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Not yet, I've finished working on spells and heroes, and am now moving on to units.
Release will be in January.
I will publish current unit adjustments below.
Prayer: Moved from Daughters of the Sky to Monks, since after redistributing spells, they no longer cast it.
Purification: moved from Inquisitors to Daughters of the Sky, since for archers this is too harsh an ability (in WGE it's not random, but works with a 100% chance).
Random spells: since spellcasting skill is not customizable (always high), Jinn have become a unique unit with potentially the strongest buffs and debuffs tied to spellcasting (for other casters, spellcasting for buffs and debuffs is effectively fixed and does not depend on unit count). In other words, a large Jinn unit can grant a substantial bonus to attack, defense, or initiative (or significantly penalize attack or defense).
Elementals: moved from Keepers (elves) to Mages (towers), since elves already had too many spells.
Spell distribution by race (general for units):
7 Humans = Resurrection, Holy Word, Vengeance, Blindness, Power, Iron Skin, Bless
6 Orcs = Berserk, Mass Exorcism, Teleport, Haste, Slow, Evasion
8 Elves = Phoenix, Hive, Mass Haste, Exorcism, Mass Power, Regeneration, Mass Iron Skin, Wasps
6 Dwarves = Armageddon, Anti-Magic, Freeze, Fire Wall, Universal Bless, Universal Evasion
8 Mages = Elementals, Earthquake, Phantom, Wall of Swords, Crystalize, Fireball, Missile, Fist
6 Undead = Raise Dead, Shield, Mass Plague, Mass Slow, Mass Missile, Mass Weakness
7 Demons = Disintegrate, Confusion, Death Wave, Meteor, Thorns, Universal Curse, Universal Distract
8 Shades = Chain Lightning, Vampirism, Lightning, Sorrow, Missile, Weakness, Curse, Distract
3 Neutrals = Plague, Ring, Boulder
Added 2 hours 47 minutes later
Initiative distribution by race:
Undead: 6, 8, 10
Orcs: 7, 9, 11 (attack)
Dwarves: 6, 9, 12 (defense)
Humans: 8, 10, 12 (defense)
Demons: 7, 10, 13 (attack)
Shades: 9, 11, 13 (attack)
Elves: 8, 11, 14 (defense)
Mages: 10, 12, 14
Speed/initiative distribution by unit:
Archers:
Druids 3/8
Mages 3/10
Priests 3/12
Crossbowmen 4/8
Spearmen 4/9
Gremlins 4/12
Assassins 4/13
Succubi 5/7
Skeletons 5/8
Monks 5/10
Hunters 5/11
Witches 6/11
Heavy class:
Swordsmen 3/8
Golems 3/10
Guardians 3/12
Demons 4/7
Bonecrushers 4/9
Militia 4/12
Skeletons 5/8
Leaders 5/9
Minotaurs 5/11
Vampires 6/10
Gargoyles 6/12
Light class:
Zombies 3/6
Brutes 3/9
Imps 3/13
Spearmen 4/9
Shamans 4/11
Assassins 4/13
Dancers 4/14
Skeletons 5/8
Cerberuses 5/10
Goblins 5/11
Furies 5/13
Elementals 6/8
Witches 6/11
Fairies 6/14
Large Archers:
Liches 4/6
Titans 5/12
Centaurs 6/9
Large Heavy class:
Frost Dragons 4/6
Hydra 4/11
Cyclops 5/7
Bear 5/9
Titan 5/12
Knight 6/10
Nightmare 6/13
Tans 7/6
Death Dragons 7/8
Black Dragons 7/9
Griffions 7/10
Devils 7/13
Large Light class:
Balors 4/7
Rakshasas 4/14
Ents 5/8
Reapers 5/10
Predators 6/9
Unicorns 6/11
Wyverns 7/7
Death Dragons 7/8
Griffions 7/10
Forest Dragons 7/11
Angels 7/12
Jinns 7/14
Added 8 hours 23 minutes later
Mines now deal Earth elemental damage, meaning they are buffed by Marble Gargoyles (with the corresponding vulnerability aura).
This change will allow Alchemists on summon to fully realize the potential of their gargoyles.
Release will be in January.
I will publish current unit adjustments below.
Prayer: Moved from Daughters of the Sky to Monks, since after redistributing spells, they no longer cast it.
Purification: moved from Inquisitors to Daughters of the Sky, since for archers this is too harsh an ability (in WGE it's not random, but works with a 100% chance).
Random spells: since spellcasting skill is not customizable (always high), Jinn have become a unique unit with potentially the strongest buffs and debuffs tied to spellcasting (for other casters, spellcasting for buffs and debuffs is effectively fixed and does not depend on unit count). In other words, a large Jinn unit can grant a substantial bonus to attack, defense, or initiative (or significantly penalize attack or defense).
Elementals: moved from Keepers (elves) to Mages (towers), since elves already had too many spells.
Spell distribution by race (general for units):
7 Humans = Resurrection, Holy Word, Vengeance, Blindness, Power, Iron Skin, Bless
6 Orcs = Berserk, Mass Exorcism, Teleport, Haste, Slow, Evasion
8 Elves = Phoenix, Hive, Mass Haste, Exorcism, Mass Power, Regeneration, Mass Iron Skin, Wasps
6 Dwarves = Armageddon, Anti-Magic, Freeze, Fire Wall, Universal Bless, Universal Evasion
8 Mages = Elementals, Earthquake, Phantom, Wall of Swords, Crystalize, Fireball, Missile, Fist
6 Undead = Raise Dead, Shield, Mass Plague, Mass Slow, Mass Missile, Mass Weakness
7 Demons = Disintegrate, Confusion, Death Wave, Meteor, Thorns, Universal Curse, Universal Distract
8 Shades = Chain Lightning, Vampirism, Lightning, Sorrow, Missile, Weakness, Curse, Distract
3 Neutrals = Plague, Ring, Boulder
Added 2 hours 47 minutes later
Initiative distribution by race:
Undead: 6, 8, 10
Orcs: 7, 9, 11 (attack)
Dwarves: 6, 9, 12 (defense)
Humans: 8, 10, 12 (defense)
Demons: 7, 10, 13 (attack)
Shades: 9, 11, 13 (attack)
Elves: 8, 11, 14 (defense)
Mages: 10, 12, 14
Speed/initiative distribution by unit:
Archers:
Druids 3/8
Mages 3/10
Priests 3/12
Crossbowmen 4/8
Spearmen 4/9
Gremlins 4/12
Assassins 4/13
Succubi 5/7
Skeletons 5/8
Monks 5/10
Hunters 5/11
Witches 6/11
Heavy class:
Swordsmen 3/8
Golems 3/10
Guardians 3/12
Demons 4/7
Bonecrushers 4/9
Militia 4/12
Skeletons 5/8
Leaders 5/9
Minotaurs 5/11
Vampires 6/10
Gargoyles 6/12
Light class:
Zombies 3/6
Brutes 3/9
Imps 3/13
Spearmen 4/9
Shamans 4/11
Assassins 4/13
Dancers 4/14
Skeletons 5/8
Cerberuses 5/10
Goblins 5/11
Furies 5/13
Elementals 6/8
Witches 6/11
Fairies 6/14
Large Archers:
Liches 4/6
Titans 5/12
Centaurs 6/9
Large Heavy class:
Frost Dragons 4/6
Hydra 4/11
Cyclops 5/7
Bear 5/9
Titan 5/12
Knight 6/10
Nightmare 6/13
Tans 7/6
Death Dragons 7/8
Black Dragons 7/9
Griffions 7/10
Devils 7/13
Large Light class:
Balors 4/7
Rakshasas 4/14
Ents 5/8
Reapers 5/10
Predators 6/9
Unicorns 6/11
Wyverns 7/7
Death Dragons 7/8
Griffions 7/10
Forest Dragons 7/11
Angels 7/12
Jinns 7/14
Added 8 hours 23 minutes later
Mines now deal Earth elemental damage, meaning they are buffed by Marble Gargoyles (with the corresponding vulnerability aura).
This change will allow Alchemists on summon to fully realize the potential of their gargoyles.