Hi Hellcommander,
Most of things listed above do make sense but they definetly worth separate RFEs or better separate discussion on the forum. I'd say this is rather collection of RFEs than a bug, because things which
from your point of view work in a wrong way and
should be fixed actually are intentional, game just was designed this way. Believe me, it's hell for a developer to track issues which have multiple suggestions that can't be done in one change.
My view on the points raised:
Originally Posted by
Hellcommander
both minions and the player should be sharing experience but seems to be only that minions get cut of exp and players get no cut of exp for minion kills
I do agree, this do make sense and would make necromancy more rewarding. For slaves, not for companions of course.
Originally Posted by
Hellcommander
Necromancy slaves should ignore friendly fire from player and fellow minions(of both black and white)
I'm not sure what was meant. Obviously they should take damage. But they're slaves after all and they really shouldn't be angered and shouldn't turn on you if you hurt them. This even makes sense thematically if you want to play evil.
Originally Posted by
Hellcommander
Mist elf necromancers should get higher odds of healing books
Bump from my side. Reasonable indirect improvement to white necromancy. Of course while PC stays non-chaotic.
Originally Posted by
Hellcommander
minion commanding should be a free action so it does not waste a turn to get minions focused on a target and attacking if they aren't already
Speaking, gesturing or even sending orders mentally do require action points. I would agree to make orders less time-consuming for bards / necromancers and probably depending on charisma. But definete no to zero action cost.
Originally Posted by
Hellcommander
minions need some follower ai that allows them to attack like a normal monster and defend there master
minions should defend master if master is attacked
They're not living and shouldn't care much about their master unless he gives orders. Just IMHO. That's where command "defend me" could be handy. By default I'd leave complete ignorance.
Originally Posted by
Hellcommander
Allow minions to follow player if within 5 tiles or so of player when (s)he exits
Originally Posted by
Hellcommander
necromancer minions should be tweaked to be able to follow player form a few tiles from stairs to allow character to more easily bring thier minions along?
Was suggested more than one time. Search through the forum. In any case this do makes sense and probably should work for normal monsters as well.
Originally Posted by
Hellcommander
Make sure minions dont turn on each other but add in their ai to avoid having allies in aoe if possible
I'd rather make it possible to give one order for companion / slae to turn on the other one... But this doesn't seem to work now, you need to anger companion you want to attack first and only then it can be attacked by other your allies.
Originally Posted by
Hellcommander
add more commands like attack all hostile attack and attack neutrals
Welcome:
http://www.adom.de/forums/project.php?issueid=3937
Originally Posted by
Hellcommander
Needs a way to be able to tell the status of your undead/contructs
Just [l]ook at them. It's already much more than could be achieved with just looking in foes.
Originally Posted by
Hellcommander
whisle like item or something that can be used by necromancers to summon their non - temperary undead to them with a minor cooldown (to gather after a teleport)
I just played around with bards and necromancers in exploration mode. Whistle doesn't seem to work indeed.
Originally Posted by
Hellcommander
Prevent minions from wondering off or at least be able to command them to attack someone or at a tile without being in range of site for both
+1, unlife slave shouldn't wander on their own at all.
Originally Posted by
Hellcommander
improve mana training done for using white necromancy so mana stack gets enough training to be regained properly (if not already as such) and if its not done for higher cost black necromancy then. Higher about of varienty for spell books closer to wizard with higher chance on scale of healing books and buff spells instead of getting lots of ice bolt as drops or at least have diferrent table if has white necromancy since all white necromancy can be healed with magic it seems(at least from my experience with my mist elf necromancer)
Mana training is already fine... At least my experience was so.
Originally Posted by
Hellcommander
Allow player to give more items to minions (would make sense mobs pick up stuff all the time).
As far as I remember this was raised multiple times as well. I agree that they should take and equip items if given by their master.