Character Progression and Leveling
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Re: Character Progression and Leveling
This is not correct. Healthy does not increase the amount resting heals you. All healthy does is make it so that you get the 2hp healing bonus resting gives even if you move (but not if you fight)HomerJ wrote:Lovro wrote:Max healing is 8 LP, or 10 with resting.12 if healing and resting with healthy!
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Greetz
HomerJ
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Re: Character Progression and Leveling
i think it's still 10...
the in-game manual description is a bit confusing:
the in-game manual description is a bit confusing:
the description in the wiki is quite different:"Renowned for their vitality, some dwarves are sturdier than others and can rest even when travelling.
Healthy units have 1 HP plus 1 HP per level more than usual and rest heal the usual 2 HP after each turn they did not fight."
maybe it's not 12 because this could be considered "stacking"?Healthy: has 2 extra hitpoints, and regains hitpoints faster (4 instead of 2) when at rest
Re: Character Progression and Leveling
It's possible the wiki describes how it worked back in some 1.3.x version.Max2008 wrote:i think it's still 10...
the in-game manual description is a bit confusing:the description in the wiki is quite different:"Renowned for their vitality, some dwarves are sturdier than others and can rest even when travelling.
Healthy units have 1 HP plus 1 HP per level more than usual and rest heal the usual 2 HP after each turn they did not fight."maybe it's not 12 because this could be considered "stacking"?Healthy: has 2 extra hitpoints, and regains hitpoints faster (4 instead of 2) when at rest
The in-game manual is correct but maybe a bit unclear. A healthy unit is considered resting as long as it doesn't fight (while normal units can't move or fight while resting).
The only healing that stacks with any other is the resting bonus - all other healing just uses the highest number (ie 2 sources of heal +4 don't heal 8 hp). (Why? Balancing reasons, mostly.)
Re: Character Progression and Leveling
Hm, I could swear I have seen +12 numerous times during NR... has it been different at some point in time?
Greetz
HomerJ
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HomerJ
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Re: Character Progression and Leveling
While I understand the rationale behind healing not being cummulative, I do agree here. Big units take a long, long time to heal. It would be nice if there was a way to speed that up.Lovro wrote:or if I have multiple healers around a character, it also only heals as fast as if one healer is there. I think sometimes this is to slow, for my level 3 character to recover, so they are away of the battle for a lot of time (4,5 rounds)
Re: Character Progression and Leveling
Don't let them get so low before healing them?mcv wrote:While I understand the rationale behind healing not being cummulative, I do agree here. Big units take a long, long time to heal. It would be nice if there was a way to speed that up.

It makes sense that since the unit is so powerful, it takes longer to heal. Allowing healing to stack more with each level would be frustrating if you were trying to kill a level 3 who was healing 20 damage a turn or more.....
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Re: Character Progression and Leveling
But it'd be really sweet if it's your opponent who's trying to kill your level 3.Turuk wrote:Allowing healing to stack more with each level would be frustrating if you were trying to kill a level 3 who was healing 20 damage a turn or more.....
There are two sides to this: increased healing for units on the front line will slow the game down, which is frustrating. But if a big unit flees in order to heal, that won't do you much good if the unit takes the rest of the scenario to heal. Whether he flees or dies, he useless for the rest of the game, which is also frustrating. Perhaps healing in a village should stack with the healing from a single healer? That'd mean you heal twice as fast on a village with a healer, but otherwise it'd be the same as now.
Re: Character Progression and Leveling
I would say just try to heal them as they fight, instead of stating that when a 80-hp unit gets down to 4 hp, you hate that 8-10 hp a turn takes too long. I mostly encounter using level 3 units in single-player campaigns, and I would think that you would have level 2 and level 3 healers at this point as well. Cycling your units away from the front line to heal for a few turns will make sure that they never get dangerously low on health.
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Re: Character Progression and Leveling
Indeed. It's particularly important if the time to heal to full is significantly more than the time to get damaged to the point of needing significant healing - cycling units out after a short time means that you keep high-health units in the field for longer and there's less chance of lucky enemy turns killing them. Cycling out with low health does the inverse.
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