Wounded Heros

Hello. I'd like to start off with the statement that so far Fallen Enchantress has been nothing but an amazing improvement from WoM. I like that heros get wounds and become less effective. I like the tactical layer it adds. I don't event really care that they cant get better. I would say though that since they are a finite resource, they need to either recover over time, recover for some exhorbitant and exponentially increasing cost, or new heros should always be availible to hire and train up. Ive noticed that by mid-game, there are no more people for me to grab however in the early game all the ones I did have got beat to hell and are useless (in fact sometimes actively detrimental!)

7,817 views 6 replies
Reply #1 Top

There is a potion you can get from quests that heals one hero. Of course quests are turned off in .86.

Reply #2 Top

In the current beta 0.86, the only way to cure heroes is with a restoration potion that you can get by doing certain quests.  There have been a number of suggestions of other ways to repair the damage, including special buildings that will cure heroes, and the option to cure an injury when the hero levels up.  Hopefully we'll see what the developers have in mind in the next few betas.

Reply #3 Top

I think the Adventure Building (not sure of the correct name) should allow for healing of wounds over time as well as what it currently does. Also it should increase the HP healing rate of Champions. This would actully give me a reason to build this building. Also this building should be used to recruit new Champions.

Reply #4 Top

Infirmary would be a more logical choice for injury healing. I forgot to put it in my mod, but I will put it on the list for the next update. I already made the potion available from the Apothecary.

Reply #5 Top

Quoting seanw3, reply 4
Infirmary would be a more logical choice for injury healing. I forgot to put it in my mod, but I will put it on the list for the next update. I already made the potion available from the Apothecary.
End of seanw3's quote

Not sure what you priced it, personally I would like to see wound healing to be priced off the amount of wounds, and either be rather expensive or take time (so I will still care a lot about deaths, especially untimely deaths).

Hope they modify the way you hire heroes, because right now it seems I am supposed to spam scouts and money at the start of the game to get as many heroes as possible, although no matter how much you spam scouts and farm gold, still seems rather dependent on luck who gets what, which and how many heroes.

Sincerely
~ Kongdej

Reply #6 Top

In the preview I saw, you can't farm gildar from items. In my mod, you can't get much gildar from items either. I priced it at about 800 Gildar because it takes away all injuries. With the way I have the late game economy set up, that would be a large investment for any player. But let's be honest, heroes are the best weapon in the game. It is worth it to revive one from retirement. I will likely add a spell in at some point that costs 800 mana to do the same thing. 

In my mod you have to really worry about scouting early on. The monsters are very aggressive and quite numerous. It is nice because it means there are fewer enemy factions going about, killing every champion. I also increased the number of champions. The devs only added them without accounting for how many would be killed. I am trying to assume that you only get the ones within 12 tiles of your start.