UFL MINI
feature implemented

Health Regen to unconscious

Akkla 2026-07-25 15:30
An interesting idea, but there are some pros and cons to the execution of this.

The primary con being the AI/Announcer/NPC do not seem to understand that when a fighter regains consciousness the original fighter to be KO'd has lost the fight. The NPC will continue fighting as if they did not just lose the fight. This makes for Post-Match rituals difficult to play out from a RP stance.

In PvP if the person who originally lost (Let's call them Player 1) continues to fight Player 2 and knocks them out .. the announcer will think that is a win for Player 1, even though it was already established that Player 2 won.

Also, so long as both players are "conscious" you can not close the room / end the fight. Which means someone is gonna have to knock out someone .. again (and risk killing them) and quickly hit the close room before the healing takes effect.

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It's a neat idea, but definitely needs some tweaks. I think it should be a choice to heal, much like how we have the choice to break from a stun ourselves or not.

In PvE I think it should be disabled.

Comments (12)

Wrecksler 2026-07-25 18:22
Well, a lot of it makes sense. Some of this sounds like it just needs some improvements and better prompting of the AI.

And the most significant change seems to be to change it from a passive regen to active attempts to wake up. I think I like this idea.

For PvE fights I think it might be a bit controversial. I bet some would prefer NPCs to be able to wake up. But indeed they are switching from 'aftermath' phase back to 'combat' phase. Which probably should not be happening.

So here's what I think we can do:

- Inform AI narrator, "big_brain" and announcer that the fight had ended and the winner was decided (at least for fights with KO win condition. If there's a Death win condition, then there's no actual winner yet)
- Change the condition to being able to close the room so that it is always available as soon as fight results are recorded and stays there
- Change it from passive regen to actively trying to wake up. The amount of HP that recovers can be based on a dice roll. For example a 1d20 roll that corresponds to the percentage of your Max Health that you recover.
- Make sure the NPC stays in the "aftermath" mode if it gone into it, it should not revert back to combat. It can still make moves and attack

For NPC the recovery attempts could also be handled by a dice roll, and maybe we can let the AI decide if they want to try that or not. This way it should be able to adapt to the scene, and will not always try to wake up. And you could probably just (OOC ask it not to if you want) and ask to remember it as your preference :D it should keep it in memory normally.

What do you think? Seems like good middle ground to me.
Akkla 2026-07-25 21:43
I feel like this would be an excellent middle ground. As I had mentioned originally, the idea is neat - but with these changes it will be much better in the long run. Always best to allow players the choice - as I imagine some would prefer to stay knocked out (or just RP the awakening moments)

If you're able to get the bots to play along with these changes then I'll fully support the idea. Keen to see how this all play out!
Randy 2026-07-27 08:15
For some reason, even after Npc agrees to stop fighting they continue the fight and narrator loses the plot and restarts the scene
Kai 2026-07-27 20:42
Pretty much everything Akkla said has happened to me. I noticed that, especially with Bouncer, even if you knock them out, they will always recover and start attacking again, even if the narration and AI and role-playing as if the fight is over. I had it in my last one that I was trying to do some post-match stuff and even after giving up and just killing Bouncer, he still recovered and started attacking. Had to kill them a second time and just close the room instantly.
Randy 2026-07-28 17:51
this dice roll with NPCs in RP scenario it doesn't work, they continue to fight no matter what scene is, even after they surrender and accept loss. So I think the best solution would bewith NPCs the dice roll can fail, and they stay down and then we can RP as before this change, if it is possible that would be amazing.
Wrecksler 2026-07-28 18:46
I'm leaning towards disabling this for NPCs. So they wont be able to wake up mechanically, but narratively it should still be possible.

And will focus on improving this feature for PvP matches.

Unless it proves hard to separate this between NPC going down and waking up and Player going down and waking up. If these bugs stem from the same root cause I might keep it.
Wrecksler 2026-07-29 14:37
I made some tweaks. Documented in changelog. Feel free to test how it works now.
Randy 2026-07-29 17:34
I have tested it out, it still needs Tweeks, the npcs can't wake up fully they keep going into unconscious state even when I jump start narrator to change scene or tell him they are fully awake after a turn they go back to unconscious state.
Wrecksler 2026-07-29 17:55
That has been this way even before introducing waking up mechanic. In fact part of why I wanted to add the wake up mechanic was so that NPCs could wake up.

The issue is because the AI does see it's state as "current state: unconscious" and it can outweight any other instructions you give it. So... yeah. Double edged sword.
Randy 2026-07-29 18:13
I am not sure previously it was like this, essentially before after knockout it would change to post match narrator same as after death now, so yeah let's see what others prefer, or simply make it so that against npc, you can make it into post match after knock out. Let's see how other people like the changes.
Wrecksler 2026-07-29 20:16
Well, I tried another more middle-ground option, see how this feels now
Randy 2026-07-30 09:37
Works a lot better now, this variant of mechanic seems to flow most naturally. Thanks

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