I've been playing with the new version (0.8) for a few days now, and I've been having a lot of fun with the new thaumaturgy system, but I've run into a few issues I figured were worth reporting.
The 'Loyalty' spell in particular is a game-changer, but I've encountered several places where it behaves oddly. First off, there seems to be a bug involving the armored skeleton with the 2-handed sword in the catacombs (the one in the "graveyard" area): if you cast 'loyalty' on it, instead of starting to follow the player, it ignores the player and wanders off on its own. This looks like maybe some kind of 'patrol' behavior? In any case, re-loading (by exiting and then continuing) seems to re-set its AI, and after that it behaves the same way as any other enemy that's been hit with the 'loyalty' spell.
Second, there seems to be some issues with the way that different followers interact. In particular, multiple targets of the 'loyalty' spell will be non-hostile to each other, but they won't necessarily be non-hostile to Derrin. If you've got Derrin with you, the basic undead in the first few levels will generally be peaceful toward him, though if one clips the other with a stray swing, they'll immediately start fighting with one another. That's annoying, but it can be worked around (e.g. by giving everyone short and well-balanced weapons). However, the later enemies (e.g. skeletons in the catacombs, the Proctor, etc.) all seem to go hostile toward Derrin just by getting too close (which is inevitable if they're both following the player). Note that both Derrin and the loyal-skeleton will remain non-hostile towards the *player*, but they will attack *each other* until one or the other is killed.
This effectively means that past level 3, you have to choose between keeping Derrin, or using the Loyalty spell; you can't do both (the few 'inept' undead you might find are no longer effective against the more advanced enemies). My expectation based on the text of the description for the 'loyalty' spell is that a loyal minion should not attack another minion, regardless of how they got to be minions (i.e. of their own volition or via magical mind-control).
I'll note that it did occur to me that perhaps the 'trust other' spell is intended to fix this issue, but since that's not a 'continuous' spell I'm not really sure how it would help (and it's marked 'UNAVAILABLE' in the current build anyway, so my feedback for this build can't really include it).
[Update:]
I've played a bit more, and just run into another similar problem; I was in the sewers with the three dual-wielding ancient undead (the blue-armored ones from level 5) as my minions (cast 'loyalty' on each of them, didn't have Derrin around). At some point, one of them randomly became un-loyal (looks like the spell was canceled somehow? The ongoing cost went away, but I didn't even open the spellcasting interface, and I've got no idea what caused it) and started attacking me, and shortly after that the two remaining ones started attacking each other. I killed one, then raised it again using 'Command Dead', and that one and the remaining 'loyal' one immediately started attacking each other again. I'm not really sure of what's going on, but I stand by my original statement that my minions should not attack me or each other, period, regardless of how they were obtained ('loyalty' vs 'command dead' vs voluntary) or what's going on (e.g. one of them accidentally hits another when an enemy dodges should not cause my party to immediately turn into a circular firing squad). The only exception I can imagine would be if I backstabbed a 'voluntary' henchman, that might make them go hostile, but even there I'd want to make sure the code didn't trigger too much due to accidents. Particularly given the fact that we can't save/load freely, these issues are a pretty major drawback of the spells/systems currently in the game.
The 'Loyalty' spell in particular is a game-changer, but I've encountered several places where it behaves oddly. First off, there seems to be a bug involving the armored skeleton with the 2-handed sword in the catacombs (the one in the "graveyard" area): if you cast 'loyalty' on it, instead of starting to follow the player, it ignores the player and wanders off on its own. This looks like maybe some kind of 'patrol' behavior? In any case, re-loading (by exiting and then continuing) seems to re-set its AI, and after that it behaves the same way as any other enemy that's been hit with the 'loyalty' spell.
Second, there seems to be some issues with the way that different followers interact. In particular, multiple targets of the 'loyalty' spell will be non-hostile to each other, but they won't necessarily be non-hostile to Derrin. If you've got Derrin with you, the basic undead in the first few levels will generally be peaceful toward him, though if one clips the other with a stray swing, they'll immediately start fighting with one another. That's annoying, but it can be worked around (e.g. by giving everyone short and well-balanced weapons). However, the later enemies (e.g. skeletons in the catacombs, the Proctor, etc.) all seem to go hostile toward Derrin just by getting too close (which is inevitable if they're both following the player). Note that both Derrin and the loyal-skeleton will remain non-hostile towards the *player*, but they will attack *each other* until one or the other is killed.
This effectively means that past level 3, you have to choose between keeping Derrin, or using the Loyalty spell; you can't do both (the few 'inept' undead you might find are no longer effective against the more advanced enemies). My expectation based on the text of the description for the 'loyalty' spell is that a loyal minion should not attack another minion, regardless of how they got to be minions (i.e. of their own volition or via magical mind-control).
I'll note that it did occur to me that perhaps the 'trust other' spell is intended to fix this issue, but since that's not a 'continuous' spell I'm not really sure how it would help (and it's marked 'UNAVAILABLE' in the current build anyway, so my feedback for this build can't really include it).
[Update:]
I've played a bit more, and just run into another similar problem; I was in the sewers with the three dual-wielding ancient undead (the blue-armored ones from level 5) as my minions (cast 'loyalty' on each of them, didn't have Derrin around). At some point, one of them randomly became un-loyal (looks like the spell was canceled somehow? The ongoing cost went away, but I didn't even open the spellcasting interface, and I've got no idea what caused it) and started attacking me, and shortly after that the two remaining ones started attacking each other. I killed one, then raised it again using 'Command Dead', and that one and the remaining 'loyal' one immediately started attacking each other again. I'm not really sure of what's going on, but I stand by my original statement that my minions should not attack me or each other, period, regardless of how they were obtained ('loyalty' vs 'command dead' vs voluntary) or what's going on (e.g. one of them accidentally hits another when an enemy dodges should not cause my party to immediately turn into a circular firing squad). The only exception I can imagine would be if I backstabbed a 'voluntary' henchman, that might make them go hostile, but even there I'd want to make sure the code didn't trigger too much due to accidents. Particularly given the fact that we can't save/load freely, these issues are a pretty major drawback of the spells/systems currently in the game.
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