Age of Wonders 4

Age of Wonders 4

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6h0$t942 Aug 29, 2024 @ 5:38pm
Temporary HP rules
Ok so how does this work exactly?

Full health unit, 95 hp
Cast War shaman invigorate, get 95+ 9thp

Eat corpse, expecting to get +15thp
Get none, and now have to eat damage i was trying to plan to avoid

?
Last edited by 6h0$t942; Aug 29, 2024 @ 5:44pm
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Showing 1-13 of 13 comments
Pantagruel Aug 29, 2024 @ 6:10pm 
temporary hit points are really "heal until end of combat", if you started at 80 hp it would give you the +15.
6h0$t942 Aug 29, 2024 @ 6:12pm 
Should i not have +25 temporary hit points from the spell and the devour corpse
Balekai Aug 29, 2024 @ 6:16pm 
Temp HP doesn't "overheal" or become a secondary HP bar like say DnD. Temp hp works with the same limitations/mechanics as normal hp, but you lose it after the battle ends.

If you have a unit with 95/95 HP and heal a gazillion health (always temporary in combat) = Nothing

If you have a unit with 85/95 HP and heal a gazillion health (again temporary) = You go back up to 95/95, but on combat end your unit will be back to 85/95.

If you have a unit with 85/95 HP and have 2 stacks of regeneration (6 health per stack), at the end of your turn, that unit will heal back up to 95/95, but will waste 2 points naturally of temp healing.

What you're looking for are regeneration sources like regeneration stacks to keep your units fairy fresh after they have been damaged. Or some Ward-like things (like from Mystic Summoner sub culture) that can prevent damage beforehand or the invulnerability spell.

Don't worry about it too much. As long as you have enough sustain you can have have units in armies that start with like 10% of their health but on the first turn you heal them all back up to 100% anyways with temp hp.
6h0$t942 Aug 29, 2024 @ 6:33pm 
Originally posted by Balekai:
Temp HP doesn't "overheal" or become a secondary HP bar like say DnD. Temp hp works with the same limitations/mechanics as normal hp, but you lose it after the battle ends.

hmm.
Balekai Aug 29, 2024 @ 7:36pm 
Originally posted by 6h0$t942:
Originally posted by Balekai:
Temp HP doesn't "overheal" or become a secondary HP bar like say DnD. Temp hp works with the same limitations/mechanics as normal hp, but you lose it after the battle ends.

hmm.

I'm trying to search my memory (and the AoW4 database and wiki a bit) to see if there's any Temporary HP mechanic like DnD's False Life spell, which is sort of what you described. I honestly can't think of one.

It could be from some tome or culture I don't usually use. I tend not to play Undead builds which may be where it's at I don't know. :)
6h0$t942 Aug 29, 2024 @ 8:51pm 
ok appreciate the responses
Pantagruel Aug 29, 2024 @ 9:27pm 
Originally posted by Balekai:
I'm trying to search my memory (and the AoW4 database and wiki a bit) to see if there's any Temporary HP mechanic like DnD's False Life spell, which is sort of what you described. I honestly can't think of one.
Soul Overflow (tome of souls) gives +20 max hp, but I think max hp adjustments just keep your % health constant. The Mystic School of Summoning Astral Ward isn't technically temp hp but it has similar effect, as it absorbs damage.
Last edited by Pantagruel; Aug 29, 2024 @ 9:30pm
Furin Aug 30, 2024 @ 3:18am 
There's also that nature spell that gives an army in a province 15 temp HPs for three world turns, bountiful something something. I think that one is also on top of max hp for the duration, might be wrong though.
blackhand_lost Aug 30, 2024 @ 3:29am 
Temporary HP is just a mechanic introduced to counter healing your units for several turns in the end of combat when the enemy almost lost, so you end up almost unscathed on the global map after battle. It used to be a thing in previous games.
Now all the damage you take in battle matters
CrUsHeR Aug 30, 2024 @ 5:15am 
Originally posted by blackhand_lost:
Temporary HP is just a mechanic introduced to counter healing your units for several turns in the end of combat when the enemy almost lost, so you end up almost unscathed on the global map after battle. It used to be a thing in previous games.
Now all the damage you take in battle matters

Yeah. Enjoy healing your 120hp unit on the world map with 5hp / turn, because that is totally fun and balanced.
Terrkas Aug 30, 2024 @ 5:30am 
Originally posted by CrUsHeR:
Originally posted by blackhand_lost:
Temporary HP is just a mechanic introduced to counter healing your units for several turns in the end of combat when the enemy almost lost, so you end up almost unscathed on the global map after battle. It used to be a thing in previous games.
Now all the damage you take in battle matters

Yeah. Enjoy healing your 120hp unit on the world map with 5hp / turn, because that is totally fun and balanced.

Then stay in friendly territory, pick fitting traits or go nature. Order also has an option to heal or draconic transformation. Materium empire tree also helps with healing and shadow has something for invading. Chaos for plundering.

Honestly, it seems harder not to get something that helps with it.
Last edited by Terrkas; Aug 30, 2024 @ 5:31am
BBB Aug 30, 2024 @ 5:35am 
Originally posted by blackhand_lost:
Temporary HP is just a mechanic introduced to counter healing your units for several turns in the end of combat when the enemy almost lost, so you end up almost unscathed on the global map after battle. It used to be a thing in previous games.
Now all the damage you take in battle matters

Truly one of the better changes in AoW4.
TirAsleen Aug 30, 2024 @ 2:42pm 
Originally posted by blackhand_lost:
Temporary HP is just a mechanic introduced to counter healing your units for several turns in the end of combat when the enemy almost lost, so you end up almost unscathed on the global map after battle. It used to be a thing in previous games.

Which you never had in AoW2: SM - this is a feature, that was added in AoW3 and continued to linger in PF.
AoW4 fixed problems of this unbalanced and repetitive AoW3 perma healing design with temporary healing, while the more elegant solution, would be to limit base healing to an absolute minimum and grand max healing capabilities only for these cultures, tomes, and deep empire trees, that fully commit to it and pay the hefty opportunity cost, that nobody would like to pay in a competitive game in mulitplayer, as SM MP has proven over and over again.

Access to strong healing is way too easy and too early in the current balance of AoW4.

Besides, the temporay healing system might hurt the A.I. more than the players that can easily work around it by just buliding outposts on strategic choke points or use a Vasall, something that always works, even if you're far away from your home turf.

Is it a good fix of AoW3/PF design flaws? - Yes

Its the best solution for a 4X like AoW4? - No. You just use it to spam it better than the A.I., even without a real commitment and opportunity cost to pay, and still get instagibbed by high damage in MP, with no way to recover from a combat, with max commitment to heals.
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Date Posted: Aug 29, 2024 @ 5:38pm
Posts: 13