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Max health depends on veterancy and upgrade order #3279
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BugSomething is not working right, typically is user facingSomething is not working right, typically is user facingChinaAffects China factionAffects China factionDesignIs a matter of game designIs a matter of game designGenRelates to GeneralsRelates to GeneralsMinorSeverity: Minor < Major < Critical < BlockerSeverity: Minor < Major < Critical < BlockerUSAAffects USA factionAffects USA factionZHRelates to Zero HourRelates to Zero Hour
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BugSomething is not working right, typically is user facingSomething is not working right, typically is user facingChinaAffects China factionAffects China factionDesignIs a matter of game designIs a matter of game designGenRelates to GeneralsRelates to GeneralsMinorSeverity: Minor < Major < Critical < BlockerSeverity: Minor < Major < Critical < BlockerUSAAffects USA factionAffects USA factionZHRelates to Zero HourRelates to Zero Hour
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Bug Description
An object's final maximum health can differ depending on whether a fixed
MaxHealthUpgradeis applied before or after it gains veterancy.As far as I know the following are affected:
Upgrade_AmericaCompositeArmorUpgrade_AmericaDroneArmorUpgrade_ChinaAircraftArmorFor example, in Zero Hour 1.04, a Paladin has 500 base health, Composite Armor adds +100 health, and Elite veterancy applies a 130% health multiplier:
The unit has the same visible state to the player (Elite veterancy and Composite Armor) but differs by 30 HP only because of the order of events.