Torchlight II

Torchlight II

Improved Summons
55 kommentarer
Rane 3. nov. 2018 kl. 13:15 
I hope its ok to include this in my modpacks,if not please let me know
Gulp DragonDawn 23. mar. 2017 kl. 8:45 
if you have a mod that only affects pet spell cooldown, which takes priority?
Dark Templar Sephiroth 3. aug. 2015 kl. 15:07 
I do.
rockhounddiva 21. juli 2015 kl. 13:56 
the skeleton archers should be mobile without this mod, who agrees?
ZeroDivide 12. nov. 2014 kl. 3:34 
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 kl. 12:07 
Is this up to date?
Felewin 17. dec. 2013 kl. 17:41 
Hi, this looks awesomely handy. Is it compatible with Synergies? Thanks in advance.
-SoL-Justice 12. dec. 2013 kl. 11:53 
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 kl. 20:42 
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 kl. 19:48 
Devil240Z there is a seperate mod for the engi pets
Devil240Z 26. juli 2013 kl. 20:34 
doesn't seem to work with spider mines. or at least they blow up on their own after like 15 seconds.
DaiconGrrl 2. juli 2013 kl. 19:02 
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. juni 2013 kl. 12:50 
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. maj 2013 kl. 5:10 
Thank you very much, i will do that in the next few days :).
Charlie Cyprus  [ophavsmand] 24. maj 2013 kl. 10:49 
@IL_Giudice: Sure thing
Lepo 23. maj 2013 kl. 2:28 
I really love this mod, can i merge it in my Torchfun ultimate overhaul?
BiBi 1. maj 2013 kl. 8:22 
Update Please?
Dj El Marriachi 21. apr. 2013 kl. 5:52 
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  [ophavsmand] 15. apr. 2013 kl. 17:36 
@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 kl. 16:19 
What class would this be used for? And for pets?
ShadowCloud 10. apr. 2013 kl. 21:00 
Does anyone know if this works with the Necromancer from the Synergies mod?
Koncookie 8. apr. 2013 kl. 3:15 
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 kl. 15:01 
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  [ophavsmand] 7. apr. 2013 kl. 14:35 
@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 kl. 13:43 
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 kl. 15:51 
@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 kl. 11:51 
I love you man.
Charlie Cyprus  [ophavsmand] 5. apr. 2013 kl. 13:52 
Updated. Summons now match player speed.
The Blind Wound 5. apr. 2013 kl. 8:12 
BIG necromancy junkie, so this is a must.
an awful player 4. apr. 2013 kl. 23:59 
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  [ophavsmand] 4. apr. 2013 kl. 23:01 
@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 kl. 22:22 
@ANonanon Thanks man :D I wanna give this mod thing a go, especially on tl2.
an awful player 4. apr. 2013 kl. 22:17 
Any plans on giving Outlander, Embermage, and Berserker pets the same treatment that Engineer's pets got as well?
Charlie Cyprus  [ophavsmand] 4. apr. 2013 kl. 22:03 
@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 kl. 21:34 
inb4 someone mods in new classes, including a necromancer.
Nomyar 4. apr. 2013 kl. 19:56 
Subscribed!
an awful player 4. apr. 2013 kl. 13:29 
The ONE thing that upset me about TL2 was that there were no actual summoner specs with permanent summons. Bear my children.
Charlie Cyprus  [ophavsmand] 4. apr. 2013 kl. 11:20 
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  [ophavsmand] 3. apr. 2013 kl. 22:09 
@Nomyar: Cooldown value and "die on warp" are in different files.
Charlie Cyprus  [ophavsmand] 3. apr. 2013 kl. 22:08 
@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 kl. 20:17 
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 kl. 20:00 
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  [ophavsmand] 3. apr. 2013 kl. 19:49 
@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 kl. 19:29 
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  [ophavsmand] 3. apr. 2013 kl. 18:52 
@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 kl. 16:51 
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 kl. 14:12 
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  [ophavsmand] 3. apr. 2013 kl. 12:31 
Updated. There is now a lite version without zoning persistence.
Charlie Cyprus  [ophavsmand] 2. apr. 2013 kl. 23:29 
Updated. Summons now don't disappear after zoning.
Charlie Cyprus  [ophavsmand] 2. apr. 2013 kl. 22:49 
@Bodybag Buddy Beater: Done.