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 ?
Coming Soon - New Summons!


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*Ceremorph
- Posts: 1125
- Joined: Thu Jan 01, 1970 12:00 am
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.
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.


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*Lucadia
- Posts: 450
- Joined: Thu Jan 01, 1970 12:00 am
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.
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.

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*Ceremorph
- Posts: 1125
- Joined: Thu Jan 01, 1970 12:00 am
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.
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.



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*Ceremorph
- Posts: 1125
- Joined: Thu Jan 01, 1970 12:00 am
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.
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.

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*Gazoo
- Posts: 145
- Joined: Thu Jan 01, 1970 12:00 am
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!

