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Summon commands / AI

Posted: Sun Jun 18, 2023 6:25 am
by Dreams

I want to get some feedback and opinions on the following idea, which will then be made as a suggestion afterward.

Summon Command ideas:

The player tool is a simple point and click, activated or deactivated, very buggy when trying to command multiple summons due to pathing/blocking/stupid AI. Familiars and animal companions can choose between staying closer or further away. Shadowdancer Shadows can choose between guarding or not.

What I want to suggest are a range of options that will allow people to customise the reaction of their summons within what is already currently possible through a small conversation list of commands. Ideally everyone gets these options, and they’re just extra options on top of the default so that players who are comfortable with how things are can continue as they are.

  • All summons now able to be also commanded through this manner.
  • Each summon individually remembers what it was told.
  • Summons default to usual behaviour unless told otherwise after being summoned. (They shouldn’t remember the altered options after being dismissed)

The options ideally should be as follows:

  • Distance: stay closer/further away
  • Stealth: go/don’t go into hiding when summoner does
  • Roaming: Roam + auto attack enemies (within 10-20m from caster) / Follow behind
  • Actions: Handle Locks & Traps / Don’t handle
  • PvP specific: Auto-attack hostile / Wait for command (might help with summon confusion during PvP encounters)
  • Spell casting: cast/don’t cast spells
  • Spell casting bonus command: Cast your spell on self/cast your spell on me (For summons with buffs)
  • Targeting: Attack what I attack / Attack what is closest hostile
  • Shadowdancer specific: Appear on me / Appear on target (The latter would allow for ranged shadowdancers to maintain range whilst summon is attacking up close)

An extra universal and hugely helpful thing might be an option to have summons select different targets from one another rather than all converging on the same target, or always converge on the same target.


Re: Summon commands / AI

Posted: Sun Jun 18, 2023 6:32 am
by AstralUniverse

I'm just hoping to see Associate Tool 1 and 2, as separate commands, 1 will target a friendly NPC under your control and toggle it as commanded by tool or not. 2 will only be used to target the NPCs actions (basically move/attack). Because having it all in just 1 command have always been annoyingly limited.


Re: Summon commands / AI

Posted: Sun Jun 18, 2023 3:51 pm
by MissEvelyn
AstralUniverse wrote: Sun Jun 18, 2023 6:32 am

I'm just hoping to see Associate Tool 1 and 2, as separate commands, 1 will target a friendly NPC under your control and toggle it as commanded by tool or not. 2 will only be used to target the NPCs actions (basically move/attack). Because having it all in just 1 command have always been annoyingly limited.

This would be good. The amount of times I accidentally click my summon when meaning to click on the enemy to attack is far too many.

Just, make sure the Tool 2 looks distinctly different 🙂


Re: Summon commands / AI

Posted: Sun Jun 18, 2023 4:55 pm
by AstralUniverse
MissEvelyn wrote: Sun Jun 18, 2023 3:51 pm

The amount of times I accidentally click my summon when meaning to click on the enemy to attack is far too many.

far....Far... FaR... FARRRRRR too many.


Re: Summon commands / AI

Posted: Tue Jun 27, 2023 12:16 pm
by Someone Lost

Beamdog did implement manual summon/companion system some times ago which pw servers could implement and its used in single player, it was pretty neat you could even shift command your summons to walk if you wanted :)