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 Post subject: NEXT UPDATE: Control Henchmen
Unread postPosted: Sat Aug 04, 2018 6:19 am 
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Quote:
Control Henchmen:

This feat allows you to give commands to creatures under your control. It operates in three modes:

1) No selection
2) Select all mode: Command all henchmen except the familiar
3) Select single mode: Command a single henchman.

To enter mode 2, target the feat at your character.
To enter mode 3, target the feat at the henchman you wish to command

Once you enter mode 2 or 3, you may use this feat again on:

1) a location, which commands a creature/creatures to move there
2) an enemy, a placeable (like a chest) or a door, which commands a creature/creatures to attack it

You may also switch seamlessly between the modes and, within the single-selection mode, between the henchmen. To return to the "no selection" state, target yourself in the "Select all" mode.



This feat will be granted to everyone for free.

Thanks to DM Doom for the suggestion.

EDIT: It might not be delivered in this update but in the one after to be sure it won't cause server issues.

Added new targets: chests and doors


Last edited by matelener on Fri Aug 10, 2018 5:13 am, edited 5 times in total.

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 Post subject: Re: NEXT UPDATE: Control Henchmen
Unread postPosted: Sat Aug 04, 2018 9:44 am 
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Is it a new feat, or will it replace the 'summon henchmen' we already have? Does it come with its own icon?

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 Post subject: Re: NEXT UPDATE: Control Henchmen
Unread postPosted: Sat Aug 04, 2018 10:05 am 
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Its an entirely new feat with currently Luck of Heroes icon.


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 Post subject: Re: NEXT UPDATE: Control Henchmen
Unread postPosted: Sat Aug 04, 2018 11:22 am 
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Image

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 Post subject: Re: NEXT UPDATE: Control Henchmen
Unread postPosted: Sat Aug 04, 2018 12:28 pm 
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Snazzy! Thanks Sun W.

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 Post subject: Re: NEXT UPDATE: Control Henchmen
Unread postPosted: Sat Aug 04, 2018 2:46 pm 
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Does this work alongside the traditional commands (the voice commands)?

Being able to point henchman at a particular creature or move them to a certain spot is going to be one of the best quality-of-life adds we've done in ages.

Thank you!

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 Post subject: Re: NEXT UPDATE: Control Henchmen
Unread postPosted: Sat Aug 04, 2018 8:51 pm 
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Sun Wukong wrote:
Image


Thanks! Gonna use it.

Planehopper wrote:
Does this work alongside the traditional commands (the voice commands)?

Being able to point henchman at a particular creature or move them to a certain spot is going to be one of the best quality-of-life adds we've done in ages.

Thank you!


Yes. The feat overrides a voice command and vice versa.

Also, It might not be delivered in this update but in the one after to be sure it won't cause server issues.


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 Post subject: Re: NEXT UPDATE: Control Henchmen
Unread postPosted: Sun Aug 05, 2018 3:36 am 
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Oh, can you command a henchman to bash chests? You can do it already through voice commands but what of this feat?

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 Post subject: Re: NEXT UPDATE: Control Henchmen
Unread postPosted: Sun Aug 05, 2018 3:43 am 
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Sun Wukong wrote:
Oh, can you command a henchman to bash chests? You can do it already through voice commands but what of this feat?


I'll try to add chests and doors as target types.


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 Post subject: Re: NEXT UPDATE: Control Henchmen
Unread postPosted: Sun Aug 05, 2018 12:34 pm 
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Updated info. Made some QoL improvements.


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 Post subject: Re: NEXT UPDATE: Control Henchmen
Unread postPosted: Sun Aug 05, 2018 12:50 pm 
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So would this be useful in DM events where your pets just stand there?
My toon was recently devoured by a giant larva while my elemental just stood and watched.

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 Post subject: Re: NEXT UPDATE: Control Henchmen
Unread postPosted: Fri Aug 10, 2018 4:41 am 
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Tekill wrote:
So would this be useful in DM events where your pets just stand there?
My toon was recently devoured by a giant larva while my elemental just stood and watched.


It looks like the feat is way more useful than AI set by voice commands, so yes.

Next update fixes:

- Added Missing Icon (if it bugs you atm, you can save Sun Wukon's icon as "ife_controlhenchmen.tga" and place it in your Override/UI/icons folder)
- Fixed responsiveness issues on freshly summoned things (currently you can force them to be responsive by first issuing a voice command)
- Setting "Stand your Ground" on moved henchmen

EDIT: forgot .tga extension


Last edited by matelener on Fri Aug 10, 2018 1:01 pm, edited 1 time in total.

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 Post subject: Re: NEXT UPDATE: Control Henchmen
Unread postPosted: Fri Aug 10, 2018 12:04 pm 
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The icon posted above is in .png format. Thus you might have to download GIMP or get Photoshop to save it into .tga format for it to work. NWN2 uses .tga for icons and such...

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 Post subject: Re: NEXT UPDATE: Control Henchmen
Unread postPosted: Fri Aug 10, 2018 1:47 pm 
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I would just like to quickly add that I'm extremely thankful for this new feat, it gives my companion a lot more RP value!

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 Post subject: Re: NEXT UPDATE: Control Henchmen
Unread postPosted: Tue Aug 21, 2018 2:10 pm 
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This feat will be temporarily disabled to see if it's linked to server crashes.


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