Players Online
205
Changelog
06 Jan 2025 - Today Santa returned to his home on Vega. Christmas trees are also gone and cannot be bought from NPCs anymore. Along with these changes, several minor map fixes have been applied (e.g. a missing stalagmite in the dragon lair was re-added, it is now not possible to levitate in that spot). Check full changelog...

#1

23.03.2023 21:57:47

Yog
Player

Level: 83
Profession: Master Sorcerer
Residence: Edron

Dynks of the Amarenarsi

Posts: 2

Re: Summoned monsters movement


I tried using summons to hunt long ago and I remember they're kinda hard to maneuver, especially when you're trying to use them as blockers and making them move in front of you. It felt like when you got near the summon, there was an equal probability for it to move to any adjacent free sqm.

My suggestion is that we change the probabilities for the sqm draw, making it more likely that the sqm "away" from the summoner gets drawn. It will make controlling the summon more viable and pleasant, as summons are barely used for hunts right now.

#2

23.03.2023 22:20:48

Goshnar
Senior Tutor

Level: 131
Profession: Elder Druid
Residence: Darashia

Celestial Mau of the Bolts and Cats

Posts: 47

Re: Summoned monsters movement


Not sure if that's an easy thing to code, regardless I haven't had any issues hunting with summons at all.

(∩`-´)⊃━☆゚.*・。゚ uuuuhhvada kedavra

#3

31.03.2023 01:24:21

Pi
Player

Level: 8
Profession: Paladin
Residence: Thais
Posts: 105

Re: Summoned monsters movement



they would just get in the way all the time and deny any attempt to pass
summons seem to be coded to move out of the way and follow the summoner
it allows you to move around your summon more freely
now doesn't that sound much better?

ask not what tibiantis can do for you
ask what you can do for tibiantis

  • Last edited 31.03.2023 16:16:16.
  • Quote

© Copyright by Tibiantis Online 2020-2025. All rights reserved.


All times are CEST (GMT+02:00). This page was generated at 21:54.