I would just like to comment that it really is not that difficult to get rid of the full heal from normal leveling. The amount of code to do it is trivial. The question that should be discussed is whether such a fundamental change in the game is desirable.
Personally, I find the full heal to be annoying. It makes units that are very close to levelling much more valuable then a unit that has just leveled. Of course, this has become part of the standard tactics, especially for units with charge, but it is one that ruins my suspension of disbelief. If I were king, I would make it so that when units leveled up that they would gain the difference in HP between the two levels when they leveled. Thus, a unit that levels from a 35hp unit to a 45hp units if it is wounded and at 1/35 and levels up to 11/45. This makes killing a near-leveled unit much easier to do by swarming, since you know that attacking the unit won't result in it gaining 44 HP. It has always seemed odd to me to have a unit limping along at near death suddenly become good as new after killing 1 other unit. That said, it would be a large enough change in gameplay that there would need to be general agreement on it. Serious rebalancing would be required both to the individual units, but also to campaigns. -Darth Fool -- ------------------------------------------------------------------- "In theory, theory and practice are the same, but in practice they're different." ------------------------------------------------------------------- John W. C. McNabb ------------------------------------------------------------------- _______________________________________________ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev