I disabled the save/reload of RNG seeds kyrub added to the game as well as the one from the original. In the last game I played, I found two of the exact same items, and this probably has something to do with that.
Which raises the question, do we even want to have save-scumming prevention, and if yes, in which areas? He added it to lair treasure and hero summoning (not sure how effective it was in the first place, I think I did get different spells from treasure if I reloaded anyway?) which are possibilities, and I think war declaration decisions for the AI are another possible area.
But is there a point? If people don't want to reload for better items or less war declarations, they can choose not to. Is there a reason to force them not to? Probably not? (Or maybe based on difficulty?)
Edit : One more question. This update will overhaul the way movement points and movement changing effects are applied in combat to eliminate inconsistencies and abuse potential. Which means, we can now think about enabling Endurance for combat - applying the extra move correct is no longer an issue and happens automatically. Doing that could effectively return us to the old state of the game where "+2 armor" was a valid in-combat buff, except with a higher cost and added movement. However, we wanted to avoid extra movement in combat, especially in common because of the power level - specifically the ability to outrun enemy forces and stall, or if the enemy is stalling, the ability to catch them. 1 Movement might not do either all the time, but cases where the armies have the same movement speed or the difference is only 1 is reasonably frequent. So I think this outweights the benefit of getting back our +2 armor spell (which we might not even need anyway, haven't played life in a while but Life Trolls will be the next one to try). There is another new element in this solution, Endurance is valid for summons while the old holy armor wasn't. So even without movement it's a more effective option. So I guess that makes the question, does everyone agree we want to keep Endurance an overland only spell?
Which raises the question, do we even want to have save-scumming prevention, and if yes, in which areas? He added it to lair treasure and hero summoning (not sure how effective it was in the first place, I think I did get different spells from treasure if I reloaded anyway?) which are possibilities, and I think war declaration decisions for the AI are another possible area.
But is there a point? If people don't want to reload for better items or less war declarations, they can choose not to. Is there a reason to force them not to? Probably not? (Or maybe based on difficulty?)
Edit : One more question. This update will overhaul the way movement points and movement changing effects are applied in combat to eliminate inconsistencies and abuse potential. Which means, we can now think about enabling Endurance for combat - applying the extra move correct is no longer an issue and happens automatically. Doing that could effectively return us to the old state of the game where "+2 armor" was a valid in-combat buff, except with a higher cost and added movement. However, we wanted to avoid extra movement in combat, especially in common because of the power level - specifically the ability to outrun enemy forces and stall, or if the enemy is stalling, the ability to catch them. 1 Movement might not do either all the time, but cases where the armies have the same movement speed or the difference is only 1 is reasonably frequent. So I think this outweights the benefit of getting back our +2 armor spell (which we might not even need anyway, haven't played life in a while but Life Trolls will be the next one to try). There is another new element in this solution, Endurance is valid for summons while the old holy armor wasn't. So even without movement it's a more effective option. So I guess that makes the question, does everyone agree we want to keep Endurance an overland only spell?