As a rule we try to avoid modifying conflict systems while they're being utilised in a protracted engagement, but as it seems likely the current one will be continuing without a concrete end in sight we have decided it is time to make some adjustments to forest conflict. It is our hope that these changes shall make the situation less frustrating for both sides, but we'll likely need to make further adjustments as we see how things pan out.
Firstly, there is now a new ability in GROVES: VIVIFY. This ability may only be performed upon Mhaldor isle and will cause nature to take root upon the blighted soil. This status is similar to extermination (it is a channel, all Mhaldorians will see when it is initiated, and it is visible when LOOKing in a room). The impact vivify has is upon essence regeneration: as Mhaldor Isle grows less blighted, so to will necromancers grow weaker, causing them to regenerate less essence through natural means and exterminations the more rooms are vivified. Exterminate will remove vivification, returning that room to its blighted state.
Secondly, EXTERMINATE has had its base essence cost increased. Both VIVIFY and EXTERMINATE now cost more on consecutive successful uses by the same Necromancy/Groves user. This does reach an unmaintainable point. Exterminating a vivified room still only costs 1% essence: this returns it to its blighted state.
Finally, forest defences will no longer be always active. Instead, once someone begins an extermination, the forest will come to life, attacking any forest enemy that stands within that particular forest.
It is our hope that this should remove some of the more frustrating aspects of the system for both parties while giving both factions ways to go on the offense against one another.