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Showing results for tags 'summon'.
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Bug: When summoning minions in combat, the game will stutter. Repro Steps: 1. Enter combat with something 2. Summon a minion 3. Observe stutter Important notes/Required Conditions: 1. Must be first time to summon that particular minion in that gameplay session. It will not stutter again in future summons until game has been closed and restarted. 2. This can and does happen per individual minion. as such if you "minion dump" by summoning several minions at once, the stutter can last for a full second or more. Subjectively: this feels very crippling in more challenging battles. 3. This affects chanter summons, item summons, and priest summons that I have confirmed so far. Edit: 4. This also seems to affect spells that summon a minion conditionally such as Ninagauth's Killing Bolt's Spectre summon on kill. Speculation: I suspect the code for loading the minions into combat is causing the stutter. The game appears to stop, process their load into combat, and then continue. As the stutter is noticeable and impactful, especially for minion builds, this likely needs optimization. Of course, having worked some QA in the past this could also be a bug and not optimization. Everything can always be a bug lol . Caveat: I am still running on non-SSD. Pity me lol . It's quite possible with an SSD this load-in time would not even be noticeable depending on how the code is structured. The rest of my system should be fine or even good as you should be able to see in the attached dxdiag. DxDiag.txt
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Hi, I'm playing with Aloth. He's lvl 20. When I summon an Essential Phantom it has 34 accuracy: 25 base and +9 from level. That can't be right. Before that it had really high accuracy. I noticed the same with another character I played solo before (Geomancer): loaded up the savegame and the same problem there. I had similar problems with an Ancient whose unique shroom summons would not scale their stats correctly - don't know if that's related. Find my savegame here: https://www.dropbox.com/s/tcwpf6g07ik0k5t/Hyleon%20%28f9c897b3-bd46-4c0e-9148-d236ebfea8c2%29%20%28LAX-123ABCDEFG%29%20quicksave.savegame?dl=0
- 15 replies
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- bug
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Hi All! I haven’t seen much in the way of Spiritualist builds, so I hope this spurs some fresh discussion. This is my first posted build. I have been playing with this build on Veteran and am about halfway through. I have so far found it very fun to play, although it does take a bit of micro. I suspect I could use the AI to run a few things, but paying attention to targeting and tactical placement are still important. If anyone would like to go where I fear and run this on PotD and/or solo please let me know how it goes! Here is my character build detail for the Siren. I hope you all like it. Build Name Siren Subclass(es): Beckoner/Beguiler (Spiritualist) Description: The Siren is about control, both of your enemies and of some summons. She also has a good amount of debuff with most of her abilities focused on the mind and deception tags. She prefers short ranged combat using the blunderbuss as her main source of damage. She tries to remain as central to her teammates and summons to maximize her chant and other AOE abilities. Her intellect allows her control and debuff capabilities extended duration and maximizes the area of effect of them. Her dexterous nature allows her to utilize her talents at a frightening speed. Author: Toadbat Game version: 2.0 Difficulty: Veteran (I am a wimp, this build might be able to go higher) Solo: Untested Companion: No companion or sidekick fit’s this class build. Race: Moon Godlike (I chose this for some additional staying power, but any race will work.) Culture: Old Vailia (for the increased intelligence) Background: Artist (This is open to change based on your desired skill choices) Attribute Adjusted Incl/BB Might 8 10 Constitution 8 10 Dexterity 18 20 (Godlike) Perception 18 20 Intelligence 20 22 (Godlike, Old Vailia) Resolve 6 8 Level Proficiency Active Skill Passive Skill Ability 1 Blunderbuss Whispers of Treason 1 Saber If their Bones.../Come, Come Soft Winds… 2 Athletics Survival Lingering Echoes 3 Athletics Metaphysics Eyestrike 4 Dagger Mechanics Insight Draining Whip, At the Sound of His Voice… 5 Stealth Metaphysics Mental Binding 6 Stealth Insight Dual Weapon Style 7 Arcana Metaphysics Secret Horrors, At the Sound of His Voice… 8 Hatchet Mechanics Bluff Ancient Brittle Bones 9 Athletics Insight Combat Focus 10 Arcana Metaphysics And Their Fear Followed…, Body Attornment 11 Mechanics Bluff The Lover Cried out… 12 Pistol Athletics Insight Hammering Thoughts 13 Arcana Metaphysics Borrowed Instinct, Rapid Casting 14 Mechanics Bluff Gernisc's Beast Lit the Night… 15 Athletics Insight Aefyllath Ues Mith Fyr 16 Spear Arcana History The Empty Soul, Quick Summoning 17 Mechanics Bluff Mind Plague 18 Athletics History Spell Resistance 19 Arcana History Yet it's mate…, The Complete Self 20 Mace Mechanics Bluff Echoing Horror I picked what weapon proficiencies made sense to dual wield, so I could improve my reaction time. I maxed perception because this is my trap-finder. As far as skills go, pick what you want. I know a lot more min/max’ing could occur and feel free to discuss that here. Also, please comment and opine on the skill and attribute selections. I am not yet sure that the ones listed below are best in class. I am looking forward to your opinions. -Toadbat Edited for format and some content. Word copy/paste import failed miserably . I will continue to improve. Updated abilities based on comments from Verde and Ophiuchus. Further improved formatting, rewrote some of the content to flow better, corrected chant to Aefyllath Ues Mith Fyr per Ophiuchus (thanks!) Just realized that 2.0 came out a while ago, no changes there affect this build to my knowledge. I have updated the Version above to reflect that.
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Furthermore got 2 other bugs. 1. When i summon the drakes with Kana Rua and his II Chanter spells. I summon 3 drakes, they fight with me but after battle they dont dissapear and i can control them and they follow me everywhere even after save/load. When i dissmis KAna, they stay in the place where they were standing before dissmis but now they can't be controlled. Afetr chosing Kana again those drakes are still there. After new fight and new summon new drakes are following me again. 2. Got a notification about bandit raid of my stronghold. Went in person. Killed them.... and nothing happend. Went to the building, went outside again and the same bandits were attacking. Everytime i'm back to my stronghold i have to fight them off (even when reentering buildngs).
- 10 replies
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- summon
- bandit raid
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Conjuration/summoning is seldom implemented in a satisfying manner: RPGs are full of fantastic creatures, but conjurers and summoners typically have access to only a very limited selection of these creatures. If conjuration/summoning magic is included Project Eternity, please do it right. Allow conjurers access to most if not all of the creatures found in the gameworld. The number of conjuration spells should not be limited to the number of spells available to other spell schools. Consider that each new conjuration spell does not necessarily require new assets; the creature assets already exist as enemies, and portal/summoning animations and effects will already exist after the first conjuration spell is created. Also, I would be interested in game mechanics that allow spirits, demons, and such to be summoned by opening a portal to other dimensions but that handle animals and such in a different fashion: Perhaps animals could be permanently dominated by a conjurer/summoner of sufficient skill when encountered and then accompany the party on its travels (rather than be conjured or summoned out of portals, etc). The number of animals that could be dominated at once could be dependent on conjurer/summoner skill, or each dominated animal could reserve a specific amount of the conjurer/summoner's mana as upkeep (similar to the buff spells in DA:O). Thoughts?
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- conjuration
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