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In short: Changes to Direct Fire, Lethality on ranged units, small melee damage buff to missile chariots and some new variantmeshes for a few units.
And of course just now Denuvo told me that I have to be online to start the game, so I can't even test out the changes I've made.
@Tuxedo: Cav charge bonus got increased by a bit, as well as a few other things. I didn't want to change too much about that now, since I also wish to do a full stat rework in the future. Though this will probably take a long time since I have to go over 400+ units. Then I probably have most control in how I want a unit to perform, because even small changes can have a huge impact on how a unit performs in battle.
Historically cavalry wasn't around at the time of the game. So the best "cav" option should be chariots, with the real cavalry being the unit that has less downsides than chariots but not as good as them. I want to get them a bit more realistic: Very fast, good for flanking, but not ideal on frontal charges, because thats not how cavalry got used historically.
@Basil: I couldn't really play a complete campaign so far, so I don't know. Ranged units are less deadly now, even when lethality is turned on, so it could be... or not.
But due to armor changes I also had to edit the weapon damage and their AP ratio, so a sword for example has a high base damage (because it has a blade that can cut into things on the entire length) but very low AP damage. A sword just won't cut through a bronze breastplate.
Maces are the total opposite: Low base damage, but very high AP. They should put a dent in any armor. Axes are something in between.
Each ranged weapon should also feel different now.
HP also doesn't have as much variance as in vanilla (where it is between 40 and 160 HP) and I balanced weapons to be able to kill an unarmored unit in 2-4 hits.