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I only repurposed melee enemies like balors, vrocks or that six armed snakes maimini or smth.
Even in the TT if the GM decides to control your summons they won't turn around and lighting bolt literally every one.
It also makes the repurpose spell less useful then just a summon spell, sure they last the entire map but if you can't position them in the front of the party they waste a turn running up to the enemy and if you can't trust them to NOT hit you with their special abilities you might as well not use the it at all.
edit* Found it lol took a few minutes, guess it was pre lauch actually.
MaLal [developer] Aug 30 @ 7:27am
No AI for companions, but this time we have a turn-based combat on the release, it helps with magic and burp(lel) control,
To bad that doesn't work with summons creatures and the repurpose spell, you can't control them and so they use w/e monster AI the devs have in mind.
I mentioned early toybox only works for summons not minions created with repurpose.
@BoogieMan
At this point I'm just using animate dead and using toybox to extend the summon time and control them.
I've given up on necromancy in video games in general.
I haven't gone that far into the game though. I cheated repurpose using toybox.
All around I found summons to be incredibly weak in this game to the point of near uselessness.
Yes they block blows that would have been targeted to my main party members but I'd rather use that spell slot to give my party members buffs that would avoid the hit and make them hit harder then a "temp" meat shield.
They have their place but it's unwieldy, you can't see there HP out of combat and when you first rez them they don't come back at full HP so you have to waste spells / potions / charges to bring up to fight shape.
Plus they don't last the whole map, they only last sections of the map.
For example all the zombies I revived inside the Ivory tower disappeared when I enter part 2 of the ivory tower (outside) .
Same map different section, not to mention you can't loot a repurposed corpse meaning you loose anything of value they might be carrying unless your quick enough to take it off the corpse before it rezes.
I mean many stronger enemies require specific abilities to take down. So while your party can take them down, enemies don't have these tools or the ai to realize how to use them. And sure, maybe your party is stronger than them. But you arn't limited to one. And if you take an enemy who your party struggled with, a single spell slot for nearly doubling your parties strength?
I do agree the UI and some of their aspects needs changing. Their hp is inconsistent and sometimes they don't come back at full health, and sometimes they randomly heal to full health outside of that. But these are fixes i expect overtime , currently this seems buggy and i've reported all these bugs for that reason.
They do not expire, sometimes in large maps they tend to only be in certain sections , this is due to them being saved to map data rather than added as a party buff. In most areas they will last for the entire map but there are unfortunate exceptions. Which seems an unintended side effect of how they were programmed.
It is true that you are sacrificing loot untill you kill them again. (Dispelling repurpose unfortunately makes them hostile instead of just dieing.) And dismiss doesn't work on them. Which is inconvenient i agree. And why i've only been using it on units i know dont have loot/anything i want or i can loot within 2 turns of them dieing (If you have combat looting on this is pretty reliable and it doesn't even seem to cost an action)
It deff is a spell that can use some improvements in useabilty and fixes. But it regardless is one of the most powerful abilties in game by far and good use of it can trivialize a majority of the fights in the game.
Like I said a lot of the time they will spam there AOE and hit me instead, this is especially annoying when there AOE does not effect demons like droning and unholy nebulas.
Sure my party makes the save most of the time but it only takes 1 failed save to completely ruin my party.
I had 1 slayer fail there will save because of it and then turned and one shotted my MC forcing me to reload.
In a typical battle this is a non issue because my MC and my slayers are way in the back of the party outside the AOE radius of the effect but once battle start and since they all bunch up with my MC they launch there AOE right then and there smacking my archers.
Yeah that i 100% agree with , i took a senior guard in act 4 that would cast blasphemy turn 1 or 2 everytime , when the only non evil characters where my units. Reported this as a bug with the suggestion to allow them to be dispelled(and have a kill effect on the mind control repurpose being dispelled as in the code it works just as domination spell) im sure they'll fix it , but currently they're prioritizing critcal bugs still as the testing for act 4 and 5 and crusader mode fell behind in beta testing