Having played a bit with the fullheal AMLA, I've noticed the following: It's indeed actually useful in campaigns. I've played TRoW quite a bit, and have found myself fullhealing badly wounded units reasonably often. It's a real lifesaver sometimes. However, I don't see it as being too useful, as in making a campaign considerably more easy as a whole.
However, there's one issue I'd like to fix: when it's not your turn (in network MP) and you level, you don't get to choose the advancement. Thus, you might end up receiving a completely dumb AMLA as a result: +3 HP when you're 1 HP away from dying, or fullheal when you're already in full health, thus basically wasting the AMLA or the whole unit. Sure, the player knows this can happen, just like he knows it can happen with regular advancements, but the potential for annoyance still seems a bit high (when advancing normally, you still get the fullheal no matter what the advancement is, and thus there's no potential for it being a complete waste). So, what I'd actually propose doing would be to again just have a single AMLA instead of two: +3 Max HP, +25% Max XP, fullheal. So, just the old +3 HP AMLA, but with fullheal attached. KISS in pretty much every way imaginable. Since this would obviously be even more powerful than the dual-AMLA now, I'd also up the default XP limit for AMLA to 150 (from 100). 150 XP, 187 XP, 234 XP, etc. Doesn't sound too powerful to me, considering that you'd only realistically get it a few times for any single unit in a campaign (more only when it's a primary heavy hitter like Delfador or when you're really investing XP in that unit). I wouldn't protest an even higher limit, but 150 seems ok to me. -- Lari Nieminen [EMAIL PROTECTED] +358443758373 _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
