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You're right: Spell power, attack power and crit-chance don't work with summons, they also don't give experience. Unfortunately, trying to fix that would require a deep knowledge of Angelscript (the scripting language that HoH uses) that I simply don't have. I just use the assets that come within the game and adapt them to our needs. Summons are just enemies with the "team" parameter changed, nothing more, nothing less.
I definitely will consider your suggestions for skills. Changing efreet for a skeleton commander sounds great. Adding split projectiles for Spectral hounds at higher levels are a great idea too.
I figured that the issues with the minions was either from a limitation with the mod tools (which it's apparent now that it's not that) or a lack of the knowledge required to implement it. It's unfortunate that you do not have that knowledge, but I have also played your Barbarian class, which I really enjoyed thus far. Though, the Barbarian is much simpler (I presume) since it's just an auto attacking character with great passives and decent actives.
Have you considered asking anyone to assist you with the code that you aren't familiar with? I'm the kind of person that when I'm working on a personal project that doesn't ask for help unless it's a problem that I haven't found a solution for after a considerable amount of time invested into it. If you're the same way, or perhaps even more stubborn, then I understand.
If nothing else, you could always pitch the concept to the creators and they could potentially take it farther if you have no drive to develop it past its current state.
https://steamhost.cn/steamcommunity_com/app/677120/discussions/0/1743355067086633437/
My best bet for now is wait for the DLC and adapt that skill the best I could.