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I have Raven in my squad, and she got seriously wounded in one particular fight which resulted in her losing two points of max. health because she couldn't be patched up right away. In the interest of playing it straight, I decided to just roll with it (and at this point I don't have any more save games from before that fight anyway, so I couldn't go back even if I wanted).

Now, I've been trying to get her to regain those points (I know; it makes barely any difference at all, but I'm mildly OCD and it really irks me that this one stat of hers is lower than what it was when I hired her). Trouble is, her health just doesn't seem to be going up. I've tried everything - I've had her practice by herself, and I've had her taught by people with higher health. I've also had carry a bunch of heavy stuff and run around (which apparently can raise health according to the wiki), but all I've gotten out of it is more strength.

It's just taking a really long time and I'm starting to have some doubts. I tried looking online to see what the approximate time would be to raise a merc's health from 83 (which is what her health is currently at) to 84, but haven't found anything. I also did an experiment where I had Shadow practice to raise his Dexterity to 84, and he got there before Raven despite having started later.

I know it's been bit of a rambling post so far, but I just have one question. Does it just take an insanely long time to raise health compared to other stats, or is there some other roadblock/bug I might be running into?
Post edited May 10, 2014 by aisdara
This question / problem has been solved by flayimage
As far as I know, when a merc's health drops below 15, every time they lose a point of health it will be a permanent loss (the maximum health will lower permanently).
I know about the permanent health loss mechanic - it was the recovery of those lost health points that I was wondering about (legit recovery, as opposed to just loading an old save or using JAPE). For some reason Raven's health got stuck on 83 even though other characters were able to raise their health all the way to 85 through training.

That said, I think I may have found a solution (sort of). I used JAPE to change Raven's health, and then set it back to 83. After that, she was able to raise it normally through training, though it did take a long time.
Unfortunately due to a bug in the game, you cannot increase health in any way past 4,5 HP.
This is a direct excerpt from source code:

uiPoints = pGroup->uiTraverseTime / (450 / 100 - pSoldier->bLifeMax );
if ( uiPoints > 0 )
{
StatChange( pSoldier, HEALTHAMT, (UINT8) uiPoints, FALSE );
}

Which basically translates to: you are being awarded some chances (uiPoints) to increase you health (in StatChange function) based on traverse time between locations, but divided by a constant value (450) adjusted by your current max health. In fact there is an error, (100 - pSoldier->bLifeMax) should be enclosed in parentheses, so the closer merc's max health value approaches 100, the harder it is to gain another point. But without the parantheses it comes down to something like this -> TimeTraveled / ( 4,5 - merc's max health ) which is always negative, so you cannot ever gain any points with StatChange.

Strength rises simillary, but there was no error in the code, so it works as intended:

uiCarriedPercent = CalculateCarriedWeight( pSoldier );
if ( uiCarriedPercent > 50 )
{
uiPoints = pGroup->uiTraverseTime / (450 / (100 - pSoldier->bStrength ) );
StatChange( pSoldier, STRAMT, ( UINT16 ) ( uiPoints * ( uiCarriedPercent - 50) / 100 ), FALSE );
}

There are some other formualas i extracted from the source while i played some time ago, I hope it won't be extremely difficult to decode :) Some explanations: x25 STEALTH means 25 for each STEALTH trait, 15_PSYCHO means +15 hardcoded bonus, etc.

STATS HAVE INFFLUENCE (>>) ON:
AGI >> 3 AP, 1 HTH, GUNDODGE/5
DEX >> 2 AP, 3 HTH, TTH/2, DOC/2, MCH, 4 STEALTH /10, SHOOTING DODGE COMPENSATION, BREATH COMPENSATION
STR >> 0 AP, 1 HTH, 3 STEAL, HTHDMG/5
WIS >> DOC/2, 1 MILITIA, TEACHING
LDR >> 1 MILITIA

AP (3 AGI + 2 DEX + 2 HP + 10 LVL + 20) / 40
HTH (3 DEX + AGI + STR + 10 LVL ) / 6 + 15_PSYCHO + 5AP
GTH AVG(MRK + GUNCOND) + MORALE - FATIG + 10_SAME_TARGET + 15_PSYCHO + 10_CROUCH + 20_PRONE + 1%/2TILES SUNGOGGLES - 25_FIRING_UP + 15_FIRING_DOWN
TTH AVG(MRK + DEX) + x12 THROWING + 1/2T SUNGOGGLES
STEALTH 20 + 4 LVL + 4 DEX /10 + x25 STEALTHY
MILITIA (WIS + LDR + 10 LVL) * 4 + (x30 TEACH_BONUS_TO_TRAIN + 10_RPC_BONUS_TO_TRAIN)%
GUNDODGE AGI/5 * 2 LVL
DOCTOR MED * AVG(DEX + WIS) * (100 + 5 LVL) / 240000 = HealthPoints/Hour
REPAIR MCH * DEX * (100 + 5 LVL) / 60000 = RepairPoints/Hour

EASY TO TRAIN: DEX MRK STR
HARD TO TRAIN: AGI WIS LDR RPR MED
BEST WAY TO TRAIN
STR - issue longest movement on the strategic map having 300% your max carry weight between locations and cancel movement repeatedly
DEX/MRK - throw a knife at an enemy target (crows and cows count for half)
AGI - sneak undetected in proximity of an enemy, dodge attacks (automatic)
WIS - doctoring, find boobies
LDR - town training only
MED - doctoring, AUTORESOLVE_BANDAGE, REALTIME HEALING
MCH - repair, unjam, combine
EXP - place mine repeatedly
CHANCE TO LEARN PROGRESS = (100 - SKILL) +/- WIS/2 % with 50 WIS being the anchor
Post edited May 14, 2014 by flay