Just remembered I had a list of issues to report before taking off--forgot to do so until now.
First is management of repeatable max HP bonuses.
The standard that any such permanent HP boosts should be balanced against is the Apothecary, where the player must collect many rare items and pay a huge sum of gold for +10 max hp, which is a balanced and thematic way to increase max HP.
To this end, the vapour +max HP in the crypt has already been removed (and will be replaced with a temporary buff to something else later). That solves the worst of the exploits.
The only truly odd leftover easily repeatable HP boost is sleeping in a bed of a town resident, which allows the player to get +1 max HP, permanently, per time sleeping in the bed. Obviously, being well-rested could explain a temporary 24 hour boost to something, but one should not be able to get some kind of permanent stacking bonus to max hp by sleeping in a soft bed over and over.
So the player already gets defense skill as a reward, and gets a place to stay the night without paying the tavern rate. I'd say remove the max HP bonus--as a permanent effect it makes no sense, and as a temporary effect it is too small to be noticable, and not worth doing.
File attached which does just that, commenting out the hp bonus part. If this makes sense to people, someone please post it to new content for me, I won't be around to do so probably.
EDIT reattaching with comments to end of thread
First is management of repeatable max HP bonuses.
The standard that any such permanent HP boosts should be balanced against is the Apothecary, where the player must collect many rare items and pay a huge sum of gold for +10 max hp, which is a balanced and thematic way to increase max HP.
To this end, the vapour +max HP in the crypt has already been removed (and will be replaced with a temporary buff to something else later). That solves the worst of the exploits.
The only truly odd leftover easily repeatable HP boost is sleeping in a bed of a town resident, which allows the player to get +1 max HP, permanently, per time sleeping in the bed. Obviously, being well-rested could explain a temporary 24 hour boost to something, but one should not be able to get some kind of permanent stacking bonus to max hp by sleeping in a soft bed over and over.
If staying in the resent's house, there is a 35-luck skill chance of being infected, and needing to cure yourself from poison.
There is a 65 + luck skill chance of healing up from resting, getting +1 max hp, and learning about wound treatement (ie getting defense skill):
if(AUTO_SKILL_SYSTEM) { AddPartyExpChar(pchar, "Defence", 50+(sti(PChar.skill.Defence)*10)+Rand(50) + grgbonus ); }
else { AddPartyExp(pchar, 50+(sti(PChar.skill.Defence)*10)+Rand(50) + grgbonus ); }
There is a 65 + luck skill chance of healing up from resting, getting +1 max hp, and learning about wound treatement (ie getting defense skill):
if(AUTO_SKILL_SYSTEM) { AddPartyExpChar(pchar, "Defence", 50+(sti(PChar.skill.Defence)*10)+Rand(50) + grgbonus ); }
else { AddPartyExp(pchar, 50+(sti(PChar.skill.Defence)*10)+Rand(50) + grgbonus ); }
So the player already gets defense skill as a reward, and gets a place to stay the night without paying the tavern rate. I'd say remove the max HP bonus--as a permanent effect it makes no sense, and as a temporary effect it is too small to be noticable, and not worth doing.
File attached which does just that, commenting out the hp bonus part. If this makes sense to people, someone please post it to new content for me, I won't be around to do so probably.
EDIT reattaching with comments to end of thread
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