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This looks like an interesting game. I suggest the following: Remove the Dervish. It's very weak and its promotion isn't useful in the endgame, which you seem to have a focus on with promotions. Switch the positions of the Stork and Goat. This makes the game more symmetric. Make both partial moves of the Stork and Goat capturing. This balances them with the Spider and Octopus. Make the Alfil promote to the Genie instead of the Dabbaba. This balances the game by having the weakest piece promote to the strongest piece. The Dabbaba should promote to a piece that moves without capturing as a Knight but relays to friendly pieces a Queen's move away the ability to move as a Queen. This is a modified Harpy's move that is much more useful in the endgame, and balances the game by making a weak piece have a strong promotion. Remove the Guard. It makes the only pieces of two or more per side the Scirocco and Pawns, the Sciroccos needing two by analogy with the Couriers.
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Scirocco
This variant, with its 36 piece types, is a good stress test for the Interactive Diagram generator. In fact I had to add a new feature to the diagram script, to implement 'relay power'. But first a list of clickable pieces to easily get their moves displayed (2nd click shows promotion):
color coding:
The 'activation zones' of Dervish and Harpy (the K and Q3 squares, respectively) are not indicated in the move diagrams. When moving those the pieces they activate will be highlighted in cyan.
(If you want to try out the alternative Dervish in the diagram, you can click here to get one.)
Move-power relaying
The Harpy relays Knight power to every friendly piece in its Q3 vision, and the Dervish relays limited Alfil / Dabbaba / Firzan power to any adjacent friend. It was a challenge to allow the diagram to do this, as how would one describe in Betza notation that, say, N moves are conditional, and what exactly that condition is? The solution I finally arrived at is to consider these relayed N moves as (multi-leg) moves of the Harpy, rather than simple moves of the piece that makes them. (To try that, drag a Dervish (the flag) to the promotion zone, and answer the promotion question above the board with 'Yes' to acquire a Harpy to move around. You can of course also try out the relaying power of the Dervish itself.)
So to make such a relayed move, one first clicks the Harpy (the 'activator' piece), and this highlights the simple moves of the Harpy (in green, as it is a non-capture-only piece), but it highlights all activated pieces in cyan, indicating that going there would just be the first leg of the move, and another leg may follow. Selecting a thus activated piece then shows the relayed N moves of that piece, and clicking one of those then moves the piece, rather than the Harpy.
That the first leg of a multi-leg move acts on friendly pieces to relay power, rather than on enemy pieces to capture them in passing, is indicated by an 'x' modifier for the first-leg modality in the Betza notation understood by the diagram. (This was one of the few characters not yet in use.) So the moves of the Knights in Knight-relay Chess would be written as mNxaN, where the xaN describes the relay of N moves to pieces an N jump away. For the Harpy it was a bit more complex, because the activation step (Q3) was different from the relayed move.
Locust capture
The diagram already did implement locust capture, also as a multi-leg move, where the possible locust victims are highlighted in cyan first. After selecting one, the final destination(s) get highlighted, so one can be picked to land on. In Scirocco the Zig and Zag pieces have Checker-like locust captures, where they have to land on an empty square. This move is indicated a cafmW or cafmF, the first leg (before the 'a') obligatory capturing, and the second leg in the same direction ('f') obligatory landing on an empty square.
Printable versions, a new general diagram feature
A good point raised by Fergus some time ago is that interactive diagrams are very nice when sitting behind a display, but very cumbersome for making printouts for later reference. I therefore equipped the diagram script now with a function to display the moves for all pieces on separate boards. This can be activated after opening the diagram legend below the diagram. Above the table one can then click 'print version' to make all move diagrams appear between board and piece table.About the game
Based on studying the rules, the following characteristics struck me as imperfections, and are the reason that I did not rate it as 'excellent':