Auto-translated
There will be a parameter rescaling that will affect the effectiveness of some abilities:
- The attack and defense parameters of all creatures will be reduced by 5 units (from 5-25 to 0-20). This will make it much more familiar and convenient to perceive. Previously, the +5 bonus was due to stronger defense, but in fact, it only noticeably affected the lower tiers. Now, defense is effective for creatures with medium or high defense, or under a hero with high defense (but creatures with low defense are less vulnerable to magical damage).
Regarding humans:
1) Militia (base) will become more proactive but weaker in defense. In contrast, Recruits (upgraded) will become less proactive but more powerful in physical attack (the strongest of the upgrades). This is logical because recruits are regular troops and, therefore, more skilled.
2) Due to the parameter rescaling, the armor penetration ability is noticeably weakened. This allows us to return armor penetration to Crossbowmen (upgraded) and restore Archers' native ranged attack without penalty, which is now only slightly weaker than armor penetration (and stronger at long range). Since armor penetration works well in melee combat, this significantly strengthens tanking Crossbowmen in this role, who are the least afraid of melee combat among all 3 upgrades.
3) The health of archers and swordsmen has been reduced in favor of higher defense, while the health of monks and griffins has been increased by reducing their defense.
4) Due to the re-evaluation of vampirism, the defense of Seraphs will be reduced (nerf). Due to the weakening of the overall armor penetration ability, the base damage of all angels will also be significantly increased.

I will publish the update itself a little later.
- The attack and defense parameters of all creatures will be reduced by 5 units (from 5-25 to 0-20). This will make it much more familiar and convenient to perceive. Previously, the +5 bonus was due to stronger defense, but in fact, it only noticeably affected the lower tiers. Now, defense is effective for creatures with medium or high defense, or under a hero with high defense (but creatures with low defense are less vulnerable to magical damage).
Regarding humans:
1) Militia (base) will become more proactive but weaker in defense. In contrast, Recruits (upgraded) will become less proactive but more powerful in physical attack (the strongest of the upgrades). This is logical because recruits are regular troops and, therefore, more skilled.
2) Due to the parameter rescaling, the armor penetration ability is noticeably weakened. This allows us to return armor penetration to Crossbowmen (upgraded) and restore Archers' native ranged attack without penalty, which is now only slightly weaker than armor penetration (and stronger at long range). Since armor penetration works well in melee combat, this significantly strengthens tanking Crossbowmen in this role, who are the least afraid of melee combat among all 3 upgrades.
3) The health of archers and swordsmen has been reduced in favor of higher defense, while the health of monks and griffins has been increased by reducing their defense.
4) Due to the re-evaluation of vampirism, the defense of Seraphs will be reduced (nerf). Due to the weakening of the overall armor penetration ability, the base damage of all angels will also be significantly increased.
Humans table
I will publish the update itself a little later.

