complain :)

The above post is in no way meant as a rant.  I enjoy playing here too much for that.  I am hoping it will be seen as constructive and hopefully a bit informative to Ghost as he balances out what needs balancing.

Sincerely,

Fenris
Title: RE: Summon Issues:
Post by: GhostWhoWalks on November 09, 2004, 12:18:00 am
One spell uses a component and is shorter duration, one is longer and has no component and stages as it gets better.
  The Beryl summons are copies of the Earth elementals, and I have never had any problems with those, I use them myself. They are tanks. That's it. They enter attack mode and bash at things. They are more buffable since the duration is also longer.
    Its basically as designed.
Title: RE: Summon Issues:
Post by: Fenris on November 09, 2004, 01:49:00 am
Sorry to post again so soon Ghost, but I think you understood me backward.  My Elemental Beryl summons lasts for approximately 2 minutes.  My astral summon (no longer requires a component gem to focus the spell with Eschew II) lasts for nearly 12 minutes.  On a side note, the focus gem was never consumed, even when I was level 11 casting the spell.

Beryl's Large Emerald Elemental (Summon Creature VI) just doesn't seem to have any damage resistance and dies very very fast.  He does not last long enough to justify buffing him in either case with a duration of just over 2 minutes.  His damage caps out at 17 - UPDATE!  He critical hit a wolf yesterday for 33!.  The same level Voraxian summon (Summon Creature VI) I have seen do 97 damage in one shot (unbuffed).  (Nice crit for a summoned unbuffed dwarf *grins*).[/i]

I tried the astral summon on kobolds to follow up on my earlier comparison.  Absolutely no contest. 3 rounds after combat commenced, the stoneskinned slaad was standing next to me.  one fireball = 10 roasted kobolds.  He got a little hung up with the two remaining ones who sniped him from out of his aggro range, but they really weren't doing any damage to him.

My apologies in advance for the color collage.  I just wanted to be sure you saw the points I was trying to illustrate.  Thanks as always for checking these posts out so carefully.

- Fenris
Title: RE: Summon Issues:
Post by: GhostWhoWalks on November 09, 2004, 02:33:00 am
Then its the planar summon which needs adjusted, not the other. The spell should be only a round per level and be using a component. That its not is the issue.
Title: RE: Summon Issues:
Post by: Foxy on November 09, 2004, 10:21:00 am
Summon 9 spell.

Aeridin

Elder Water Elemental

Being the weakest of the elements, as well as the deadliest of the elements due to its Drowning capabilities in parties, I believe it should be changed to something that is infact useable. Perhaps a Planar creature that can use all the elements, something like this.
Title: RE: Summon Issues:
Post by: Ar7 on November 10, 2004, 11:50:00 am
Evil summon IX

The Maralith has cure light wounds potions. When she is badly wounded she begins to drink them, it is useless for her to heal around 3hp while provoking countless attacks of opportunity. Half of the fights she would have won she loses due to these potions.
Title: RE: Summon Issues:
Post by: Leanthar on November 12, 2004, 08:04:00 am
AR7, the Maralith has been fixed in the next update.
  Foxy, the change/update will be up to Ghost and if he thinks it is necisarry or is a bug.
  The Planar Summonging issue has been fixed.
Title: RE: Summon Issues:
Post by: Ar7 on November 12, 2004, 08:20:00 am
Thank you once again!
Title: RE: Summon Issues:
Post by: Fenris on November 13, 2004, 02:44:00 am
Ghost,

The Planar Ally's duration is listed as 1 turn / level.  It was lasting essentially the correct duration.

The Summon Creature VI spell has a listed duration of 24 hours (which I am sure was tweaked for Layonara purposes).

This last update brought the Planar Ally's duration down to roughly 6 rounds for my 13th cleric.

He now has just enough time to:  buff himself with stoneskin,  get stuck while casting ghostly visage for 2 rounds.  then cast hammer of the gods.  Finally he will melee for 2 rounds and then unsummon.  This is meant to be a caster summon, and should have a longer duration.  Shortening him below his stated spell duration thus drastically reduces his effectiveness to nil.

The lesser planar binding may have been what you were thinking of when you mentioned the duration should be in rounds.  The lesser planar binding (with the dual purpose of either binding a planar or summoning one) has a listed duration of 1 round / 2 levels - thus providing a 6 round summon at level 13.  

My lesser planar binding summon lasts for thirteen turns, when it probably should only last for 6 rounds.  Once this is changed (as I am sure it will be as a result of this post), my hope is that the old Planar Ally will be restored to the correct duration so that he can cast all of his spells before expiring.

I would greatly like to assist you if possible with verifying duration and damage for the summons of Beryl.  If you feel this is still a non-issue, I will stop using them altogether and focus on healing.  *shrugs*  I prefer having the flexibility of bailing out a party from a bad situation with a good pet, but if you feel the pet as is, is balanced, so be it.

As always I appreciate your willingness to take your time and assist with these issues.

Thanks Ghost,

Fenris
Title: RE: Summon Issues:
Post by: GhostWhoWalks on November 13, 2004, 03:00:00 am
It should be 3 rounds per level now, if its not, I'll fix it next update.
Title: RE: Summon Issues:
Post by: on November 15, 2004, 08:34:00 pm
Class:  Wizard
Level:  5
Name:  Animate Dead
Problem:  Says the component is Black Onyx....I bought 30 of them and haven't used one yet.  Just thought you should know.  Oh, and I don't have Eschew mat II yet cuz Kira is only 10th lvl.

 :)
Title: RE: Summon Issues:
Post by: Fenris on November 16, 2004, 06:10:00 pm
Hey Ghost,

I tested the Astral Summon again late last night, and I still time it at 78 seconds (1 round / level).

Thanks,

Fenris
Title: RE: Summon Issues:
Post by: Fenris on November 16, 2004, 06:16:00 pm
I messed around with all available summons the other day in the wizard tower North of Hlint and came up with an interesting anomaly:

Create Undead (level 11 summon spell) is requiring a material component, even with Eschew II, which, according to it's description, enables the user to cast all spells of level 1-6 without material components.

Not that I'll be using this spell anytime soon, but I thought you might want to know of it ;)

- Fenris
Title: RE: Summon Issues:
Post by: Aryn Ravenlocke on November 16, 2004, 06:23:00 pm
Create Undead is also an 8th level spell for sorcerers. Often times when the spell has 2 different requirements, it is the higher of the two that is looked at for the purposes of Eschew Materials. In this case, being a level 8 spell as well it would be in need of Eschew III.


YT
Title: RE: Summon Issues:
Post by: Fenris on November 30, 2004, 10:48:00 am
If that is the case, I feel for the few necro clerics out there who are struggling to hit 12th so that they can Eschew their summoning components.

Eschew II is still not functioning as intended for these individuals and should probably be addressed when the time permits.  I continue to list this error as the board calls for Summon Issues, and the answer you list above, while an answer, does not detract from this being an issue.

Thank you for sheding light, nonetheless Aryn.

- Fenris
Title: RE: Summon Issues:
Post by: Aryn Ravenlocke on November 30, 2004, 11:00:00 am
The Eschew Feats are working as designed and intended. Those wishing to caste Create Undead must have the material component to do so or take Eschew III. It is not a summon. It is completely seprate from summons. The only spells that actually qualify as summons in that particular regard are the Summon Monster series of spells.

YT
Title: RE: Summon Issues:
Post by: Juste on November 30, 2004, 11:00:00 am
Now, I'm not Ghost, but I'm going to try to explain this anyway.

It can't be fixed that some spells should work with a certain eschew, but aren't, because they are higher level spells for other classes. The reason being there is only one version of each spell, so you can only set its level one place when considering eschew for example. As an example:There are no seperate spells that are Greater Magic Weapon - Mage, and Greater Magic Weapon - Cleric, there is just Greater Magic Weapon, as such you can only tell the game that Greater Magic Weapon is one set spell level, since the game has no idea which class is casting it. Therefore usually the higher one is chosen, as Aryn said (Not counting spells granted by Domains).
It can't be fixed, (or maybe it can but it would take tons and tons of redundant coding) if I recall correctly this is the explanation Ghost gave me.

It is only a few select spells this is a problem with, like Neutralize Poison, GMW and Create Undead as you said. But frankly, Create Undead is such a worthless spell anyway, not worth fussing over.
Title: RE: Summon Issues:
Post by: Fenris on December 04, 2004, 12:28:00 pm
If this can't be fixed it should probably be moved to the fixed bugs.

Thanks Juste and Aryn.

Fenris
Title: RE: Summon Issues:
Post by: Sakura on December 20, 2004, 08:03:00 pm
Cleric:
Summon creature two (under animal domain)

Water sprout

Players were killed by drownding

One thing is for sure, players that I group with will be protected by PFD, and PFE.
Title: RE: Summon Issues:
Post by: dark_n on January 22, 2005, 08:39:00 am
my character is lvl 7, cleric of Rofireim.
The summons so far have improved pretty much only in ac and hp. The damage on the summon 4 (as in 4 th lvl spell, my highest) "high guardian" - is 1-3+3........ which no offense, for a tank with no special abilities is kinda pathetic :P Its attack bonus is so low, it can barely hit anything (it uses expertise all the time - which just makes it worse) - it has the feat "weapon focus : longsword" - too, yet none of them use longswords. ... I think something is wrong here... very wrong.

the lvl 1 spell is a fighter 2.
the lvl 2 spell is a fighter 4.
the lvl 3 spell is a fighter 4.
the lvl 4 spell is a fighter 4.

all have 1 attack... appart from the first two, they are useless offensively at the level they are gained, and defensively they arent much use other than to block a retreat either.  lvl 4 summons dies to an ogre berserker in about 3 rounds.....

weell actually the first 2 lasted so short at the time one gets them they were kinda useless too. Perhaps add 1 turn to the duration of all summon spells? That way, there would be a large diffference in duration at low lvl, but little at high lvl. It would make summons useable at lvl 1-4.
Title: RE: Summon Issues:
Post by: GhostWhoWalks on January 24, 2005, 05:52:00 am
The Rof spells aren't meant to attack anything really. They are shields. They do shieldy things. Which is take a bit of damage away from you while you do the work. Its a protective summon. And is the most powerful summon when it comes to that. At high levels they become almost totally immune to physical damage. They will always have low hitpoints but have progressivly stronger DR.
  Magic will rip them apart though, which is the trade off.
  You'll notice a small difference at lower levels unless you are fighting semimagic heavy things.
  Your summon may go from a 10/+1 to a 10/+2 DR, but unless you're fighting something that has +2 weapons you're not going to notice how much stronger it is than the lower level counterpart.
Title: Summon Issues:
Post by: rusleBIFFEN on March 10, 2005, 12:36:00 pm
Summon I, II, III, IV

Full Name: Angaráto Vardamir
Class : Cleric
Race: Human
Alignment: NG
Deity: Lucinda
Domains : Healing , Magic
Level : 7

When I do these summons, flying books appear....( Librams ? )
(should be , Dire Badger, Dire Boar, Dire Wolf, Dire Spider)

Now when I got to Level 7 and should get to summon a Dire Spider a book
comes up, which was suspected since it also did that on the other levels, but
this Libram goes total bananas and trow all kinds of spells around. Its totaly unpredictible....

Looks cool with all the spoellcasting though :-) but I gues it isnt supposed to work like that.

Regards
rusleBIFFEN
Title: RE: Summon Issues:
Post by: Pankoki on March 10, 2005, 12:40:00 pm
Thats the custom summon system we have in Layonara. Each deity has custom summons and so do mages. Lucindites get spellcasting books at lower levels and golems at higher.
  Working as designed.
Title: RE: Summon Issues:
Post by: Magnulas on June 20, 2005, 07:46:00 am
Spell level: 1
Deity/Alignement: Baraeon Ca'Duz/TN
Summon name: Animated book!

I think I should get a giant spider when my deity is Baraeon Ca'Duz. Nothing wrong whit the book but I think it belongs in the library and not on the battelfield.
Title: RE: Summon Issues:
Post by: orth on June 20, 2005, 08:45:00 am
Quote
Magnulas - 6/20/2005  10:46 AM

Spell level: 1
Deity/Alignement: Baraeon Ca'Duz/TN
Summon name: Animated book!

I think I should get a giant spider when my deity is Baraeon Ca'Duz. Nothing wrong whit the book but I think it belongs in the library and not on the battelfield.


Wizards summons are based on alignment not deity.
Title: RE: Summon Issues:
Post by: Eight-Bit on September 19, 2005, 01:54:00 pm
Aschenbach Snailpace
Upright Holyman of the Seventh Choir,
of The Good Lord Branderback.

The spell in question is Summon Creature Four. It calls up a Shadow Mastiff. The Shadow Mastiff really pales in comparison to the other summons I've seen thus far. He has no damage resistance, sneaking ability, nor does he have any concealment. His Howl, Fear ability is at a low DC 11, where even Goblins will make the save 55% of the time. His 19 AC, combined with 51 Hp and a love for Power Attack makes him a poor tank. From an objective standpoint an extended Summon Creature Three would be more useful. I suppose, to be simple, what I am proposing is a simple change. His Power Attack should be removed, and he should then recieve the ability to cast Improved Invisiblity. This would bring him up to par with the other level 4 Summons. I'm not looking for someone to tank for me. I see Branderback's summons as just a distraction. Yet this one is more of a loud annoyance to the enemies.
Title: RE: Summon Issues:
Post by: Filatus on September 19, 2005, 06:30:00 pm

Hmm, I don't want to make a fuss, but level 4 summons aren't that powerful anyway for most deities. But on the other hand, I'm not quite sure with what other summons you're comparing it with. From what I've seen thuss far concerning other level 4 summons they're all not up to par in melee against challenging opponents.

Then again, my experience with this isn't that big.
Title: RE: Summon Issues:
Post by: lunchboxkilla on September 19, 2005, 10:18:00 pm
Summon I, II, III, IV

Full Name: Angaráto Vardamir
Class : Cleric
Race: Human
Alignment: NG
Deity: Lucinda
Domains : Healing , Magic
Level : 7

When I do these summons, flying books appear....( Librams ? )
(should be , Dire Badger, Dire Boar, Dire Wolf, Dire Spider)

Now when I got to Level 7 and should get to summon a Dire Spider a book
comes up, which was suspected since it also did that on the other levels, but
this Libram goes total bananas and trow all kinds of spells around. Its totaly unpredictible....

Looks cool with all the spoellcasting though :-) but I gues it isnt supposed to work like that.


Have faith till your 5th level casting man You'll love what comes otu heheh


Title: RE: Summon Issues:
Post by: Zhofe on September 20, 2005, 03:27:00 am
Summoned Water Elementals (Aerdin, Summon 4) can sometimes drown their clerics too, it happened to Cray a while ago when Viv was travelling with her.

Summoned Elven Striker (Ilsare, Summon 3) has a problem with casting True Strike, and then not attacking after that ... causing alot of problems.
Title: RE: Summon Issues:
Post by: IDii on September 20, 2005, 03:51:00 am
Water elementals sometimes drown allies... Have to be careful when using them, can be more dangerous than fireballs. But it's working as intented.
Title: RE: Summon Issues:
Post by: LoganGrimnar on November 18, 2005, 06:35:00 pm
summen 7
neutral
summened Iron Golem

im not shure whats up with this. Ive been told by many its not a good party summen becouse it as an AoE spell. That is not a proablem. But in stright blows and power.. its weaker then summen 6. It has a higher hp, +1 attack, and that AoE thing. It dosent have spell imunitys as summen 6 has. im not shure but i think its DR is weaker or none exstent... i let this thing go intot he broken woods and it was killed in seconds. I can walk around the broken woods with a flame sword and kill things better tehn the summen 7 can and im a mage. Maby i missed somethign that makes it nice... but it shure seams over all weaker then a summen 6. even has lower AC i think.

Now im not seeking powerhouse summens, but level 7 spells are hard to come by, and when this one is doing nothing it kinda sucks to know i waisted the spell slot. So is this working as intended or is it bugged, or maby just something wrong with it *shrugs*
Title: RE: Summon Issues:
Post by: lunchboxkilla on November 19, 2005, 02:31:00 pm
I secodn logan statement...

Celgar has banised his iorn from his sight. They are weak that poison breath won't hit a rat and seems to lack power for a 7th level summon. Infact I have stuck with the stone golem till I got 8th summons and that is rather bad. the attack maybe higer and so is the damage with thie iorn.. I've seen it crit at 97, but what is the use if it Poision breaths till it's turned into scrap
Title: RE: Summon Issues:
Post by: orth on November 23, 2005, 04:32:00 am
The iron golem was upgraded last update, I forgot about that in my new version report.
Title: RE: Summon Issues:
Post by: davidtownsend on December 02, 2005, 03:40:00 pm
Planar Ally (6th level Cleric)

Cleric 11th level, Dorand, TN

Green Salaad

Just to verify a TN God or Cleric will have a NE Ally.. I have not tried the Critter out in combat yet. If need be I will use him but it looks odd for N to summon Evil.. Guess in OOC I will explain it's a bug if it is until it's fixed and to have everyone pretend (we all remember how dont we?) it is a proper Ally as I see no reason to punish myself for a bug.

Title: RE: Summon Issues:
Post by: Talan Va'lash on December 02, 2005, 06:12:00 pm
IIRC Slaadi are CN or maybe CE, though if its CN that might explain why you're summoning it.

If it says NE on its character sheet (you can view the char sheet of your own summon right?) Then I'm thinking the bug is that its alignment is marked incorrectly

-TV
Title: RE: Summon Issues:
Post by: Rayenoir on December 02, 2005, 06:20:00 pm
Slaadi are CN.  The only Slaad I know of that is anything other than CN is the Death Slaad, which is CE according to the MM, which is only sideline to NWN and Layonara.
Title: RE: Summon Issues:
Post by: davidtownsend on December 02, 2005, 09:56:00 pm
OK then it's character sheet is bugged thanks for the info.
Title: RE: Summon Issues:
Post by: Filatus on December 14, 2005, 07:09:00 pm
I think the death slaad could use some tweaking. I mean the one that is summoned with greater planar binding. When he starts he casts see invisiblity 4 times in a row, maybe makes it just once? :)

Here's part of my log. It happened everytime I summoned him.

[CHAT WINDOW TEXT] [Wed Dec 14 19:06:21] Summoned Death Slaad casting See Invisibility
[CHAT WINDOW TEXT] [Wed Dec 14 19:06:23] Summoned Death Slaad casts See Invisibility
[CHAT WINDOW TEXT] [Wed Dec 14 19:06:24] Summoned Death Slaad casting See Invisibility
[CHAT WINDOW TEXT] [Wed Dec 14 19:06:26] Summoned Death Slaad casts See Invisibility
[CHAT WINDOW TEXT] [Wed Dec 14 19:06:27] Summoned Death Slaad casting See Invisibility
[CHAT WINDOW TEXT] [Wed Dec 14 19:06:29] Summoned Death Slaad casts See Invisibility
[CHAT WINDOW TEXT] [Wed Dec 14 19:06:30] Summoned Death Slaad casting See Invisibility
[CHAT WINDOW TEXT] [Wed Dec 14 19:06:32] Summoned Death Slaad casts See Invisibility

PS: Is there any difference between the death slaad that gets summoned with gate and the one that gets summoned with greater planar binding?
Title: RE: Summon Issues:
Post by: blonde on December 14, 2005, 07:12:00 pm
The gate doesnt summon a death slaad, so yes, they are pretty different ;)
Title: RE: Summon Issues:
Post by: Filatus on December 14, 2005, 07:16:00 pm

Heheh, yes. I looked it up in the handbook and it doesn't specify the type. Might have mixed them up.
Title: RE: Summon Issues:
Post by: orth on December 15, 2005, 06:27:00 pm
Quote
Filatus - 12/14/2005  10:09 PM

I think the death slaad could use some tweaking. I mean the one that is summoned with greater planar binding. When he starts he casts see invisiblity 4 times in a row, maybe makes it just once? :)


This was the default Bioware Summoned Death Slaad, I've made a Layo one which doesn't have multiple spells that NPC AI tends to cast repeatedly in the next update.  Let me know how he works out.

Title: RE: Summon Issues:
Post by: Filatus on December 17, 2005, 04:08:00 am

The new one will come in the next update right? I'll get back then and thanks.
Title: RE: Summon Issues:
Post by: 666hellspawn on April 12, 2006, 02:01:18 am
summon level 7

Summoned shadow Fiend

my summon don't attack anymore. When i enter a fight he just stands there, looking around...i can press attack nearest but he will not do anything. He follows me around, he stays near me when i ask him too, he holds his ground when i ask him too....but he will not attack...is this a bug or did i do something wrong to him...a summon that isn't attacking isn't very usefull....could it be he's just lazy?

xxx abi (Abigail Ruzz)
Title: Re: Summon Issues:
Post by: Talan Va'lash on April 12, 2006, 03:01:18 am
The shadow fiend has always been broken (not just on layo.)

I know orth made some change that might have fixed it, but I'm not sure if he changed the shadow dancer ability shadow conjuration, greater shadow conjuration, shades, etc. to summon the new version rather than the bioware version.

On top of that I'm not sure if the change fixed the not attacking bug.

The change had something to do with removing a darkness ability or somesuch.

Edit: If nothing else works, the summons name should just be changed to "Shadow Friend" He's a lover not a fighter.
Title: Re: Summon Issues:
Post by: 666hellspawn on April 13, 2006, 03:33:51 pm
whaha...so it means i have a shade who tries to bore the enemies to death by doing nothing
Title: RE: Summon Issues:
Post by: Lord of the Forest on June 21, 2006, 07:34:57 am
Summon III + IV

My ranger (lvl 16) follows Folian and can summon a lvl3 or a lvl4 summon, means an ancient dire wolf or bear. I don't know why, but the wolf is lvl 15 and the bear only 11. Sure, the bear has still more HP, but less attacks. While the wolf attacks with 18/13/8, the bear only got 2 attacks with 17/12.
I only wanted to if it is alright this way, because the IV seems weaker than the III.

Thanks in advance, LotF
Title: Re: Summon Issues:
Post by: Variable on June 21, 2006, 10:51:06 am
Both the summons have different uses. the bear is amazing at taking blows since it has so many hp, while the wolf is better at dealing damage. And the difference in levels is so that the wolf will have more attacks per round and a higher AB. and the bear just had hp added on so that it will have a lower AB.

I think they are working as intended, and both are really useful, just in different ways.
Title: Re: Summon Issues:
Post by: LoganGrimnar on June 21, 2006, 05:04:34 pm
ive actually seen this brought up before, likly if you look further back in this thread you will find it. And i belive it was working as intended.