[suggestion]Change to the constitution stat

As it is, the constitution stat is not that great.  Every level, if you chose it, you can get 3hp.  But every level you do is a level you do not increase intelligence/essence/strength.  I have often ended up mid-game with my heroes lv5+ and still at 10hp, which is rather low when fighting against an army that can hit 80's.  My idea was to have your heroes' health increase every level, with the rate that it increases effected by their constitution.

Something like this:

Instead of: Con = HP

Have: Con + (Con/5)*level = HP

That way even if they keep the basic 10 constitution, they will at least get 2hp every level.  But if they upgrade it they can get 3 or 4hp every level along with an increased base health.  This way they won't die as easily and will be much more useful mid-late game.

5,375 views 5 replies
Reply #1 Top

Wholeheartedly agreed :) HP values need better scaling to keep up with quickly growing attack and defense.

Reply #2 Top

Other units automatically get increased HP when they level up, so why not the heroes too since they are so much more important?

Reply #3 Top

Great idea, although it could be a bit unbalanced with a high con giving huge HP. But I suppose that would be ok since you would have dumped points into the stat and thus created a meat shield that couldn't do much else, so it would be balanced.

Reply #4 Top

Yeah, I'm trying to enable something like this for my "Abilities and Histories Mod", I've got a discussion on the topic here too.

I'm not sure how to change the constution stat as it is, however, if you wanted a trait to do something like this you'd need something like this:

            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Constituion</StrVal>
                <Calculate InternalName = "Value" ValueOwner="Unit"> <!-- I've tried "castingunit" as well, no effect -->
                    <Expression><![CDATA[[UnitStat_Constitution]+([UnitStat_Constitution]/5)*[UnitStat_Level]]></Expression>
                </Calculate>
            </GameModifier>

I doubt this would work... something is wrong. My theory is that it's with the CDATA or the Value or the ValueOwner codes. If someone can figure out how to do stuff like this... we'd be golden. Good luck!

Reply #5 Top

Neat idea.