I think it's about time we make a decision on which of the experimental features we want and make experimental the new "main" version.
So without further ado, we need to consider :
1. Stability.
I think this is fine - I'm not getting any more crashes and weird bugs than in the normal version, and enough time have elapsed so the major problems are most likely all fixed (such as when the AI used Spell Binding without knowing it)
2. AI Doomstack.
Having played against it, I feel the AI's doomstack feature is a great success. Those stacks keep a lot of my troops busy, and if unexpected, even destroy cities. I need significantly more troops to defend myself and this makes attacking the AI a lot more difficult - something the same units left in garrisons never achieved.
3. AI More cautious attacks
Although it's easier to "scare" an AI away from attacking my cities, this didn't lower difficulty, in fact increased it. The troops not daring to attack my heavily defended places will head towards a place with thinner garrisons, where they'll cause trouble. Maintaining a full 9 garrisson of strong unit everywhere is a major strain on economy, but leaving weak points is too risky. Also, the doomstacks just don't care - they are powerful enough to attack anything, and win the battle most of the time. Oh, and the units not finding a city to attack keep staying around and will either steal my lairs and nodes, or cause general inconvenience by preventing use of engineers, shamans, and organizing my troops. In the end I have to attack them anyway, giving them the first turn to cast and shoot.
So I feel this change is also a success.
4. AI Overland Spellcasting
Can't say I played enough to be 100% sure each detail in this is perfect yet, but having easy to modify source code is a big improvement, as we can address problems much easier now. At the very least, being able to use "naval" spells, disjunction priority depending on the intended target, time stop no longer being a curse, "cheap buff stacking" being an actual spell group and tactic, and so on should be massive improvements. Out of these, I especially do not have enough experience facing Disjunction - I usually didn't get a chance to depend on a large number of global enchantments in my games to test this.
5. New banishment rules
This one is where I have most doubts. At the very least I can say I feel less tempted to hit capitals first, which is a step in the right direction. Doing so is still a good strategy and is well rewarded, but not worth it if the capital is very well defended and beating it would cost most or all of my forces - this hasn't been the case before, as banishment was so severe, it was worth it even if it meant losing half my armies - while the wizard couldn't use combat spells, I was able to conquer anything with just a few swordmen tier troops and combat spell spam.
6. AI difficulty
This is the hardest to adjust but I think adding a 6th difficulty level (see the other thread) should make the game playable no matter what, as it gives more fine-grained options for the player to pick the difficulty they can comfortably play.
7. Suppress Magic is strength 500 counter effect.
Not sure about this one, while this reduction is needed to retain original functionality (most very rares are unaffected but commons, uncommons and rares suffer), it might make it took weak. (a 200 cost spell will still have a 40% chance to work which is not that low) I haven't faced this spell in any game and when I had it, I didn't cast it as I was already winning the game by far.
8. Cheaper summoning costs for rares and very rares.
Also having doubts - it certainly plays better and the AI is likely to also have them and even build doomstacks of them so it can't be said it's a "no brainer" tactic as I originally was worried about - yes, I might have that 9 archangel stack but getting it is way slower than having 3 normal stacks each carried by one archangel, and this latter has 3 times the map coverage and mobility. In a situation when I have to race against an enemy in summoning creatures, waiting for my 9 doomstack just buys enough time for the AI to produce two similar doomstacks of their own. Still, in the scenario of having these creatures vs opponents who don't have them, summoning is an easy way to win, and this change makes Spell Blast even more crippling then before, as it prevents the use of these units until Disjunction is researched and high casting skill is reached.
9. AI frontier town choice for summoning
Clearly works better, I've had my lost city filled by 2 Gorgons by the time my armies reached it to take it back, while the doomstack already went to attack another one.
10. New racial unrest table, no change of race by Move Fortress
I don't have enough experience with this, but it should be an improvement considering the move fortress abuse was a massive unfair advantage to the human payer
So without further ado, we need to consider :
1. Stability.
I think this is fine - I'm not getting any more crashes and weird bugs than in the normal version, and enough time have elapsed so the major problems are most likely all fixed (such as when the AI used Spell Binding without knowing it)
2. AI Doomstack.
Having played against it, I feel the AI's doomstack feature is a great success. Those stacks keep a lot of my troops busy, and if unexpected, even destroy cities. I need significantly more troops to defend myself and this makes attacking the AI a lot more difficult - something the same units left in garrisons never achieved.
3. AI More cautious attacks
Although it's easier to "scare" an AI away from attacking my cities, this didn't lower difficulty, in fact increased it. The troops not daring to attack my heavily defended places will head towards a place with thinner garrisons, where they'll cause trouble. Maintaining a full 9 garrisson of strong unit everywhere is a major strain on economy, but leaving weak points is too risky. Also, the doomstacks just don't care - they are powerful enough to attack anything, and win the battle most of the time. Oh, and the units not finding a city to attack keep staying around and will either steal my lairs and nodes, or cause general inconvenience by preventing use of engineers, shamans, and organizing my troops. In the end I have to attack them anyway, giving them the first turn to cast and shoot.
So I feel this change is also a success.
4. AI Overland Spellcasting
Can't say I played enough to be 100% sure each detail in this is perfect yet, but having easy to modify source code is a big improvement, as we can address problems much easier now. At the very least, being able to use "naval" spells, disjunction priority depending on the intended target, time stop no longer being a curse, "cheap buff stacking" being an actual spell group and tactic, and so on should be massive improvements. Out of these, I especially do not have enough experience facing Disjunction - I usually didn't get a chance to depend on a large number of global enchantments in my games to test this.
5. New banishment rules
This one is where I have most doubts. At the very least I can say I feel less tempted to hit capitals first, which is a step in the right direction. Doing so is still a good strategy and is well rewarded, but not worth it if the capital is very well defended and beating it would cost most or all of my forces - this hasn't been the case before, as banishment was so severe, it was worth it even if it meant losing half my armies - while the wizard couldn't use combat spells, I was able to conquer anything with just a few swordmen tier troops and combat spell spam.
6. AI difficulty
This is the hardest to adjust but I think adding a 6th difficulty level (see the other thread) should make the game playable no matter what, as it gives more fine-grained options for the player to pick the difficulty they can comfortably play.
7. Suppress Magic is strength 500 counter effect.
Not sure about this one, while this reduction is needed to retain original functionality (most very rares are unaffected but commons, uncommons and rares suffer), it might make it took weak. (a 200 cost spell will still have a 40% chance to work which is not that low) I haven't faced this spell in any game and when I had it, I didn't cast it as I was already winning the game by far.
8. Cheaper summoning costs for rares and very rares.
Also having doubts - it certainly plays better and the AI is likely to also have them and even build doomstacks of them so it can't be said it's a "no brainer" tactic as I originally was worried about - yes, I might have that 9 archangel stack but getting it is way slower than having 3 normal stacks each carried by one archangel, and this latter has 3 times the map coverage and mobility. In a situation when I have to race against an enemy in summoning creatures, waiting for my 9 doomstack just buys enough time for the AI to produce two similar doomstacks of their own. Still, in the scenario of having these creatures vs opponents who don't have them, summoning is an easy way to win, and this change makes Spell Blast even more crippling then before, as it prevents the use of these units until Disjunction is researched and high casting skill is reached.
9. AI frontier town choice for summoning
Clearly works better, I've had my lost city filled by 2 Gorgons by the time my armies reached it to take it back, while the doomstack already went to attack another one.
10. New racial unrest table, no change of race by Move Fortress
I don't have enough experience with this, but it should be an improvement considering the move fortress abuse was a massive unfair advantage to the human payer