Back from vacation and back on the grind! First rework needed was to hybrid units who were being unruly in autoresolve!
Three units now fight as a proper Hybrid class rather than being treated as archers who happen to be good in a scrap:
Berserkers, Cragflayers and Kunoichi Infiltrators
They open with thrown weapons, then close and fight
Enemy hybrids hold their ground instead of falling back when you close on them. Expect them to meet you head on.
Prestige now raises Melee Attack, Melee Defense and Leadership, instead of Accuracy, Range and Ammunition.
They now benefit from melee gear: Arming Swords and Texan BBQ.
They no longer benefit from archery gear: Longbows, Diamond Tipped Arrows, Raven's Eye and Ring of the Elven King.
They no longer gain ammunition from any source, including Deep Quivers and Bertha Barrelstorm's Supply Lines. They carry a handful of throwing weapons, not a full quiver.
Bjorn Ironskull's bonus now covers them, so his Berserkers gain the extra defence and armour.
Hybrids were classed as ranged, allowing them to rack up dozens of kills leading to frustrating losses. Now they fight as front line troops and use their melee stats.
They are also targeted first, the same as your other front line units.
Archers now loose their first shot the moment an enemy comes into range. Previously they could stand there for up to a full reload before shooting.
Siege weapons are unchanged and still take a moment to range in.
Town now show the weather before you decide to fight, preventing run ending unhappy surprises.
Thanks as always for your support, excited to be back to work on the project and full steam ahead on the spell update!