Just increase the range of the precise shot and that's it (-1 cell from the calculated formula for a shot without penalty). You could lower their maximum damage slightly, take away 1 point of attack. That would also be the simplest way.
Generally, from an area perspective, increasing the armor-piercing range from 3 to 4 doubles the ability's applicability, and from 4 to 6 doubles it again (totaling 4x). This solves the problem of excessive situational use.
Added after 1 hour 19 minutes
- Archangels. Attack 30 (-1), Damage 30-50(-20 minimum damage), +Child of Light, +Enemy does not resist.
(The acquired abilities are compensated by the loss of stable damage)
- Cerberi. Defense 3(+1), Health 20(+5).
(Compensating for the creature's excessive fragility)
- Fire Hounds. Defense 4(+1), Health 20(+5).
(Compensating for the creature's excessive fragility)
- Hell Horses. Initiative 14(-2).
(Correction of excess faction initiative)
- Cave Lords. -Spell "Fire Storm", -Spell "Destruction Ray", +Spell "Berserk" at expert level.
(Now this unit can get rid of a threat before it reaches them... but only once per battle)
- Archliches. -Spell "Plague", +Spell "Raise Dead"
(Replacement of a useless spell, increasing the tactical survivability of the army)
- Harbingers of Death. Attack 24(-2), -Doom Grip, +Annihilation <animation+description fixed>.
(Increasing the unit's competitiveness by increasing special ability damage, but slightly cutting attack)
- Beasts, Furies, Megeras. Weekly growth +1.
(Correction of army proportionality)
- Minotaurs, Guardian Minotaurs, Overseer Minotaurs. Weekly growth -1.
(Correction of army proportionality)
- Dark Riders. Defense 10(+1), Health 65(+5)
(Slight increase in survivability)
- Agile Riders. Defense 10(+1), Health 65(+5)
(Slight increase in survivability)
- Cave Hydras. Initiative 9(+1), -Regeneration, +Acid Blood.
(Now this unit has a greater focus on dealing damage)
- Dark Hydras. Defense 17(+2), Initiative 8(+1), -Acid Blood, + Regeneration.
(Now this unit has a greater focus on tanking)
- Mistresses of the Night. Defense 18(-2), Damage 20-27(-3 maximum damage), Initiative 10(-1), Health 90(-10), +Shooter.
shot animation is present
(Mistresses of the Night are now full shooters; they will feel less comfortable in melee than before)
- Black Dragons. -Magic Immunity, +Fire Element Immunity, +Water Element Immunity, +Earth Element Immunity, +Air Element Immunity, +Aura of Terror.
- Senior Gremlins. Defense 4(+2), -Repair, +Sabotage.
description and names of gremlin upgrades have been changed
(Damage remains small, but stability is increased and the special ability is replaced)
- Saboteur Gremlins. -Sabotage, +Repair.
(Small swapping of upgrade abilities)
- Djinn Sultans. Attack 15(+1), Defense 15(+1), Initiative 11(-1), Health 60(+15)
(Increasing damage resistance)
- Djinn Viziers. Defense 17(+4), Damage 14-17(-2 maximum damage), Health 65(+15)
(Increasing damage resistance)
- Rakshasa Rajas. Initiative 9(+1).
(Reducing turn loss from charge)
- Rakshasa Kshatriyas. Initiative 9(+1).
(Reducing turn loss from charge)
- Titans. Damage 45-70(+5 maximum damage), +Air Element Immunity.
Ability "Lightning Strike". Now deals 40 units per creature (+15)
(Now Titans are more clearly specialized in single-target damage)
- Thunderers. +Air Element Immunity.
Ability "Storm Summoner". Now deals 35 units per creature (+25)
(Thunderers no longer possess a useless ability, but it can still only be used once)
unit texture changed + description change
Balanced options here would be 20-25 vs 40 or 30 vs 50.
- Death Dancers. Attack 3(-2), Damage 2-4(-1 minimum and -1 maximum), Speed 7(+1), +Charging Strike
(Now the unit's damage will directly depend on distance; the more cells it moves, the more damage it deals and the less damage it takes from a counterattack. Much more effective against high-level creatures)
small cosmetic changes
- Peasants. Defense 2(+1).
(Compensating for the creature's excessive fragility)
- Militia. Defense 4(+2).
(Compensating for the creature's excessive fragility)
- Demonesses.
small cosmetic changes (Demonesses became a bit more chaste; children play the game too xD)
- Dark Wyverns are now Poison Wyverns (model unchanged). -Regeneration, +Acid Blood.
(Regeneration is a rather weak ability for a level 6 creature, and acid blood will reduce the "temptation" to attack the unit)