I am releasing a new version. Just in case, files will now be divided into a stable, tested version, and a new one, which may contain major flaws and has undergone insufficient testing. Now, to the changes:
For both versions:
-The Fire Elemental had an extra melee attack animation that coincided with the damage-taken animation. An artifact from the tests. Fixed.
In version 1.0.1.beta:
Stronghold unit changes:
-Grenadiers (lvl 2 upgrade) - a new grenade explosion animation has been created, and the detonation sound has been changed (previously, a small ball exploded like a proper WWII HE shell).
-Dark Dwarf Adepts (lvl 5)
-Earthquake has been removed from all upgrades.
-The base unit's mana has been reduced from 10->5
-The Dark Adept's minimum damage has been slightly increased, mana reduced from 15->10, and the power of the "Sorrow" spell has been increased
-For the Fire Adept:
1. The cross-attack has been replaced by a pattern that deals 50% damage to all enemies near the target (does not hit allies).
2. The flame radius after the explosion has been increased. Due to game specifics, when firing at a large creature, the flame explodes at a specific point and did not reach some neighboring creatures. Plus, it looks more epic. (Those who have read Salvatore know how a real fireball should explode yeah). Also, the flame now explodes on the ground rather than slightly in the air.
3. Sorrow has been replaced by a Wall of Fire. Mana cost -16, for one use.
4. The Fire Adept no longer has a melee penalty or a ranged penalty (shooting is still more profitable due to the spirited fireball). Damage has been adjusted. This change is necessary for...
5. Added Flame Strike with a corresponding icon. Once per engagement, it allows dealing 120% damage to any creature and applying a fire mark. Without point 4, the ability's damage varied significantly, and if the adept was blocked by an enemy unit, it became tiny; with point 4, it is stable.
- Attack/defense stats for all level 7 Stronghold creatures have been slightly changed.
Stronghold unit changes:
These changes are aimed at weakening the synergy between shamans and gnolls.
-Gnolls (lvl 1) - gnolls' initiative has been changed to 10/11/10. Health reduced to 4/8/6. The gnoll alt-upgrade now runs further - 5 cells.
-Shamans (lvl 4). Initiative for all shamans has been significantly lowered from 12-9. Health increased by one, and damage slightly increased. The Snowwalker's shot now slightly reduces the target's turn progression.
Reason: The synergy between shamans and gnolls was too strong. Level 1 Blood Rage gave shamans +2 initiative, making it 14 in total. With good leadership and a battle cry codenamed "kick in the pants," shamans cast their monstrous spells too quickly, giving the army a strong advantage. Moreover, there was a build where Black Healers (2nd alt-upgrade) could gain enough mana for 2 spells from a single kill of a Gnoll Marauder with base 9 health, which, again, with high initiative, was a broken mechanic, i.e., OP. In general, shamans were nerfed because each upgrade had several uses (for the Snowwalker - shooting, blocking enemy magic, and spellcasting; for the Black Healer - AoE damage, speeding up an ally's turn, spellcasting), which, combined with high overall efficiency, made them too strong (and Stronghold units should be slightly weaker than others because of Blood Rage). Plus, gnolls now move before shamans, and you have to choose whether to send them into battle or keep them nearby for sacrifice, while the opponent has the opportunity to drive the gnolls away before the shamans' turn. Combined with slightly increased damage and other perks, choosing to shoot has now become easier for shamans.
Sanctuary unit changes:
-For Garapps (lvl 3, alt-upgrade), the "Close Ranks" ability has been changed to "Ranged Protection." The reason is that ideologically, Garapps were meant to take the hit from the opponent's rushing forces; however, the reduction of damage taken based on distance traveled, combined with other creature features, gave too great a reduction in melee damage and discouraged charging into them. Instead, it was pleasant to rain arrows on stationary Garapps. Now the situation has changed: Garapps are very well protected from ranged attackers, and to break through, it will be much more preferable to engage them in a clinch.
https://yadi.sk/d/ILNZi-2_bTH-rA
Added after 2 hours 30 minutes
Actually, it would have been possible to configure all abilities and racial skills more flexibly by tinkering with defaultStats, but the problem is that all such data is located in one file, which prevents replacing the content in parts. If they are replaced, it must be done for all replaced Factions at once; but if a person happens to replace not all Factions and plays, say, Sanctuary against Academy, then some skills change for the non-replaced races, which is bad. Even worse, this will overwrite changes made in some already installed balance mod. So, it's a tough call on how to proceed :/