I'm not talking about stat changes based on difficulty.
Rather that the values are such that any unit can do SOME damage to any unit have some staying power and utility.
In other words, a basic footman doing 1 or 0 damage to a knight, and a knight 1-kit killing a footman isn't conducting to fielding different units. Your basic footman is only good as a distraction. It's a race to get better units. When I say normalizing values, I mean making stat differences less extreme
While damaged units performing worse makes sense, it might not be a good machanic. The damage nefr should be slight and/or clamped.
Any percentage bonuses are problematic when the values are low.
+10% damage when a unit does 4 damage?
Addendum:
Another neat thing BoW does is that it gives each unit more character and presence. Every unit has a name. Basic units get experience and can upgrade to a higher tier (scout->knight->paladin) and the upgrades can branch (apprentice can upgrade to white mage, redmage or silver mage).
Units that you are left with at the end of the scenario are added to the pool of units you can call in the next mission/scenario. They are recruited from the keep/barracks like regular untis, but are more expensive.
Units can also have traits like Healthy (+2hp per turn regen), fast (increased movement), tough (more HP), etc..
Heros can also upgrade and their upgrades can be more complex (depending on scenario)
1) I might boost some unit a bit but I'm not sure yet.
As weak as it looks the villager (I think that's what you mean by footman) is probably the most important unit to have in an army, they are extremely cheap and it's probably always better to get 2 villager with your 2 barracks and keep some gold next round than to try to get another unit and skip a barrack production, they can capture, deal damage to weak units like scout, spearman archer or healer/mages and wall for your archer or other valuable units. Yes they can't hit knight at all but well a knight 8 times the price. You might be at a point in the story in which you don't have access to spearman that are a good in between unit so it might looks a bit strange balance wise, but I wanted to delay the appearance of spearman to later in the story because you unlock them by capturing a forge.
2)The thing is in this kind of game defender have a huge advantage, you are closer to reinforcement and you can retaliate with archer etc. Because of that I really like the fact that having the first hit give a good advantage to the attacker, since the defender usualy has a positional advantage.
That being said I agree that my game balance feels a bit off until you have most unit unlocked, that being said the MC is supposed to be just a girl fighting an empire so it's normal that she is at a disadvantage (or at least would be if she didn't have her power).
I don't plan to add upgrade for unit, this isn't an oversight it's a choice. I want my game to be hard on hard mode, and the problem is if you can take your upgraded unit with you, then the game because either too easy, or a tedious process of optimizing every turn to know which unit will gain the exp to be usefull in later missions and I don't like that.
Initialy I wanted to add upgrades for heroes, but well... Budget constraint, a hentai game with a super niche gameplay is probably not going to get me any money, so I can't afford to work on it for 2 years to get it exactly how I'd want it to be (I hope I wrong but I don't think I am unfortunately).
I have this bad feeling that it's almost impossible to make a really good hentai game if you go for niche gameplay, because it takes a lots of time, and the fact that it's a hentai means you can't just make a super good game and hope for word of mouth to help it sells, people usualy don't talk too much publicly about their favorite porn game. Again maybe I'm wrong, but I'm too poor for this kind of risk, as much as I love this game, becoming homeless to perfect it isn't worth it so no fancy hero upgrades sorry.