300,301,302,303,304,305,306,307,308,309,310,311,312,313,314,313,312,311,310,309,308,307,306,305,304,303,302,301
200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,213,212,211,210,209,208,207,206,205,204,203,202,201
100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,113,112,111,110,109,108,107,106,105,104,103,102,101
0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,13,12,11,10,9,8,7,6,5,4,3,2,1
500,501,502,503,504,505,506,507,508,509,510,511,512,513,514,513,512,511,510,509,508,507,506,505,504,503,502,501
400,401,402,403,404,405,406,407,408,409,410,411,412,413,414,413,412,411,410,409,408,407,406,405,404,403,402,401
The Demon Healer unit (v1.4 Shadow Demon priest) has an attack frame speed of 7, making its wave of 3 bolts twice as slow as other racial priests.
Also, I have no idea if you could fix this, but a bug in AoW itself for a long time is that you can't cancel an Enchantment that you've cast on another player's unit by selecting the unit and then clicking the Enchantment. You have to go to the active spells page and try to guess the right one.
EDIT: Noticed another bug - despite most abilities now being modified to disallow targeting units that would be immune to the attack, Doom Gaze can still be fired at units with Magic Immunity.
EDIT #2: Here are some more notes/bugs from a note file I found from previous MPE playthroughs. Apologies if there are any repeats here.
-Efreets mistakenly gain Fire Bolts II again on Gold, rather than advance to Fire Bolts III. Definitely a mistake.
-Transport does not receive Fire Protection at Veteran, unlike the Galley. Not certain if mistake or deliberate.
-Syron Pioneer does not have Shadow Walking, even though the Shadow Demon one does (I forgot to check if Draconians do, since they are also Shadow Walkers).
-All displayed upkeep values in Production and Spellbook menus do not reflect the adjustable upkeep costs, and show the (incorrect) default values, e.g. 6 upkeep for a Level 1 unit instead of 7 under the default rules.
-HellBrick unit may show up a little too often, during one game half of my Efreet army was HellBricks. While I don't mind the unit it may make more sense if only one can occur per game, or just reduce the odds a bit so you're rarer. 
-Mana income is not displayed properly (bug with original game), as it does not account for Research to Mana conversion. Kind of annoying seeing -50 mana per turn on the display but you actually gain mana due to research, for instance. This isn't too difficult to write an ASM fix for, as I did so for my own personal use already.
-Recruiting units with 1 click is, I feel, one of few 'bad' changes this mod has made. It is no longer possible to select and preview the stats and abilities of a unit, and attempting to do this instead instantly buys it and makes the structure unusable for next turn, which leads to accidental purchases, potentially of units that may not even like you and attempt to rebel. I would suggest this could be undone. It's really not that hard to simply double-click the unit if you want to recruit it. This change creates much more hassle for me than it solves.
-It would also be nice for people who don't play MPE constantly to have a warning about the (permanent) diplomatic penalties of attempting to Migrate, Loot or Raze a city with the current race in it, since this is easy to forget and a great way to cripple yourself accidentally if you play other versions/mods.
-The upkeep cost of Level 1 Wolves renders the Call of the Forest spell painful to use, as it frequently summons L1 Wolves that you assigned L3 upkeep too, which combined with the +1 upkeep per level yields an army of Wolves that each drain 13 gold per turn. In general I like most of what MPE did making lower level units more viable, but this particular change I have never liked. Paying double gold for a future advantage that only pays off if L1 unit reaches Elite and morphs into an L4 unit - and then having to pay full price for the Doom Wolf as well - is just not worth it, imho.
Okay, now the big one: Pioneers and Rebuilders. I found a way to negate the need for Rebuilders entirely and restore the original Pioneer functionality while retaining your pricing model for new Pioneers. I suggest simply shifting the price calculations from PRODUCING Pioneers to the BUILD OUTPOST ability. The only drawback to this is that there is no longer an incremental time delay in producing Pioneers, but you can adjust their initial cost and/or the price model to compensate for that. There are a number of benefits though:
1) Objects no longer shift around in the production menu, which means when you try to build a bunch of one unit quickly, the Pioneer disappearing from the list doesn't bump everything out of place and cause you to add the wrong unit to the queue several times.
2) No more need for Rebuilders; Pioneers can (re)claim Rebuild Structure, Build Roads, and maybe even Repair Machine (I left Repair out, since I wasn't sure if that might cause the AI to build Pioneers unintentionally).
3) I know you have always been focused on human multiplayer games, but Rebuilders are a big problem for AI, sometimes half a group consists of Rebuilders which the AI builds for no reason, and really hurts their gameplay. With this change the AI plays much better not wasting time and resources on Rebuilders and thinking they help them siege cities etc.
Again, I made this change myself with some ASM edits and liked it much better than the current setup. It's just a suggestion though. 
Keep on being awesome, HellBrick![This message has been edited by Belix (edited 02-06-2017 @ 12:42 PM).]