Thread:TsuchiNoKao/@comment-26544499-20200927173301/@comment-46261745-20201030142327

I think we're good, aren't we? You've documented almost all that came to mind in terms of skills that will be buggy on Motonari (and other HP troops). I can now mod each of these that we've identified to essentially work on HP counts instead of troops.

I guess I'll just make the Harm mechanic affect his HP as well?

Solidarit will be easy, 1 HP left. Poisoning and Miko storm too.

What do we do with infect? Making him permanently lose HP doesn't make sense with the lore or as a game feature... Just make HP troops immune to infect?

Or, we could think of putting some kind of status effect, where you have a certain amount of turns to do something to 'save' them? That might take a bit of effort to display... I might be able to mod the 'red' all actions used colour on their row into a purple or something, to indicate something is happening and have a generic start of turn event where 3G tells Rance that they need to heal the affected troops.

I've actually been considering removing some of those items that nobody ever uses... Maybe just have a single healing item, the almighty god, and then that frees up 2 item spots for other things. I was going to make one of them decapitation blade for Kakusui's storyline, but could also add a infection curing item?

Or... could just make HP troops immune... this item mod is going to be tough, from first glance...