Again the Golem feature was developed when the FIGHTING code in 4D was different, one year ago when you fought in a GROUP, every member was forced to fight based on its involvement and every member was taking damage too. Now, only the group leader fights and takes damage. Players have a toggle called Auto-Assist, mobs don't.
Nothing more obvious to say that I have to re-write the whole fighting system of the Golems and adapt it to the new 4D code Fighting System.
Sorry for the inconvenience but I just came back from a long retirement and found these code changes I didn't expect at the time I've scripted the golems.
There is a temporary solution though, you can use: 'gorder assist' to force the Golem assist you in battle. Remember if he's not fighting, he's not gaining G-exp.
You can even make an alias to speed up the process: 'ali k kill $1;gorder assist' - every time you attack a mob just type: k mobname - and your golem will always force-assist.
Of course they stop gaining G-exp after some time, else cheaters like me could level a Golem using a couple of Cmud scripts without doing nothing. And since I'm the kind of guy who could make his mud client do anything automatically *don't tell anyone but I even had a script that leveled my char while I was at work*. So, I basically thought of a way to stop skilled people from cheating while leveling their Golem.
Basically you could just find the best G-exp giving mob, make him follow you in the best G-exp giving terrain, remove all your gear and weapons, bring 10000 potions to the room, stay there and fight that mob forever till your Golem is tier4.
To avoid ingenious minds from doing so, I've set a limit of 10 (less or more, don't remember) G-exp gains from the same mob.
Even if you manage to stop the fight on the mob and then restart, you won't gain any G-exp. Since the mob you've fighted got flagged with your player-id.
One thing you can do to improve leveling, is count the G-exp gains you get, once you're at 10 from the same mob, just leave the fight and go to another mob, no need to waste time killing it.
About the FLEE command, there's no need for it. Since if you flee yourself from battle, after 13seconds MAXIMUM the Golem teleports to you. So if you want to have your Golem avoid death, just flee sooner enough so he can teleport to you and exit the fight. The time he needs to teleport to you can vary from 1second to 13seconds maximum. Having that in mind, calculate accordingly the right time to flee.
Thanks for your feedback, I greatly appreciated it.
The Golems development order is:
A-Bodyguard (Release 1.0)
B-Thief (Beta)
C-Spy (Alpha)
C-Healer (Alpha).
Once the Thief golem exits Beta and becomes a Release, I'll start working on the Spy. Your feedback and suggestions can speed up the process drastically. So keep the good work going.
one thing I noticed is that when a golem transforms from one tier to another in battle, it stops fighting so you have to order it to assist again, and it's not obvious. I only noticed because it stopped showing that the golem was gaining exp, and I had to order it to assist me again. I don't know if that can be helped, but anyway.
I'm not sure why as well, but they also seem to stop gaining exp after a certain amount of time in battle?
it would also be nice if you could order the golems to flee or something. if you need to flee from combat I can't see any way of getting your golem to as well, so the only option is for it to die? it's very frustrating, this happened to me like three times today after all the bloody effort of levelling it up!
anyway I like the golems, and look forward to when the other ones become available, especially the spy