Important changes:
1) Switched to a fixed 50% trigger chance. Really liked how abilities play out now.
2) Monks received ranged attack without penalty to participate more actively on the battlefield (instead of just praying). Inquisitors received Cleansing (instead of unpenalized ranged attack). Adepts received Blindness (instead of Cleansing) - now the entire Monk tier looks perfect!
3) Changed the Blind formula: now scales with SP and lasts 0.2 / 0.4 / 0.6 / 0.8 x SP rounds (this is necessary for the Blind ability to work properly).
4) Balanced the mana abilities of all Imp-tier demons: base Imps now drain 10 mana on the first turn (1 mana per 5 Imps), but their initiative reduced from 13 to 10 (so the hero can go first). Fiends continue to drain 3 mana per action (1 mana per 20 Imps), but now with initiative 13, while Parasites remain unchanged - stealing 1 mana before each of their turns (1 mana per 50 Imps).
5) SP-scaled casting for casters has been removed (i.e., those SP-scaled abilities that depend on the hero's SP now also depend on the caster's SP). In long campaigns, a large squad of casters is thus strengthened, but this isn't the only case where creatures play differently in fast vs. long campaigns (the value of Fiends similarly scales with troop count). In duels, this weakens cast abilities by damaging casters. For example, a full squad of Inquisitors casts Stone Skin for +10 defense, while the minimal remaining squad (one unit) only casts Stone Skin for +6 (however, their Bless remains equally effective, as it doesn't scale with SP, just like the hero's).
6) Succubus initiative reduced from 10 to 7, as Fear now plays a huge role (every other shot causes Fear - this ability is no weaker than Chain Lightning!)
7) Lamia initiative increased from 7 to 10 to enhance ranged gameplay, in exchange, Charm is weakened to level 0 (duration only 0.5 rounds). The core playstyle for these units is now kiting and shooting (speed and initiative allow them to kite, and retaliatory shots and Retaliation punish those who bite). Charm is played at the right moment when the target unit is as close in timing as possible, otherwise you'll miss the check.
8) Nightmares now have a proper physical profile (previously had too much damage plus Fear, now they are units that primarily rely on Fear).
9) All tiers now have a solid base damage, in exchange for nerfed super abilities:
- Reduced average damage rolls from 30% to 25% (to nerf common demon curses)
- Mana pool of Barlogs reduced from 12 to 6. Now you need to farm mana with Fiends for a second Meteor Storm, and to unlock the strongest spell, Disintegration, you need to drain at least 9 mana, which is no longer available from the first turn as before.
- Damage of Executioner's Blade from Trolls reduced from 10 to 6 (now Tier-1 units even have a chance to survive a single hit from it).
10) All Devils now have a proper physical profile - they are glass cannons with many strengths, but literally pay for everything with their lives: basic attacks, ranged shots, and magic are lethal to Devils (their abilities at least protect them from retaliations and charge attacks). However, they have truly amazing abilities: Archdevils can immediately grant a 100% turn to any unit (Inspire), Devils can endlessly summon Barlogs (as long as there are any demonic corpses, including enemies), and Satans pull units in a 7-tile radius (much harder to defend against than 6).
Humans

Demons
