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-   -   Feature Request : Gaining levels no longer causes hit-point loss when not hurt. (http://angband.oook.cz/forum/showthread.php?t=136)

Elsairon July 12, 2007 19:33

Feature Request : Gaining levels no longer causes hit-point loss when not hurt.
 
[V] Feature Request

Gaining levels no longer causes hit-point 'loss'
when character is not hurt.

Currently: When a character gains a level and some
hit points, current hit points drop below maximum.

I think this is fine for wounded characters, they are
still recoving from some damage. However a character
that is not wounded should stay at max hp when they
gain a level. (Minor Annoyance of mine. Needing to
'heal up' after gaining a level, when the character
suffered no wounds)

takkaria July 12, 2007 19:41

Quote:

Originally Posted by Elsairon (Post 1478)
[V] Feature Request

Gaining levels no longer causes hit-point 'loss'
when character is not hurt.

Currently: When a character gains a level and some
hit points, current hit points drop below maximum.

I think this is fine for wounded characters, they are
still recoving from some damage. However a character
that is not wounded should stay at max hp when they
gain a level. (Minor Annoyance of mine. Needing to
'heal up' after gaining a level, when the character
suffered no wounds)

Mm. I'm sure this has been a recurring theme before. Perhaps the % remaining HP should be scaled up with the max HP, so e.g. if you have 50% max HP, on level-up you stay at 50%.

Matthias July 12, 2007 19:42

You don't "heal up", you are slowly approaching your newly discovered limits

Elsairon July 12, 2007 19:44

I think the % scaling would work well. As it stands now it is really a minor issue. I can even see the 'approaching the limits viewpoint'.. but I thought that was tracked by XP :)

Big Al July 13, 2007 04:17

Quote:

Originally Posted by takkaria (Post 1480)
Mm. I'm sure this has been a recurring theme before. Perhaps the % remaining HP should be scaled up with the max HP, so e.g. if you have 50% max HP, on level-up you stay at 50%.

I was going suggest this exact same idea a couple days ago (current hp scales with max hp percentage-wise). It makes more sense than of gaining either no hp (the traditional way) or regaining all your hp (the hellband way) when you level up.

Hugo July 13, 2007 08:50

Quote:

Originally Posted by Elsairon (Post 1478)
[V] Feature Request

Gaining levels no longer causes hit-point 'loss'
when character is not hurt.

Currently: When a character gains a level and some
hit points, current hit points drop below maximum.

I think this is fine for wounded characters, they are
still recoving from some damage. However a character
that is not wounded should stay at max hp when they
gain a level. (Minor Annoyance of mine. Needing to
'heal up' after gaining a level, when the character
suffered no wounds)

I don't see this as a major problem. And I don't agree that you "need" to heal up after a level gain. If you were okay wandering in the dungeon with 36 hit points before leveling, why do you suddenly feel the need to heal *AFTER* destroying a nasty, while on the same dungeon level? Monsters don't get more dangerous just because you gain a CLevel!

That being said, I think that NPP has implemented proportional hp gain, so if you are at 30% hit points when leveling, you gain 30% of the additional hp as well (e.g., you are at 30/100 hp; if max goes to 110, current goes to 33).

Psi July 13, 2007 09:51

Quote:

Originally Posted by Hugo (Post 1499)
I don't see this as a major problem. And I don't agree that you "need" to heal up after a level gain. If you were okay wandering in the dungeon with 36 hit points before leveling, why do you suddenly feel the need to heal *AFTER* destroying a nasty, while on the same dungeon level? Monsters don't get more dangerous just because you gain a CLevel!

Not sure it is in V or not, but isn't there some AI out there with packs that means they will actively chase you if you are injured rather than waiting to ambush you in a room? If that is the case then losing full HP on leveling up could make a difference...


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