Auto-translated
As I mentioned before, the spells for caster units were not yet fully finalized in the pre-release version.
Therefore, I will provide a preliminary overview of future casters (for the release):
Monks: haste, stone skin
Clerics: dispel magic, mass bless
Adepts: blindness, antimagic
Seraphs: mass smite, divine vengeance
Tinker Gremlins: mines (taken from pests) + renaming to Demolition Gremlins
Wizards: elementals, teleport, antimagic
Mages: earthquake, fist, crystal
Wizard: celestial shield, mass stone skin, mass confusion
Marids: bless, weaken
Ifrits: smite, fireball
Oracles: lightning, stone skin, regen
Wardens: phoenix, wasp swarm
Druids: mass haste, chain lightning
Priests: lingering cold
Veterans: wall of fire
Elders: ring of cold
Abominations: mass beam
Balors: meteor shower
Spellcasters: plague, mass weakness, mass slow
Overlords: berserk, raise dead
Twilight Witches: phantom, slow
Elemental Witches: arrow, spikes, boulder
Shadow Witches: confusion, weakness, beam
Healers: regen, dispel magic
First list of changes for the release (regarding abilities):
1) Rift and Blazing Spawn will receive fire immunity (justification: fire skin and an explosion that doesn't hit same unit - mandatory)
2) Succubi will lose cross attack and receive fear attack, as befits demons (fear works even when shooting)
3) Devils will lose wheel of fortune and receive underground flame (originally flame strike), which combos with explosion (fire sign)
4) Mercenary Centaurs will receive fierce retribution instead of melee without penalty (i.e., a return shot to a melee attack will be at full strength)
5) Nomad Centaurs will receive bloodlust instead of double shot ("analog" that works for both melee and shooting)
6) Marauder Centaurs will receive double attack instead of bloodlust (i.e., melee attack will be stronger than the shot)
7) Amazons will receive stun instead of infection (spider venom)
8) Executioners and Chieftains will swap places while keeping their same visuals (previously, the low defense of Chieftains didn't match their armor)
9) Vulture Wyverns will focus on survivability (defense + corpse eating) instead of speed
10) Winged Beasts will focus on damage (attack + powerful poison) instead of survivability and will lose regeneration
11) Electric Serpents will focus on speed and receive regeneration
12) Nimble Riders will receive agility (combo with drive-by attack, which offsets its disadvantages against heavy troops)
13) Twilight Witches will receive strike of Darkness (whip strike) + shooting without penalty
14) Elemental Witches will lose strike of Darkness and receive blindness (works even when shooting)
15) Shadow Witches will receive enhanced attack (which will ensure a strong hit from invisibility on a vulnerable target)
16) Fairies will receive stealth (providing the surprise effect of an area attack from invisibility)
17) Rainbow Dryads will be renamed to Sylvan Nymphs, and will receive wide attack and symbiosis instead of cleansing
18) Sylvan Nymphs will be renamed to Rainbow Dryads, and will receive no-retaliation, cleansing, and wheel of fortune instead of symbiosis (combo with Azure Dragons and their prismatic breath)
19) Hunters will lose double shot and receive giant slayer (combined with shooting without penalty and highest initiative)
20) Trackers will lose arrow protection and receive agility (motivation for shooters with speed 5 to run)
21) Snipers will receive fortified position (i.e., they will be protected as long as they don't move from their spot)
22) Demolition Gremlins will lose giant slayer and receive mines and cross attack
23) Pest Gremlins will lose mines and receive stun (works even when shooting)
24) Harpooners will receive giant slayer
25) Horn Defenders will lose double attack and receive enhanced attack (combo of enhanced with underground flame, allowing a one-time hit on a vulnerable target without shooting penalties)
26) Light Archers will receive assault (works even when shooting, including lobbed shots)
Dark Riders will be called Dark Devastators, in accordance with the NCF project from which the model is borrowed (they will have a shield, as befits their heavy class).
Magmatic and Lava Dragons will swap places. The Alt (magma) will turn into an Ice Dragon, corresponding to the northern orientation of the dwarf alt.
Added after 13 hours 42 minutes
I have re-evaluated the weight coefficients in the strength calculation formula:
Strength = (Power^A) x (Survivability^B) x ((Speed/4)^C) х ((Initiative/10)^D)
For melee units, they are equal to:
A=0.4; B=0.6; C=0.4; D=0.6 (practically this means that survivability and initiative are the most expensive, so an equivalent damage dealer beats a tank)
For shooters, they were equal to:
A=0.7; B=0.3; C=0.1; D=0.75 (i.e., power is much more valuable for a shooter than survivability, and speed is just an add-on)
Now the weight D=0.9 (i.e., initiative has become significantly more expensive than power), which is due to value refinement.
(for shooters without melee penalty A=0.6; B=0.4; C=0.2; D=0,
Let's consider an example of a stack of Skilled Hunters (with 15 initiative) and Nomad Centaurs (with 7 initiative), both starting at point 0.1 on the ATB scale. Let's assume the centaur stack deals roughly twice as much damage per shot (i.e., shooting power per unit of time is theoretically identical). What we see in practice:
1) time moment 0.6: hunters make the first volley, centaurs rest (score 1-0)
2) time moment 1.3: hunters make a second volley, centaurs - their first (score 2-1)
3) time moment 1.9: hunters make a third volley, centaurs rest (score 3-1)
and so on.
From this, it is clear that the practical shooting power of hunters in various time slices often exceeds the 2:1 ratio. Plus, even in those slices where total damage ends up equal, the hunters win because their damage was dealt at earlier (more significant) moments in time.
Therefore, it is obvious that initiative should be significantly more expensive than power.
In terms of practical results, this will mean that high-initiative shooters (such as elves) will be weakened, and low-initiative ones (such as succubi) - strengthened.
Similar reasoning, by the way, applies to calculations of melee power per unit of time. However, this only concerns direct attacks. On retaliations (where power is many times more important than frequency), low-initiative units make up for it.
Plus, this further confirms the conclusion that in a prolonged struggle, low-initiative units always defeat equivalent high-initiative ones (all else being equal) - because over time, practical power per unit of time smooths out in their favor. That is, if you play as Undead - prolong the battle; if you play as TE - strive to seize the advantage as quickly as possible.
--------------------------------------------------------------------------
Also, I would like to highlight the division of shooting troops by the number of shots (which is actually relevant in VGE).
Group A. Archers, crossbowmen and shooters; all gremlins; hunters, trackers and snipers; all centaurs; thunderers.
There are enough arrows (including casts) for 4-5 rounds, which is usually sufficient for the entire battle. However, in prolonged battles, an ammunition cart or saving arrows in the endgame is still necessary. A special unit is the thunderer, who formally has no shooting but has infinite lightning throwing.
Group B. Wizards, mages and Wizard; oracles, wardens and druids; priests, veterans and elders; succubi, demonesses and lilims; skeleton archers.
There are enough arrows (including casts) for 3-4 rounds, so with intensive consumption, shots run out by the endgame - and in the second half of the battle, blocking them makes no sense. For effective use in serious battles, they require saving arrows (maneuvers and refraining from shooting at full range - with penalty) or using an ammunition cart.
Group C. Monks, clerics and adepts; titans; spear throwers and harpooners; liches, spellcasters and overlords; scouts and assassins; twilight and elemental witches.
There are enough arrows (including casts) for 2-3 rounds, so for maximum efficiency, the presence of an ammunition cart or strict economy (shooting only at short distance - without penalties) is mandatory. On the other hand, blocking such units is often useless. Half of the units in this group have melee without penalty; for them, careful maneuvers with the ability to enter combat immediately after shots run out (and sometimes before) are important. Liches and assassins can effectively shoot from a long distance by choosing targets correctly (due to powerful side effects - curses and poison). Spear throwers, scouts and elemental witches can also sometimes play from any distance (probabilistic crippling, freeze, blindness). Twilight Witches play at any distance if vulnerable targets are present - but in their temporary absence (for example, while a vulnerable unit is defending or under the influence of a protective aura), it is better to wait, saving supplies.
I am thinking about moving skeleton archers to group A, and marauder centaurs (more oriented towards melee) to group B.
Therefore, I will provide a preliminary overview of future casters (for the release):
Monks: haste, stone skin
Clerics: dispel magic, mass bless
Adepts: blindness, antimagic
Seraphs: mass smite, divine vengeance
Tinker Gremlins: mines (taken from pests) + renaming to Demolition Gremlins
Wizards: elementals, teleport, antimagic
Mages: earthquake, fist, crystal
Wizard: celestial shield, mass stone skin, mass confusion
Marids: bless, weaken
Ifrits: smite, fireball
Oracles: lightning, stone skin, regen
Wardens: phoenix, wasp swarm
Druids: mass haste, chain lightning
Priests: lingering cold
Veterans: wall of fire
Elders: ring of cold
Abominations: mass beam
Balors: meteor shower
Spellcasters: plague, mass weakness, mass slow
Overlords: berserk, raise dead
Twilight Witches: phantom, slow
Elemental Witches: arrow, spikes, boulder
Shadow Witches: confusion, weakness, beam
Healers: regen, dispel magic
First list of changes for the release (regarding abilities):
1) Rift and Blazing Spawn will receive fire immunity (justification: fire skin and an explosion that doesn't hit same unit - mandatory)
2) Succubi will lose cross attack and receive fear attack, as befits demons (fear works even when shooting)
3) Devils will lose wheel of fortune and receive underground flame (originally flame strike), which combos with explosion (fire sign)
4) Mercenary Centaurs will receive fierce retribution instead of melee without penalty (i.e., a return shot to a melee attack will be at full strength)
5) Nomad Centaurs will receive bloodlust instead of double shot ("analog" that works for both melee and shooting)
6) Marauder Centaurs will receive double attack instead of bloodlust (i.e., melee attack will be stronger than the shot)
7) Amazons will receive stun instead of infection (spider venom)
8) Executioners and Chieftains will swap places while keeping their same visuals (previously, the low defense of Chieftains didn't match their armor)
9) Vulture Wyverns will focus on survivability (defense + corpse eating) instead of speed
10) Winged Beasts will focus on damage (attack + powerful poison) instead of survivability and will lose regeneration
11) Electric Serpents will focus on speed and receive regeneration
12) Nimble Riders will receive agility (combo with drive-by attack, which offsets its disadvantages against heavy troops)
13) Twilight Witches will receive strike of Darkness (whip strike) + shooting without penalty
14) Elemental Witches will lose strike of Darkness and receive blindness (works even when shooting)
15) Shadow Witches will receive enhanced attack (which will ensure a strong hit from invisibility on a vulnerable target)
16) Fairies will receive stealth (providing the surprise effect of an area attack from invisibility)
17) Rainbow Dryads will be renamed to Sylvan Nymphs, and will receive wide attack and symbiosis instead of cleansing
18) Sylvan Nymphs will be renamed to Rainbow Dryads, and will receive no-retaliation, cleansing, and wheel of fortune instead of symbiosis (combo with Azure Dragons and their prismatic breath)
19) Hunters will lose double shot and receive giant slayer (combined with shooting without penalty and highest initiative)
20) Trackers will lose arrow protection and receive agility (motivation for shooters with speed 5 to run)
21) Snipers will receive fortified position (i.e., they will be protected as long as they don't move from their spot)
22) Demolition Gremlins will lose giant slayer and receive mines and cross attack
23) Pest Gremlins will lose mines and receive stun (works even when shooting)
24) Harpooners will receive giant slayer
25) Horn Defenders will lose double attack and receive enhanced attack (combo of enhanced with underground flame, allowing a one-time hit on a vulnerable target without shooting penalties)
26) Light Archers will receive assault (works even when shooting, including lobbed shots)
Dark Riders will be called Dark Devastators, in accordance with the NCF project from which the model is borrowed (they will have a shield, as befits their heavy class).
Magmatic and Lava Dragons will swap places. The Alt (magma) will turn into an Ice Dragon, corresponding to the northern orientation of the dwarf alt.
Added after 13 hours 42 minutes
I have re-evaluated the weight coefficients in the strength calculation formula:
Strength = (Power^A) x (Survivability^B) x ((Speed/4)^C) х ((Initiative/10)^D)
For melee units, they are equal to:
A=0.4; B=0.6; C=0.4; D=0.6 (practically this means that survivability and initiative are the most expensive, so an equivalent damage dealer beats a tank)
For shooters, they were equal to:
A=0.7; B=0.3; C=0.1; D=0.75 (i.e., power is much more valuable for a shooter than survivability, and speed is just an add-on)
Now the weight D=0.9 (i.e., initiative has become significantly more expensive than power), which is due to value refinement.
(for shooters without melee penalty A=0.6; B=0.4; C=0.2; D=0,
Let's consider an example of a stack of Skilled Hunters (with 15 initiative) and Nomad Centaurs (with 7 initiative), both starting at point 0.1 on the ATB scale. Let's assume the centaur stack deals roughly twice as much damage per shot (i.e., shooting power per unit of time is theoretically identical). What we see in practice:
1) time moment 0.6: hunters make the first volley, centaurs rest (score 1-0)
2) time moment 1.3: hunters make a second volley, centaurs - their first (score 2-1)
3) time moment 1.9: hunters make a third volley, centaurs rest (score 3-1)
and so on.
From this, it is clear that the practical shooting power of hunters in various time slices often exceeds the 2:1 ratio. Plus, even in those slices where total damage ends up equal, the hunters win because their damage was dealt at earlier (more significant) moments in time.
Therefore, it is obvious that initiative should be significantly more expensive than power.
In terms of practical results, this will mean that high-initiative shooters (such as elves) will be weakened, and low-initiative ones (such as succubi) - strengthened.
Similar reasoning, by the way, applies to calculations of melee power per unit of time. However, this only concerns direct attacks. On retaliations (where power is many times more important than frequency), low-initiative units make up for it.
Plus, this further confirms the conclusion that in a prolonged struggle, low-initiative units always defeat equivalent high-initiative ones (all else being equal) - because over time, practical power per unit of time smooths out in their favor. That is, if you play as Undead - prolong the battle; if you play as TE - strive to seize the advantage as quickly as possible.
--------------------------------------------------------------------------
Also, I would like to highlight the division of shooting troops by the number of shots (which is actually relevant in VGE).
Group A. Archers, crossbowmen and shooters; all gremlins; hunters, trackers and snipers; all centaurs; thunderers.
There are enough arrows (including casts) for 4-5 rounds, which is usually sufficient for the entire battle. However, in prolonged battles, an ammunition cart or saving arrows in the endgame is still necessary. A special unit is the thunderer, who formally has no shooting but has infinite lightning throwing.
Group B. Wizards, mages and Wizard; oracles, wardens and druids; priests, veterans and elders; succubi, demonesses and lilims; skeleton archers.
There are enough arrows (including casts) for 3-4 rounds, so with intensive consumption, shots run out by the endgame - and in the second half of the battle, blocking them makes no sense. For effective use in serious battles, they require saving arrows (maneuvers and refraining from shooting at full range - with penalty) or using an ammunition cart.
Group C. Monks, clerics and adepts; titans; spear throwers and harpooners; liches, spellcasters and overlords; scouts and assassins; twilight and elemental witches.
There are enough arrows (including casts) for 2-3 rounds, so for maximum efficiency, the presence of an ammunition cart or strict economy (shooting only at short distance - without penalties) is mandatory. On the other hand, blocking such units is often useless. Half of the units in this group have melee without penalty; for them, careful maneuvers with the ability to enter combat immediately after shots run out (and sometimes before) are important. Liches and assassins can effectively shoot from a long distance by choosing targets correctly (due to powerful side effects - curses and poison). Spear throwers, scouts and elemental witches can also sometimes play from any distance (probabilistic crippling, freeze, blindness). Twilight Witches play at any distance if vulnerable targets are present - but in their temporary absence (for example, while a vulnerable unit is defending or under the influence of a protective aura), it is better to wait, saving supplies.
I am thinking about moving skeleton archers to group A, and marauder centaurs (more oriented towards melee) to group B.