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Many people complained about the exploits with the "цех" (workshop) mechanic, and it needed to be addressed. Introducing neutral golems eliminates "quick" exploits (without making life more difficult for the "Башня" (Tower) – the neutrals don't have +1 on snow), and the limit of 100 rounds eliminates long exploits on morale.
In addition, the problem of endless battles between players, where one cannot catch up to the other, has been automatically resolved (now you can end such a battle normally without reloading, using manacles; and when playing with someone who doesn't understand the rules, you don't have to argue with them, but simply continue until the battle is forcibly ended).
"Погост" (Graveyard) is more controversial (especially since it makes life more difficult for the "Башня"), but we decided to try it as an addition to the "цех" (workshop) (they were often mentioned together when people talked about exploits).
The "Луна" (Moon) is more often considered a feature than an exploit, so it wasn't on the urgent agenda.
Other relevant things:
- Separating "помехи" (interference) into a separate skill has been desired for a long time and promised, and this was used to rebalance and weaken magic: the overpowered collection has been removed, but the artifacts themselves have been strengthened (and made more frequent: 2 minor and 1 relic). At the same time, minor artifacts are worn in light slots, and the relic is worn on the body, which means sacrificing your own SP (including the top +10 artifact) for the bonus. Thus, the power of magic in battle is generally reduced, which weakens mages.
Another detail: "помехи" (interference) do not drop for magical classes, except for battle mages and navigators (they drop with the minimum possible probability). That is, protection against magic is more of a warrior feature.
- People have long complained about specialists in scouting, so their specialization has been weakened. In scouting, each subsequent point opens up more cells, so the fact that +3 is given at level 20 instead of +5, and +5 is given at level 30 instead of +8, will be quite noticeable.
Regarding the rest:
- Rebalancing spells/secondary skills is planned (and has been for a long time). In 1.6, it was decided to include what is easily implemented and does not depend so much on other changes.
- The goal of weakening "замедление" (slow) was to make battles with neutrals less "clumsy," but without depriving the game of the ability to somehow counter the speed of Phoenixes/Archangels/... in the endgame. It can be noted that if you compare the current version and replacing the 50% multiplier with 30%, the results are the same for speeds of 3, 5–8, at a speed of 4, the current weakening is even stronger (slow reduces speed only to 3, and not to 2), and for fast speeds, starting from 9, the current version reduces the effect of the spell less (which also corresponds to the intention).
- The AI Value of Ifrit Sultans was increased to reduce their number on the Jebus Cross (so that it doesn't become even more difficult to defeat it, considering that they now have a speed of 7 under slow).
- The imbalance of "логистика" (logistics) and its artifacts is obvious. But for now, the least radical option for reducing it has been chosen.
- Intelligence was reduced to reduce the amount of mana (and therefore, the likelihood of spamming summons and other unpleasant things) in battles. At the same time, it still gives a large bonus and is unlikely to seriously lose in the "ranking" of skills.
- Regarding "мистицизм" (mysticism), it was decided to make this skill primarily applicable at the beginning of the game, so numbers were used instead of percentages (there are certain considerations that when the percentage exceeds the number, mana regeneration will no longer be so relevant for taking the skill).
- There have long been plans for "дипле" (diplomacy) (here, two things coincide: the need to cancel the rule and raise (if you look from the point of view of prohibiting joining) the skill), but now it turned out that the necessary settings were added to the monsters in the map editor, and this became possible. Since diplomacy is regulated in the template editor, this change is not an alternative imposed on players.
- "Имущество" (property) has simply been strengthened by 2 times, so that it is at least interesting for newbies to develop it.
- Ancient Lamps were added to the Jebus Cross to strengthen the "Башня" (Tower) (they only appear on its respawn). It is unlikely that there is anything to fear that the "Башня" (Tower) will become too strong.
The Laboratory can be banned in the template editor, so if its presence turns out to be unacceptable, this problem can be solved.