General
- Updated Myrmidon roles. (Default change)
Balance
No balance changes listed.
Item & tooltip fixes
Captain’s Inspire
- Fixed an issue where Hebe’s instant area heal could be added to Captain’s Inspire and repeated through its healing-over-time effect.
- Hebe’s area heal is now applied only once and is handled separately from Inspire.
- Fixed the same unintended interaction with Paean.
- Fixed the same unintended interaction with the Chimera Helmet healing effect.
- Iris healing is now handled separately and can no longer interfere with Inspire’s healing value.
Captain’s Inspire now only receives its intended bonuses
Leonidas’s Healing Wave
- Fixed an issue where Hebe could massively increase Leonidas’s Healing Wave by adding its area heal to the chain-heal bonus.
- Fixed the same unintended interaction with Paean.
- Fixed the same unintended interaction with the Chimera Helmet healing effect.
- Iris healing is now handled separately and can no longer interfere with the chain-heal value.
Leonidas’s chain-heal bonus now only includes its intended bonuses
- Fixed an issue where the calculated chain-heal bonus could be cleared before Healing Wave had time to use it.
- The chain-heal bonus is now kept long enough for the spell to register it, then cleared safely afterward.
- Heal Achievement is now correctly read from the player’s Tent.
Spartan Heal
- Fixed the internal handling of Spartan Heal’s bonus healing so every bonus now uses its own separate value.
- Prevented Paean, Chimera Helmet, Hebe and Iris from accidentally overwriting one another during the healing calculation.
- Improved caster and target handling so the correct units are always used when the system is called by another trigger.
- Improved detection of the Chimera Helmet.
- The final bonus-healing value is no longer cleared before the main Spartan Heal system can use it.
General healing-system improvements
- Fixed Healing Efficiency so it now uses the actual Healing Efficiency stat correctly.
- Removed an obsolete Healing Efficiency calculation that always used a value reset to 0.
- Luck can still double the Healing Efficiency contribution when successfully triggered.
- Fixed the Luck check so 0% Luck can no longer theoretically activate.
- Heal Achievement is now correctly read from the player’s Tent where required.
- Improved the internal handling of healing effects to prevent them from overwriting, multiplying or interfering with one another.
- Removed unnecessary repeated calculations for the caster, owner and player number.
- Improved cleanup of temporary effects, unit groups and internal variables.
- Improved the overall stability, performance and maintainability of all three healing systems.
Patch notes supplied by the map creator.