Necromancer walks around and the skeletons cannot keep up they start disappearing. In the original version of the game the skeletons also disappear for no reason and we had to start summoning again
That has been in the game forever. Don’t know if it’s a bug or intended. You just have to wait for them to catch up. Revives are e specially prone to doing this. Never seen it happen to the golem or merc.
A merc can get stuck in dungeons. If you don’t recognize this, and it gets stuck too long, it won’t move anymore, even if you try to catch it.
But if you teleport, or use a TP or change the (dungeon) level in any way, your merc will Teleport with you and move again. The same thing should at leat be true for the metal-golem. (This wasn’t always the case, however. So this golem wasn’t very popular, because it did only last the current game. Now you should get your metal golem back, if you leave the game and start a new one, however.)
But re-raisng skelletons isn’t an issue imho.
Yep, lost an insight golem to this BS.
Usually it’s okay-ish and won’t happen since you have monsters coming up stopping you every time so your summons catch up. But … if they are stuck somewhere / in combat, you’ll lose a lot of them, even the iron golem which is even supposed to be a PERMANENT summon (until death).
Revives vanish like smoke in the wind at the slight jog, which makes that skill almost useless.
It’s almost impossible to play as summon with golem / revives if you don’t have an enigma which carry all your summons with you, so it’s pretty awful.
I can confirm a few weeks ago that my iron golems would disappear. It happened more often if they were in combat but it seemed to also happen randomly.
They really need to make the iron golem like mercs. I’m afraid to even use good items on them anymore.
get a teleport staff or amulet if it’s such a problem for you.
Though what you say also works, better pathfinding, well this is at least a Qol change that would make game work as it was designed and intended instead of having to work around something that is basically bugged.
Edit: Same for the attacks of Druid summons, with all its faults it would work way better if their attack would work more like those of skellies.
Yeah that’s the very first thing i did. I kinda wonder, is it just super rare or do teleport wands / pala maces don’t exist ? I kinda want to have room for a shield when i switch.
They don’t exist. Pretty sure it’s staves or amulets only for teleport.
Keep a tome of identify on you, pick up and identify every blue amulet that drops and hope for a teleport one.
Just make up the resists on charms.
I didn’t bother with a staff of teleport because I wanted gull+mf shield on switch for my necromancer.
Naj’s puzzler is the best one hands down