Sorry, i dislike this set of changes.
The problem of the adventurer class wasn't that the advents who are part of a town couldn't use that hotel bonus. Okay, that change is nice - but 10 or 20% bonus on regeneration speed doesn't matter. Today even less than before.
The problem of the adventurers is this: All those 10%/20% bonuses don't matter anymore.
The clover set alone gives +180% luck, +30% product drop chance (and 60% exp, 65% money, labor points, speed, and even some fort battle bonus).
The fisher sets with hancocks animal set gives about +170% drop chance and +140% money.
The advent bonuses, +10/20% luck and +10/20% drop, don't matter against that.
That injury avoidance is nice, but only as long the player is a newbie. As soon as a player has decent equipment and learned to avoid extremely low labor points and about the dangerous jobs injuries are easily controlled, and with the current crafting possibilities buffs are cheap.
The last adventurer bonus, the ghosting, is, once again, nice in theory, but less so in practice I'm not going into details, because we all know them. If not, just look at the battles of the german fort battle event at the end of the winter.
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The duelers lose this "battle hardened instinct", but... not really, most of them have the replacement script installed, anyway. No loss.
They'll loose that 15 minute radius. That's a negative, but their movement speed bonus will be increased from 10/20% to 25/50%. It's still a loss, i think, but a reasonable one. That 15 minutes radius meant that a dueler with a modern set didn't have to move away from the center of the map to rob everyone, and that was clearly not intended. I'm not sure of the impact, though.
They'll not be able to queue 9 duels anymore, unless they just go into the next big neighbor town and visit church builders. Not nice, but not critical.
They'll now receive 15/30% more money in a duel (up from 10/20). Really?
The jaguar warrior sets gave +90%. Clover +65%.
This bonus doesn't matter to the robbers, they'll hardly notice it, because an average church builder still carries $0 with them. It possibly matters to those of us doing 15 second jobs, but we've learned to kill ourselves every three days, anyway.
Sorry, i don't get it.
What's the point of these changes, apart from getting rid of the standing-in-the-center-misfeature?
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Workers…
Exp unchanged, banking fee unchanged, construction labor points unchanged, construction motivation unchanged.
That i get.
But the fort battle bonus…no. The boost for aiming and dodging is reduced from 20/40% to 15/30%.
That boost, while valuable, still wasn't overpowering workers. See, once again, the german fort battle event, where the winning team didn't use workers.
Replacing hiding/trap setting by building if the later is higher helps workers skilled for building somewhat - unless they have decent fort fighting gear, in which case it doesn't help at all, because of that "is higher" switch.
It doesn't help workers skilled for HP at all.
With full cortina right now i get 175 hit, 238 dodge with 17k HP on a defense. Next week it will be like 162 hit and 222 dodge with the same HP. My building set will give me 177 hit and 180 dodge with 8.9k HP (which is worse than my damage set).
Those 15 points more hit chance can't balance the loss of 42 dodging and 8k HP.
I don't get it. What is the reason for that?
Regards, Uwe