This idea has been kicked around on IRC and had a good reception, but since it's kind of significant i guess it needs more general approval:

Reason:
Since currently non-obvious how healing/curing will be apportioned in any but the simplest scenarios, and a number of our coders consider that writing an optimal healing distribution algorithm is quite difficult, and hasn't yet been done:

Idea:
Healers/Curers should do a fixed amount of healing per adjacent unit, no matter how many units are adjacent.  Healing/Curing could stack, but the Healing cap of 8HP(+2 resting) per turn per unit would not be changed.  The effect on poison would be unchanged.

"Heals" would give between 3-4 HP per turn. (there are various opinions)
"Cures" would give between 6-8 HP per turn.
---The low number is based on the approximate amount of healing that a unit could provide to 3 "patients"  

In discussing this it became clear that a number of Devs didn't know exacly how healing currently works.  While not horribly complex, neither is it perfectly KISS or especially obvious.  There doesn't seem to be any "fun" or "strategic" value to the current healing method.  I suppose it's for balance.  Since balance for 1.1.1+ is in a state of flux, perhaps it's time to introduce a more KISS version of healing.

-eleazar



For your convenience, the relevant portion of the manual:

Injured units in villages will recover 8 hitpoints every turn. Injured units that are adjacent to units with the 'heal' or 'cure' abilities will also heal. A unit that does not move or fight during a turn is 'resting' and will recover 2 hitpoints. Hitpoints recovered through 'resting' are added on top of hitpoints recovered through healing or regenerating.

A unit with the 'heals' ability may heal up to 8 hitpoints total per turn. A unit with the 'cures' ability may heal up to 18 hitpoints total per turn.

Units next to unit(s) with the 'heals' ability will recover a maximum of 4 hitpoints per turn; units next to unit(s) with the 'cures' ability will recover a maximum of 8 hitpoints per turn. The more units around a unit that can heal, the less each one will be healed.

An example of 'heals' with multiple adjacent units:

 Two units next to a 'healer' will receive 4 hitpoints each.
 3 units next to a 'healer' will NOT receive 4 hitpoints each:
 two will receive 3 hitpoints and one will receive 2 hitpoints.

A unit may be healed a maximum of 8 hitpoints per turn, with a possible 2 hitpoints extra if resting. Trolls, which have the regenerate ability, will only recover 8 hitpoints when residing in a village, not 16. Nor will a unit inside a village get extra healing from adjacent healers.

'Heals' prevents poison from causing damage while 'cures' removes poison. When poison is cured or prevented the unit does not gain or lose hitpoints on that turn due to healing/poisoning.

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