Torchlight II

Torchlight II

Improved Summons
55 Comments
Rane 3 Nov, 2018 @ 1:15pm 
I hope its ok to include this in my modpacks,if not please let me know
Gulp DragonDawn 23 Mar, 2017 @ 8:45am 
if you have a mod that only affects pet spell cooldown, which takes priority?
Dark Templar Sephiroth 3 Aug, 2015 @ 3:07pm 
I do.
rockhounddiva 21 Jul, 2015 @ 1:56pm 
the skeleton archers should be mobile without this mod, who agrees?
ZeroDivide 12 Nov, 2014 @ 3:34am 
This is a very helpfull mod to prevent things from getting too spammy with constantly summoning over and over and over. However, as others have said, it gets out of hand with no upper cap to how many minions you can have.
Copper Boltwire 27 Aug, 2014 @ 12:07pm 
Is this up to date?
Felewin 17 Dec, 2013 @ 5:41pm 
Hi, this looks awesomely handy. Is it compatible with Synergies? Thanks in advance.
-SoL-Justice 12 Dec, 2013 @ 11:53am 
There seems to be a bug in the cap of minnions i can summon from the spells now as i had 12 archers and 4 melee skeletons on my screen all at the same time. also i think it would me less over powered if you made the spells that normally summon 3 minnions only summon 1 because i tried your mod and it made the game on elite mode seem like easy. I like the idea of making the spells less frusterating but i also don't want it to be over powered.
Sgt. 2-Star 15 Sep, 2013 @ 8:42pm 
I Have included Your Mod in My Mod Pack!
THis is Really supposed to be only for me and Me Mates, but If You happen to Object our Use of your Mod,
I will Take it Down!
Feel free to Check it out!
Judge 5 Aug, 2013 @ 7:48pm 
Devil240Z there is a seperate mod for the engi pets
Devil240Z 26 Jul, 2013 @ 8:34pm 
doesn't seem to work with spider mines. or at least they blow up on their own after like 15 seconds.
DaiconGrrl 2 Jul, 2013 @ 7:02pm 
Good improvement over the core game functionality, but it needs a little balancing. Perhaps cap the number of summons per slot the Pet can bring in? It can very quickly turn into easy-mode with a swarm of minions. There also seems to be a bug with minions persisting when you resume the game. They appear in town, but act as NPCs; they no longer follow you. The town can quickly become overcrowded like this.
Brian 29 Jun, 2013 @ 12:50pm 
I've used this mod for quite some time. I actually prefer the lite version instead of this version. The problem I have with this version is that I always end up with too many archers following me at once. Then, I'm left standing there and watching the archers kill everything around me. That sort of takes the fun out of the game.
Lepo 25 May, 2013 @ 5:10am 
Thank you very much, i will do that in the next few days :).
Charlie Cyprus  [author] 24 May, 2013 @ 10:49am 
@IL_Giudice: Sure thing
Lepo 23 May, 2013 @ 2:28am 
I really love this mod, can i merge it in my Torchfun ultimate overhaul?
BiBi 1 May, 2013 @ 8:22am 
Update Please?
Dj El Marriachi 21 Apr, 2013 @ 5:52am 
Nice mod, but i have to agree with koncookie though. It needs some balancing imo. I agree that vanilla TL2 summons need some boosts, but this was a bit over the top. My pet had a whole army of archers and skeleton warriors and i felt they didn't really need me there :)
Charlie Cyprus  [author] 15 Apr, 2013 @ 5:36pm 
@Accipitrade: In Torchlight II, you can loot or purchase spells from vendors. Spells are universal things that you can equip on any class or pet.
Accipitrade 15 Apr, 2013 @ 4:19pm 
What class would this be used for? And for pets?
ShadowCloud 10 Apr, 2013 @ 9:00pm 
Does anyone know if this works with the Necromancer from the Synergies mod?
Koncookie 8 Apr, 2013 @ 3:15am 
Very nice mod, but after a time my pet had summoned an army of skeletal warriors and every champion was down before I reached him. For them the 30s cooldown should be longer. It works fine for Imps and Archers, because they die faster. But for the warriors it kinda felt like it broke the game. So I had to ban them.
VinchenzoTheJackal & Shoon 7 Apr, 2013 @ 3:01pm 
Ah, I am so happy! I subscribed a good while ago and loved it. I didn't have much spells then. I'm glad. Thank you for fixing this. And thank you for reminding me of the fix! I am so grateful for your contributions to the community like this mod. Many of your mods have had a very good impact on the Torchlight 2 community, and I just want you to know you are appreciated for it and your continued support on your mods.
Charlie Cyprus  [author] 7 Apr, 2013 @ 2:35pm 
@vinchenzojackal: The comments are old and this problem had already been fixed. The mod description says there's a cooldown of 30 seconds for your pet.
VinchenzoTheJackal & Shoon 7 Apr, 2013 @ 1:43pm 
I've been using this mod, and loving it... but recently... I discovered the comments with pets using summons. I always have my pets equipped with specific spells or skill tomes.
In Torchlight 1, summons were also used by my pet. I'm hoping that maybe you can fix this... since pets do recast spells very often already. If the cooldown is as such, a pet will burn through all its mana constantly resummoning summons that are already summoned!
BemusedBear 6 Apr, 2013 @ 3:51pm 
@Kai - Some new classes are already modded in. Check the Synergies Mod, it includes a Necromancer class that is completely up and running (and a few other classes in progress). You would have to try to convince Salan to make a standalone version of the necro class b/c currently it is only available as part of Synergies.
Reload 6 Apr, 2013 @ 11:51am 
I love you man.
Charlie Cyprus  [author] 5 Apr, 2013 @ 1:52pm 
Updated. Summons now match player speed.
The Blind Wound 5 Apr, 2013 @ 8:12am 
BIG necromancy junkie, so this is a must.
an awful player 4 Apr, 2013 @ 11:59pm 
Yeah, pet duration is the main thing for me. As I'm sure it is for most people. Summons just don't feel as great if they die within seconds, or maybe a minute. Even if it's re-castable the second the duration ends.
Charlie Cyprus  [author] 4 Apr, 2013 @ 11:01pm 
@an awful player: That's something to consider, I don't play other classes (as of now) but I'll just assume everybody just wants cooldown, duration and a choice for persistency.
Torkupine 4 Apr, 2013 @ 10:22pm 
@ANonanon Thanks man :D I wanna give this mod thing a go, especially on tl2.
an awful player 4 Apr, 2013 @ 10:17pm 
Any plans on giving Outlander, Embermage, and Berserker pets the same treatment that Engineer's pets got as well?
Charlie Cyprus  [author] 4 Apr, 2013 @ 10:03pm 
@Kai: I've thought about making a Necromancer class where these skeletons and zombies are actual skills, not just spell scrolls. Unfortunately I'm not very savvy with GUTS.
dr46onfusion 4 Apr, 2013 @ 9:34pm 
inb4 someone mods in new classes, including a necromancer.
Nomyar 4 Apr, 2013 @ 7:56pm 
Subscribed!
an awful player 4 Apr, 2013 @ 1:29pm 
The ONE thing that upset me about TL2 was that there were no actual summoner specs with permanent summons. Bear my children.
Charlie Cyprus  [author] 4 Apr, 2013 @ 11:20am 
Updated. Pets now have a 30 seconds cooldown on recasting summons, preventing them from spamming.

@Nomyar: Pet casting should be all fixed now.
Charlie Cyprus  [author] 3 Apr, 2013 @ 10:09pm 
@Nomyar: Cooldown value and "die on warp" are in different files.
Charlie Cyprus  [author] 3 Apr, 2013 @ 10:08pm 
@duran: It's part of the vanilla game that you can only summon 1 Imp, 1 Blood Zombie, 1 Warrior and so on. The squad of your Archers increase as you obtain scrolls of a higher rank (rank 1 gives you 3 Archers only). I guess to answer your question, it's intentional.
duran14142000 3 Apr, 2013 @ 8:17pm 
I noticed that with this mod, you can only summon 1 monster. with Enhanced Summoning I was able to spawn 7 or 8 monsters

is that me or is that intentional?
Nomyar 3 Apr, 2013 @ 8:00pm 
Are zone persistence and cooldown linked?

As for Engineer skills, since they can't be assigned to a pet, there shouldn't be any issue there.

Just my thoughts! Your mod. I'll try it either way :)
Charlie Cyprus  [author] 3 Apr, 2013 @ 7:49pm 
@Nomyar: At first I said I wouldn't do it because a lot of people here seem to want their own variants, so I'd end up with a dozen mix-match of releases. Since this pet issue is posing an actual gameplay problem, I've decided to give it a go tomorrow. I'll make an alternate version for both Engineer and spell summons that will have no zone persistence and 20 seconds of cooldown (maybe 10s for spider mines).
Nomyar 3 Apr, 2013 @ 7:29pm 
I like everything about this, EXCEPT for the reduced cooldown (for the pet reason listed just before this). I always put summons on my pet. So, unfortunately that's a deal killer for me. If you can remove that (keep the cooldown duration) this would definitely go in my list.
Charlie Cyprus  [author] 3 Apr, 2013 @ 6:52pm 
@Aknis: I just tested equipping a summon on my pet (which never crossed my mind) and can confirm that my pea brained pet won't stop recasting. Playing with no mods resulted in nothing ever being casted at all, ever. I'm guessing the solution to this is to modify how frequent a pet can cast and summon, but I have no clue how to do modify pet AI. If someone has a clue, please let me know.
Aknis 3 Apr, 2013 @ 4:51pm 
The mod forces my pet to resummon the Nether Imp when it goes off cooldown. As there is none, it burns his mana in to oblivion. Any suggestions to solve this other than removing the skill? The mod is stated as required now for my character, so removing the mod is also not an option.
MrKn4rz 3 Apr, 2013 @ 2:12pm 
Suggestion: Display your current summons like it was in D2. Sometimes its hard to tell wether or not all of your summons are alive. At least for the skelleton warriors.
Charlie Cyprus  [author] 3 Apr, 2013 @ 12:31pm 
Updated. There is now a lite version without zoning persistence.
Charlie Cyprus  [author] 2 Apr, 2013 @ 11:29pm 
Updated. Summons now don't disappear after zoning.
Charlie Cyprus  [author] 2 Apr, 2013 @ 10:49pm 
@Bodybag Buddy Beater: Done.