Quote from ambidexter235 in the
[1.0] Master Scouts thread.
I'd split the ability into three. There would be a trait that gets no movement penalty in forests, a cheaper one for swamps, a third cheap one for hills, and a double cost ability for being ignored by monsters. Being able to pass rivers seem especially peculiar - some units end their turn, others ignore the water? yikes.
So Forest Scouts (2), Swamp Scouts (1), Hill Scouts (1), Stealth (2).
Then there is the problem that it gives Tarth way too many points. Maybe they should get Forest Scouts and Stealth only, and a weakness to balance out (since that is four points, and factions normally start with 3).
Could you also please update Stealth trait infotip to say "Protects all units from Monsters and Ruffians faction." and if you put in the Strong limit, say "Protects all units from Monsters and Ruffians faction, up to the limit of Strong army difficulty."
Currently it could deceive players if they are getting attacked by Denizens of the Wildlands, and the Stealth trait currently only mentions monsters in general.