If you play a yeek necromancer, you can obtain 0 maximum hit points at level 2 (with 3 points in Blurred Mortality.)
This has several interactions:
- your hit point bar does not visually go down when you take damage
- your health bar next to your character is permanently empty
- you cannot suffocate (you do not take damage from suffocating)
[1.7 beta 1] Yeek Necromancer and the 0 maximum hit points
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[1.7 beta 1] Yeek Necromancer and the 0 maximum hit points
Breaking Projection since 1.5
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- Wyrmic
- Posts: 257
- Joined: Tue Jan 03, 2017 7:12 pm
Re: [1.7 beta 1] Yeek Necromancer and the 0 maximum hit poin
I don't actually have anything else to add to this other than that I think this is hilarious, and if possible we should please try to fix this in a way that still allows for us to have 0 or negative max hit points. It's incredibly thematic for the necromancer, particularly for a Lich, and while testing I found myself immediately wondering as soon as I saw BM's effects what would happen if I managed to lose more health from the skill than I had health. I came pretty close - had a max of I think 49 on a Higher Necromancer - but I didn't quite get there. Shoulda known a Yeek could do it. 

Let slip the toast of war.
Re: [1.7 beta 1] Yeek Necromancer and the 0 maximum hit poin
It would be pretty fitting if, upon attaining lichdom, your max HP inverted to a heroism-style negative pool with full life being 0...
Re: [1.7 beta 1] Yeek Necromancer and the 0 maximum hit poin
I'm not sure I'll fix that; it's too perfect of a "bug" 

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: [1.7 beta 1] Yeek Necromancer and the 0 maximum hit poin
Hilarious, ahah, thematically very fitting!
English isn't my native language.
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- Wayist
- Posts: 18
- Joined: Fri Jun 10, 2011 5:10 am
Re: [1.7 beta 1] Yeek Necromancer and the 0 maximum hit poin
Another less fun interaction is that while at 0 max hp, the life loss warning will trigger even while "disabled" whenever your life total changes for any reason... such as regening up from negative life numbers. So if you are damaged, in negative hp, and have >1.00 life regen, it stops every turn! That part is not exactly ideal.
E: ok interestingly actually taking damage doesn't trigger life loss warning, just recovery. which is hilariously appropriate for purely negative life but still a problem
edit2: ok so healing exceeding your negative "maximum" sets off the warning, so let's say with a maximum -5hp (obtainable with lvl3 yeek 4 points in blurred mortality,) your starting regen infusion will trigger the warning but 1hp/turn regen won't.
also having low max hp makes it pretty clear the low life warning is not actually disabled when set to 100, it's just counting 100% of your life total, I think. it should probably actually be disabled. I guess that's the real actual bug here, since it's far more likely to come up than healing while at negative max hp.
E: ok interestingly actually taking damage doesn't trigger life loss warning, just recovery. which is hilariously appropriate for purely negative life but still a problem
edit2: ok so healing exceeding your negative "maximum" sets off the warning, so let's say with a maximum -5hp (obtainable with lvl3 yeek 4 points in blurred mortality,) your starting regen infusion will trigger the warning but 1hp/turn regen won't.
also having low max hp makes it pretty clear the low life warning is not actually disabled when set to 100, it's just counting 100% of your life total, I think. it should probably actually be disabled. I guess that's the real actual bug here, since it's far more likely to come up than healing while at negative max hp.