Awesome feedback, I particuarly love DSRaider's balance points. Many will be coming in the next patch.
Good to hear.
Well, last night I played around with weapon values and sped up a couple games to see how late game battle might feel. It was different... and better, in my opinion.
Early tactical battles lasted the same amount of time, but later battles did feel more epic and took longer (upwards of 10 turns). Fortunately I had mana to spend. I usually lost a unit or two, or my whole army. In one example, my mage was spamming every fire spell he had after everybody fell around him. Towards the end the mage was attacked by a single damaged unit of 2-3 mounted spearmen (with at least boar spears). First, he didn't die. Second, he used flaming hands and caused enough damage so that they retreated! He was then able to fireball the horsemen and the unit of archers in the backfield. That was a cool feeling. In another example a Capitarian unit in heavy armor took a beating for several turns before falling to several of my units armed with pikes, longswords, and hammers.
Other things I noticed:
* Archers... mattered, both for my army and the AI. With more turns to fire archers actually played a role on the battlefield.
* Poison worked. This was the first time I ever cast Dirge of Ceresa and heard men die off screen (an archer unit started to lose numbers). It was a very satisfying feeling.
* Counterattack mattered. Units designed as line holders actually held the line and were able to counterattack. In addition, the damage inflicted by counterattack was actually noticable.
* Swarm was just right. In fact, it almost became necessary to take down some units.
* Heroes could tank. In one battle Dionya (I think is her name) was trained as a defender and tanked a Crag Spawn for several turns while I concentrated on other units. Very cool.
* Tactical spells in general mattered. Infection and Graveseal become necessary on a few occasions. Heal would have made a big difference as well had I had a Life caster.
* Unit sizes would come into play. I didn't train up to squads and companies, but I did feel like they would have helped me in the battles I fought. The AI had bigger sized units, and they definitely hit harder and were harder to take down.
* Militia were no longer priority targets. Often time AI militia has the best weaponry and the lowest defense so they became a priority. I did not necessarily find that to be the case because they couldn't one shot my units.
Concerning the changes I made, I reduced weapon damage, in my opinion, rather dramatically. Early game weaponry remained unchanged, late game weaponry was reduced to HALF of what it was, and mid range weaponry fell in between. For example, Spear damage 5, Boar Spear damage 6, Pike damage 8. Even with these reduced values, boar spears and pikes inflicted damage versus full plate which I believe would be impossible if the math that Sanati suggested was accurate.
General:
-Cut weapon damage by a bit, not too much. Mostly just bring down the outliers.
-Make sure units start in defend mode.
-Boost base champion hp. Not troops.
-Get rid of fortress improvements that give charge and impulsive.
-Nerf cleave and impale so their secondary targets take less damage, unless you have the right traits.
Balance out traits:
-Remove strength for troops.
-Make muscle give -1 initiative.
-Reduce charge to +1 movement and +2 damage.
I generally like these changes, but I feel like it all depends on how much damage values are reduced. A small reduction alongside these changes would probably work, but I also think a large reduction and maintaining (or slightly downgrading) the above features would also work.
If changes are right around the corner then uploading my modded file might be unnecessary, but here it is for those who might be interested: http://fallenenchantress.nexusmods.com/mods/54
I've done some other tweaks, which you can read about on the Nexus. In general, I was very pleased with changes and I'll be using them at least until the next update.
BigDunc