Coming Soon - New Summons!

Important announcements. Incase of problems logging in, try:
Direct connect address: scod.game-server.cc
*Aslya
Posts: 48
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Aslya »


Everything looked fine to me (Demonologist, LE); except two points:

- The utility of mid-range summons is meh. Well, when you get them, they are decent, as where the old summons; but you won't use them instead of higher counterparts.
- The duration; before, you spoke of longer duration for lower summons, if I remember well, but I feel they last just the same. Was that feature abandoned ?
*Ceremorph
Posts: 1125
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Ceremorph »


Those extended summon times were already in effect.

Very odd about the Erinyes with the Marut. Just spent a while in game spawning hezrous for the hellfire erinyes to kill, and when she summonned the Marus it did exactly what it was supposed to (i.e., pound hezrous into the dirt). All I can think of is that one of the monsters there has some sort of magic that might make it go goofy, like a dominate effect, and turned it against her.

And of course you'd rather have Summon IX than Summon VI hanging around you. Still, you'd think with the considerably longer lower summons, plus the utility of OTHER level 9 spells, there'd be some purpose to it.
*Orlitoq
Posts: 247
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Orlitoq »


When will the spell descriptions be getting upgraded to the new duration? It is much easier to gauge how true the math is when there is an in-game reference point.
*Lucadia
Posts: 450
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Lucadia »


Ah so why no possible tweaks for spirit shamman summons? Every time I see them get summoned, they are flattened in 2 rounds after they come out. The lv 9 magician forgets to cast spells all the time also and goes into melee mode despite toggling options in behavior.

As a side note, prior, I had same issue with the guardian naga but it was only against certain enemies that it the AI would stop casting spells on and go melee.
*Ceremorph
Posts: 1125
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Ceremorph »


Might do the Shaman Summons as a later phase of summons. Right now I've got two projects I want to do before moving onto that; currently I'm tweaking the deity list (adding a few new pantheons, as well as racial deities for some of the player races we have now, and after that there's another prestige class I plan on building. When those two are done, Phase II of the summon project will occur.

As for the spellcasting, what happens is if the AI determines enemies are too weak to waste spells on, it will send the creature in to melee. It was actually freaking me out at first because in my test module I set up kobolds, and none of my monsters would cast their spells. But when I put some stronger monsters in for them to fight, they would.
*Gazoo
Posts: 145
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Gazoo »


I think Druid Animal summons should see some tweaks as well. Been comparing to monster summonings (recently).


Eventually - probably way down your list.
*Nerull
Posts: 98
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Nerull »


Was it intended to have the AI use the summons?

I kind of laughed when I saw Abyss mobs summoning Maruts. :lol:
*Ceremorph
Posts: 1125
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Ceremorph »


Gazoo: Druid summons are a planned part of Phase II, and will probably be very similar in ability to the existing cleric/wizard level summons.

Nerull: yes, the summons are the same. What's going on here is that with the standard summon spells, they were set up "four corners and center" on the alignment chart. So LG and NG characters get the LG summons, CG and CN the CG summons, and so on, with true neutrals having their own set. Gate and Epic Gate, on the other hand, were set on the four sides. Thus, all good alignments get the good summon, LN/LE get the lawful summon, TN/NE the evil summon, and CN/CE the chaotic summon.
*Gazoo
Posts: 145
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Gazoo »


wrote:I kind of laughed when I saw Abyss mobs summoning Maruts.

Carceri Shators summon Akvan = tough buggers that smite and hit a bit more frequently than the previous summons, ouch.

It is a good thing. What is fair for players is fair for mobs imho. Good Stuff!
*Nerull
Posts: 98
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Nerull »


Wererats Summon Death Knights, which was also a pain.

So are these new summons susceptible to the summon feats? Augment Summon, etc.

Curious, so I don't sink feats into it and they don't work.
Post Reply