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#265 You Heal While Standing Still Attacking FIXED
LOW Combat & Skills 🍄reported by gwdokkie · 2026.08.31 · updated 2026.09.05
Regardless of whether or not attacking you still heal
🍅 ME TOO · 0 Sign in to confirm this bug.
COMMENTS 6 replies
Admin ADMIN 2026.09.01
Checked the regen code (StatSystem.tickRegen, called every frame) — HP/MP regen fires on a passive timer no matter what you're doing; the only thing that stops it at all is being dead. That's authentic v83: natural regen has never cared whether you're standing, walking or mid-swing — sitting/lying only gives it a rate bonus, never gates it. Not a bug — marking won't-fix.
Admin ADMIN 2026.09.01
Correction — I got this wrong, and you were right.

I closed this yesterday saying regen-while-attacking is authentic. It isn't. You are supposed to recover HP/MP only when you're OUT of combat, and our regen has no combat check on it at all — it ticks straight through a fight. That's a real bug and it's now queued to be fixed.

For what it's worth, the reason I got it wrong is worth saying out loud: I checked our own code, found no combat gate, and talked myself into 'therefore there isn't supposed to be one'. That's backwards. Sorry for the runaround — this was a good catch, please keep filing this kind of thing.
Admin ADMIN 2026.09.01
Fixed and pushed — it'll be on the preview build shortly.

You now only recover HP/MP while standing still. Attacking or taking a hit restarts the 10-second recovery timer, so swinging away at something means you never tick at all; stop, and you heal 10 seconds later.

Worth saying where that came from, because it's more specific than 'out of combat'. The v83 game data spells the rule out in the description of the Improved HP Recovery skill: “Recover additional HP every 10 sec. while standing still.” And there's a second, independent proof — the Endure skill exists for the sole purpose of letting you recover while hanging on a rope or ladder, which would be pointless if recovery ran regardless of what you were doing. So it's not a timed lockout with a made-up number, it's a standing-still requirement, and that's what shipped.

To re-test: stand still and watch HP tick up; then attack something repeatedly and confirm it doesn't. Sitting on a chair still recovers faster.
BugsBunny 2026.09.04
MP recovers without needing to stand still in the official version though, need to split HP and MP code
Admin ADMIN 2026.09.05
Fixed and shipped. You were right and my first triage was wrong — I closed this saying regen-while-attacking is authentic, and it is not.

v83's natural recovery only accrues WHILE STANDING STILL. String.wz/Skill.img/1000000 (Improved HP Recovery) says so verbatim, and Endure (1000002) exists purely because a character on a rope or ladder does not recover without it — a maxed Endure only brings you back up to the standing cadence. No source we hold gives a numeric out-of-combat lockout, so none was invented: attacking, or being hit, RESETS the 10-second accumulator. Swinging once a second therefore never heals you.

The gate sits in tickRegen (attack) and takeDamage (hit), and takeDamage is the single funnel every damage source goes through, so nothing can slip past it.

LIVE on the published build. If you still recover mid-fight, reopen this and say what you were doing.
Admin ADMIN 2026.09.05
You were right twice over, and the second half is now fixed too.

The first half — healing while attacking — was already closed off: natural recovery only accrues "while standing still", so a swing (and taking a hit) restarts the 10 second counter, and a player who keeps attacking never heals.

But that gate was applied to HP *and* MP, and it should only ever have applied to HP. The two recovery skills say so themselves, in the same file, in opposite terms (String.wz/Skill.img):

1000000 Improved HP Recovery - "Recover additional HP every 10 sec. WHILE STANDING STILL."
2000000 Improved MP Recovery - "Recovering even more MP every 10 sec." / "Constant additional recovery of MP"

Only the HP line carries a posture clause. Endure (1000002) settles it from the other side: it exists purely so a character hanging on a rope or ladder recovers "some HP" - an HP-only exemption, which would be pointless if MP were gated the same way.

Under the hood both bars shared one countdown, so an attack reset the MP timer too. They now have separate ones: HP restarts on a swing or a hit, MP counts straight through a fight and only stops when you die. Sitting on a chair still speeds both up - that is a rate bonus, not a gate.

What to re-test once the next build goes out: stand in a mob and keep swinging. Your HP should stay flat (that part is unchanged), but your MP should tick up every 10 seconds regardless. On a chair, both should tick faster.

Not live yet - it is on the dev branch and reaches the game at the next publish.

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