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Wind of Change

#52
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Everyone suddenly felt the urge to change something—either the OH or the 6th guild. However, it must be noted that the implemented guild restructuring is already a serious intervention in gameplay on its own; it has reduced the likelihood of "burning" various spots for the veterans and also decreased the chances for newbies to take down those same veterans—which goes against the principles of the game: play with what you're dealt. Meanwhile, no one is bothered by the red orb with armor or logistics, which are a much greater evil. And as a side note, this restructuring somehow disadvantaged citadels-swamps with castles.
The issue with roads and connections needs to be resolved. For instance, 6LM10 grants one road of 500 mp leading to the monolith, while the second path is off-road toward the swamp adjacency. Or recently—several different types of teleports into a neighboring zone... while elsewhere they were exactly what was missing.
For variety's sake, two DD could be allowed for those with Eagle Eye—it would fit the theme.
There was an unimplemented feature called the time market, where you could pay money to forget a skill. Now that is a truly useful thing.
And why don't the scholars—Rashka, Octavia, Sinka—have a book, and why does Torosar lack artillery?
Why are Uland and Dimmer so advanced in their skills?
Why does anti-morale trigger much more often than morale?
Why was the neutral layout changed (already in the mod)?
Summer 2013