Just what it says in the title.
I will copy a small portion of my detailed change logs into this post so folks can have an idea what they are getting into. These changes can be used in a modular fashion (except Abilities and Spells are tied to each other and must be used together or not at all).
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Excerpt from CoreWeapons.xml balance pass change log...
Conceptualization:
Magic damage and magic resist live in the magic tree. To defend against magic weapons, you need type resists.
Non magical weapons do more damage, but are "repelled" by armor. What a concept, I know.
Ditch armor "type defense" and just make each tier more armor and defensively equalized i.e. the struggle will be weight (and production time) vs armor)
Ditch armor penetration on spears. Make them fast hitters for low damage with no counter attacks (also daggers). i.e great vs. low armor targets.
vs no armor... spears and daggers do most damage (fast init, no counterattacks)
vs some armor swords and maces (swords being great for "tanking units" with extra counterattacks, maces being better to create harder hitting units)
vs heavy armor 2h weapons (high damage to overcome armor) and magic (armor penetration)
magic tree combatants will do less base damage, so they'd be in trouble vs mass unarmored spearmen, but they can increase damage via amulets (etc) and also should be expected to be pursuing mana and be able to use more spells to turn the tide of battle. At endgame... this is even more true.
Weapons are organized by category: trainable (c,u,rare), then nontrainable by rarity (common, uncommon, rare, ultrarare, unique) in the xml, allowing for MUCH easier editing. Weapons in each category are largely equivalent in power, if different in flavor (A shadow sword has armor penetration but is equally as good as a dagger with a huge crit multiplier for the right heroes). In general rare "reward" weapons are better than rare trained units (shop purchased) counterparts, slightly.
Minimum levels have been temporarily removed (Curgen's hammer requires level 10 for damage 56, but the bashing maul requires level 19 for damage 39? What?)
sythe (renamed Scythe) of the void now only has a -50% xp penalty instead of -100%.
Unique weapons are very strong, but no longer stupidly so. i.e. Curgen's Hammer is damage 44 now, and it's the strongest in the game. In general Unique weapons are in the damage 35-44 range, with additional bonuses.
All weapons can possibly drop in a given non unique category, providing more variety. (previously very random what tiny selection was available for rewards).
Weapons shop costs significantly reduced. You will be able to buy trainable weapons for champions. The flip side of this is you won't be getting rich selling old weapons to the shop.
Just to reemphasize... spears no longer have 50% armor penetration. They are for fast hits against low armor targets, which they work great for, in my play testing so far. They pair great with a curse spell, or against archers / early game nest clearing, but they are no longer the only weapon you should be using. Oh, and magic weapons are useful now. Bows are slightly faster as well.
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Excerpt from CoreAbilities.xml balance pass change log...
A GENERAL Disclaimer and overall change summary:
I believe that ALL abilities should be "good" and if there is no tension in a decision, there's no point in having it in the game. All champion perks were equalized to be on par with the best of them. This shouldn't affect the player very much, since they were already cherry picking the "good ones", but should help the AI because all choices will be helpful in some way. If you play a champion heavy game, you may have to bump up a difficulty notch, worst case. Changed Charge to be a "used" ability instead of the start of turn 1.
I nerfed injuries (again) because the goal is to prevent reloading (yes yes, insert long discussion about "just don't do it, ur leet, blah blah"). The injuries as I have them are tiny things, that over the course of the game add up to a banged up hero who isn't automatically resigned to city camping on his first or second death. I actually feel like they give my heroes some flavor now instead of crippling disabilities.
I nerfed the "Lucky" customization trait to help mitigate dodge stacking (combined with a blindness nerf) making units "unhittable".
I fixed a lot of typos.
I BUFFED wildlands rewards significantly. There is actually a good reason to clear out a wildland before the game is already functionally over now. Specifically, wildlands trophies grants +20% growth and one of the following (+3 att, +3 def, +3 hp, +20% gold, +20% mana, +25% fire res, or +25% cold res) to all units defending the city AND all units built in the city. Each trophy corresponds to an appropriate wildland theme.
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complete ElementalDefs.xml changes:
Changed starting year to year 1. I'm sure there's some great story reason for it having been 159, but my sovereign has declared a new era of math friendly game progress estimation.
Unrest from occupation begins to decay 1 turn after city takeover, instead of 5. Small change, but it didn't make sense to me that you couldn't see any change happening after taking over a city, and there was no real explanation in the game. It was arbitrary, and now a new player can see "oh, they will eventually be ok."
Minimum city distances bumped up slightly to help alleviate undocumented "can't build" situations where your cities have grown towards each other too much.
Sov Customization bumped up from 6 to 8. You could actually learn all 4 elements now if you weren't using the Decalon faction trait. If you were customizing you were looking for a specific advantage anyway. I will eventually edit the default sovereigns to match.
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complete TerrainTypes.xml changes:
Increased essence frequency by a factor of 8. Many tiles will have 1-2 essence now. I've seen as high as 3.
Increased river food contribution from 1.5 to 2.0. It was the same as every other "fertile tile" at 1.5 and I'd like to see rivers be better "town" spots to balance off the building issues associated with not being able to build across them.
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dropbox link to zip file containing:
DIRECTIONS.txt
CoreAbilites.xml changelog.txt
CoreSpells.xml changelog.txt
CoreAbilities.xml
CoreSpells.xml
wpns balance design document.txt
orig wpns data.txt
revised wpns data.txt
CoreWeapons.xml
ElementalDefs changelog.txt
ElementalDefs.xml
TerrainTypes changelog.txt
TerrainTypes.xml
https://www.dropbox.com/s/5ah0qfi4s5c461r/FE%201_291%20MY%20Mod%20Work%20Public.zip