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In a few days (2-3 weeks) the release of the mod AB will take place.
After the release ( if there are critical bugs) only scripts will be updated, without innovations of locations / quests and other things.
Since we have been doing the mod for quite some time, we all have our own business, we will take a rest. (a couple of months left until the summer + summer all rest).
Perhaps in the beginning of autumn we will do what we planned, namely flattening and rebalancing the flow in the game. It will not be AB , but AB 2.0 (well, or somehow differently). In the form in which ab will be released on release, it will remain as it is.
Specific dates now we can not give.
What will be done in the case of processing ab:
1) Return to the original crowing of the Night of the Raven, namely, pumping more for lp than for bonuses
2) Reducing high numbers, if now the hero at the end of the game has 3-5k health, then he will have 1-1.5k, the enemies will also be changed under the stats of Attention! Flattening is not a weakening of enemies, as many think, it is a MUTUAL reduction of numbers. The ratio does not change.
3) Removal of most bonuses and strict recalculation of them for each guild. Now the situation is like this: the player comes to the dr and yarik and makes compote +500 to nr. This is quite a lot, because of this we can not normally balance, because the player may not take this bonus compotes, respectively, one player will be easy to play with a bonus of 500 health, another difficult.
4) Pumping only for LP / alchemy / tablets / small bonuses from food type +1 strength for 25 apples. Now the hero can pump in dozens of places in the game, the sequence of pumping is free, because of which some are pumped very quickly, others run in chapter 2 with 100 forces.
5) All signs and perm. Herbs will be re-hidden and recalculated for balance, on all maps and for sale in all NPCs.
6) increasing the influence of armor on the hero’s defense, and not on health
7) It is possible that the pumping thresholds are removed from the game in principle, i.e. the skill will ALWAYS be worth the same.
8) Recycling protection on all armor
9) Recycling indicators of all weapons in the game