It is good to finally see some discussion! So please keep it coming!
With respect to increases, the way it works is it is always a percentage.
So if you have units with a speed of 2, you need a 50% increase to get them up to 3. I like the rounding approach (i.e. 2.5 will get you up to 3 so you can just have a 25% increase in stats). I'm a big fan of stronger units and leaving the impossible 170% leadership increase alone because I think it gets a bit boring when you give the computer insane numbers, but that's me. Why not set this value to 1000 if you really want a challenge? That just seems tedious to me, though, and so I left alead at 170 and decided to make the game harder in other ways. So to that end I created the new bonus modifiers in the difficulty_k section in LOGIC.TXT to implement this design philosophy:
eunit - this is the statistic scaler (or gain) per difficulty level. You'll note here that for impossible it is set to 1.25. So you can scale alead like you've done (to 300%) or you can leave alead alone and change this value. It is your choice.
maplocden - this scales units based on their map location. Smaller values (divisors) give a larger increase to enemy unit statistics that is additive with eunit based on far into the game you are. So for impossible the divisor is 4 so that will give you an additional +25% (100 is the maximum map difficulty value and I think either 0 or 1 is the minimum, so 100/4=25) to enemy unit statistics when you are in the last area (or hardest areas as I think both Murock and the turtle's back give you +25%). When starting in Greenwort, this is only +1% so it scales nicely throughout the game. So with this, the enemy unit statistic bonus scales from 1.25 to 1.5.
releadmax - this is the maximum leadership (in units) that you'll get when you lose a battle and restart outside the castle with the regenerated army.
minstatinc - this specifies the minimum increase in a unit's statistic from the eunit and maplocden bonuses. For impossible this is set to one, and so is why you see units with +1 speed and initiative always. I put this one in as mentioned above, but it is really needed to give units with 1 in their statistic category a bonus as they wouldn't get it until the last area (if at all) with the 1.5 total bonus from eunit and maplocden. But you can set this to 0 and rely on eunit and maplocden by themselves to increase the enemy unit's stats if you'd like.
ehlvldbc - level at which enemy heroes double cast, mentioned previously.
ehmanadbc - mana at which enemy heroes double cast, mentioned previously.
For the 2 above you may be wondering why I don't use the enemy hero's intellect. Well guess what, I can't get their intellect where the double cast bonus must be applied, so I use mana as a pseudo intellect instead.
roundmrgk1, 2, and 3 - these set the rounds where your mana and rage gain change to only 50%, then 25%, and finally 0%.
roundehero, tower, and boss - these set additive rounds to roundmrgk1, 2, and 3 when fighting enemy heroes, towers, and bosses.
So you can see that I've added quite a few knobs you can twist if you find the game too easy / difficult. So I encourage you to play around with these knobs if you're finding my mod to not be satisfying as I think you can see here that you can literally make it impossible if you give too much bonus to enemy unit statistics or shorten the number of rounds where you have nominal mana and rage regeneration.
@Fatt_Shade pretty much brought up all the points about the spirit abilities and really there is not much I can do because of the game's nonlinearity with respect to skipping things that are too difficult and returning to them later.
Case in point: Sleem's level requirements for getting level4 fishes (where you are doing 900-1100 damage) is level 7 (Sleem's level, not your hero's). I could increase this level higher if you'd rather struggle with 475-625 for a bit longer, but you'll find due to the nonlinear gameplay that languishing at this amount of damage can make Evil Shoal pretty useless. And this is pretty much the only skill you can use to level up Sleem rapidly due to the Spirit Experience game mechanics. Also, since Evil Shoal can damage your own units you are mostly limited to using Evil Shoal on round 1 after that it becomes harder to use it without damaging your own troops so the damage needs to be high otherwise you're not going to use it.
Since you're playing Warrior, I think you can appreciate that you can actually now do damage with your Spirits whereas before you pretty much were stuck with Black Hole and using spells. So maybe this will grow on you as you play the game further...
Okay, I'll look into the crashes - Berserk is my guess, too, although I know it has worked in the past. So I'll see if I can track down this problem...
I've already fixed the Griffin / Dragon Egg problem and will post a new update shortly...
Thanks again for the feedback and keep the comments coming!
Matt
/C\/C\