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Current thread: Mythic forums > Technical > Unable to end adventure
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killertofu
9/29/2012 5:56:18 AM
I have a summon imp that can not move. With out flee I can not end the adventure. I have never seen a imp so week. stats are -232 A -359 D d1 -55s. Are you trying to give out unuseable summons?
Legion
9/29/2012 7:11:39 AM
Flee would not have helped. With -55 speed he would never have gotten an action to flee. Interesting situation.

For a solution I've added a feature everyone will love. When all monsters on the adventure have been killed, the exit button will appear and be usable by everyone whether they are at an exit or not. This is not only helpful in preventing each group from walking to an exit at the end, but also as an indicator as to whether or not the adventure is cleared. No exit button = more monsters to find.

I tested it with your clan, so you'll find your adventure is now at the shopping stage.

9/29/2012 8:19:16 AM
As long as the exit it 'uses' isnt the one that causes the xp lose. Im glad it is put back in. Moving some of the groups through 5 levels in the good lord where is the end of this dungeon mazes was such a pain.

On a side note, where are those monsters with those stats when they are fighting against me? Would love to see them more often. Also, nice to see there is no limit to how bad of rolls you can get.

Canuckistan
9/29/2012 10:50:33 AM
I'm liking that as a solution for knowing all the monsterts are eliminated! I'll still work thorugh the remaining "unknown" squares and be able to exit without penalty or having to reexplore the whole dungeon :)
Legion
9/29/2012 4:21:54 PM
To clarify: yes the exit button that appears is a standard "red" exit without penalties.

Summoned creatures have to "carry" their unequippable treasure items whereas standard monsters don't count unequippable items against their weight totals since they are assumed to be nearby in the dungeon and recovered when the monsters are killed. The imp in question had a strength of 3 and a 20lb rock in his inventory that he was simply unable to lift. Its a known problem, one many of you have seen when (for example) you charm a weak wolf and he is suddenly laden down with the "wolf meat" he is "carrying" and his stats plummet. A better solution might be to delete all unequippable items from a monster when summoned or controlled, but generally speaking (as a player) I'd rather have the treasure items. From an in-game perspective, it might be better to just consider that summoned monsters are often non-combatants (a wolf pup, or crippled imp, etc) that would never generally be seen in a combat setting since their stats preclude fighting yet can still be magically summoned by a disappointed spellcaster. Summoning magic is (even with the recent sp adjustments) still a very powerful low level magic and I've noticed people are taking it more often now even with the chance of a "dud" of a monster.

9/30/2012 5:50:30 PM
What would you expect? Anything that doesnt really cost money that can soak up some swings is always a good thing in an adventure. Run past the non moving creature and let it hold up monsters while you pelt them from long range. I think its cheaper then a wall of stone, as well as can sometimes swing back.
killertofu
10/1/2012 11:57:21 PM
Is there any way I can talk you into adding an unsummon button? I would hate to be stuck on the wrong side of a summon and not be abel to move through without ungrouping.
Canuckistan
10/2/2012 3:02:42 PM
perhaps a banish spell would be appropriate?

10/2/2012 3:06:16 PM
Does run into an issue if you dont have the spell points to use a banish spell.

How about the ability to attack your own party memebers, in order to weed out the ones you dont want. Yeah, I can see an abuse there were people would summon creatures, just to kill them.


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