Posts: 35
Threads: 79
Joined: Aug 2014
Regarding the new Healing System introduced in 1.11:
When you spawn in with any medkit and then switch to a tome and respawn again, you can still use the heal ability, even though you are bringing the tome and no medkit at that moment.
So, essentially once you brought a medkit, you always are able to use the heal ability for that run.
Not sure if its a bug or a feature though.
Posts: 243
Threads: 71
Joined: Jan 2017
I love the new system! But 3 charges on my view too little.
Loot:
Fiendish bow 17
Excalibur 18
Defender Armour 18
Eastern Full Scale 18
Glory 19
Dead Shot 19
Leather Overmail 19
Gloves of Vidar 20
Twigs of Iggdrasil 20
Shop
Steam
Bannerlord is a drunkard's bottle fight
Posts: 1,378
Threads: 166
Joined: Oct 2014
@Frost: must be a bug I believe
@Ken: let's hope they'll introduce some Huge Field Med with 18 charges
Posts: 243
Threads: 71
Joined: Jan 2017
I thought it would be possible to remove the charges from the first aid kits altogether and just balance the time between uses. the cooler the medical box, the less time to update the charge and let's say for mal it would not 2.5 - 2.5 - 15, and just recharge time 2.5-3 seconds for example. With this system, the charges of all medical boxes can be reduced to one, as they simply will not make sense. And by the way already ripe thoughts for legendary support items. The legendary medical box will be automatically used, without the participation of the 6 key, and the legendary baricade will not require BP.
Loot:
Fiendish bow 17
Excalibur 18
Defender Armour 18
Eastern Full Scale 18
Glory 19
Dead Shot 19
Leather Overmail 19
Gloves of Vidar 20
Twigs of Iggdrasil 20
Shop
Steam
Bannerlord is a drunkard's bottle fight
Posts: 1,176
Threads: 239
Joined: Oct 2014
Should be fixed in the next patch. Thanks for the report.
As for the feedback on on this system, please open a thread in discussions