Changes are listed in the order that they were made
DEKU – Pretty robust faction without any real balance issues other than Peahats.
Peahats have been changed signifignantly. Numbers increased to 13 (14?), armor reduced from 5 to 1, discipline raised to disciplined (was normal), morale increased to 11 (was 9). They eat infantry, both big and small, alive (seriously, Triforce Vanguards all dead with no Peahat deaths) but won't last for more than a few seconds in direct fire from bowmen. They hit hard and fast and are unstoppable in the right conditions but will go down equally fast in the wrong. Balanced, though it may feel either OP or UP depending upon the situation. I could have removed their launching attack which would have balanced them out better, but I felt that was part of the unit's identity and what made it unique compared to other heavy infantry.
Royal Scrubs have had their numbers increased to equal all other scrubs. Now they actually feel elite. They're quite strong infantry even without their ranged attack but nowhere near the power of other factions elite units so it all balances out. Because they come late game the Deku sill have a glaring weakness against cavalry, but it’s solved once these guys show up.
GORONS – OP as hell. Nerfs given out all around. They’re still terrifying, but not at all invincible.
Guardians have had their defense skill dropped by 2. They about equal Hylian Infantry (which are the same price) in terms of strength but they also move much faster. They seem to do the most damage in the initial rolling charge (which sends many of the enemy troops flying) but their effectiveness is reduced in prolonged combat.
Miners had their numbers set to equal guardians and their defense skill also dropped by 2. They destroyed Hylian Infantry quite easily but lost easily to Hylian Knights and Darknut Adepts. That leads me to believe they may be somewhat weaker than they should be, but when you add in their rolling speed and that they're low tier infantry it seems balanced to me.
Tribal Monks defense brought down by 1. Bringing it down by 2 led to monks feeling on the same level as miners, which doesn’t seem right.
Berserker defense brought down by 2. May need to change that to 1, but for now it seems okay.
Bomb Thrower defense down by 2.
Rams defense down by 2. They seem to have some sort of glitch where they don’t want to attack and they just stand there. I don’t know how to fix it but they are devastating when they work (as they should be).
Mounted Fire Warriors numbers decreased to 11.
Powder Keg crew numbers decreased to 31 (now it won’t be suicidal to attack their crews, especially combined with the Guardian nerf).
GOHMA – Also OP. Nerfs given to lower ranking infantry, mainly morale. Still OP though...
Larva morale decreased from 15 to 1, defense down from 2 to 1 and armor down from 2 to 0. At first glance that may seem like an insane nerf, but trust me here, they needed it. And I mean really needed it. Even with morale at 5 they destroyed Hylian Infantry without issue; not exactly fitting for a 50 rupee cannon fodder unit vs a 300 rupee infantry one. They still destroy Hylian Infantry, but Bokoblins at least can defeat them; albeit with huge losses. Nonetheless they are more balanced now, even if they are still OP.
Juvenile morale down from 15 to 2, armor and defense down from 2 to 1. Hopefully they’ll feel more like an improvement over larva without being so OP like the larva were.
Adolescent morale down from 15 to 1. Should nerf there melee capabilities.
Long Legs gain ability to frighten foot. Seems more like a bug fix than a balance issue to me.
ORDONA – Never played them to be honest, so some conservative changes.
Horsemen numbers down to 63 from 94. They’re still incredibly strong but at least they aren’t game breaking now as the better anti cavalry units can beat them; albeit with heavy losses.
Goat Lords numbers down to 20. Same deal as the horsemen; incredibly strong but not game breaking.
KOKIRI – Couple of units ridiculously OP and may still be OP, but not gamebreaking now.
Emerald Archer numbers have been reduced to 63. They seem about on the same level as Dune Archers now, which seems fair since the Gerudo are supposed to have the best archers but the Emerald Archers are meant to be elite. They’re not too shabby up close either considering they’re archers, but again their elite status makes sense of this to me.
Wolfos Riders numbers down to 38. They still seem OP to me but at least they’re not game breaking. Against Castle Guards they won with few losses.
LABRYNNA – Some OP low tier infantry and UP gunners, but easy to fix.
Cannon Fodder attack and charge bonus reduced from 1 to 0, morale down from 8 to 6. Now they are much more inefficient killing machines and more of speed bumps for the enemy. Still, they beat Town Guards...
Homeguards attack down from 5 to 1, charge down from 4 to 1, defense down from 4 to 3. They are now closer to Town Guards in terms of strength. They’ll get killed by Hylian Infantry fairly easily, but considering their low tier status and Labrynna’s fear of melee I think that’s just right.
Gunners numbers increased to 86. Now they really are a force to be feared rather than laughably weak. The upgrades could be a bit stronger, but I think that it’s at a nice level now.
Mechs health down from 4 to 3. Hopefully they’ll be capable of dying now.
KINGDOM OF HYRULE – Pretty balanced faction with some OP crossbowmen.
Crossbowmen defense down from 5 to 0. Now they fall much faster in close combat like archers should rather than fight better than knights.
Vanguards health increased from 1 to 2. Now they feel like an upgrade to the Ironclad Elites rather than being weaker than them. They fair considerably better than Ironclad Elites but seem reasonable to me.
ZORA – Some well deserved buffs here and there to make some of their units actually dangerous.
Infiltrators numbers increased to 25. Before they couldn’t hurt even weak units despite their 600 rupee price tag, now they can hunt down siege crews and bowmen with ease. They also beat Hylian Infantry with some losses but lose every time to 2 Hylian Infantry (which is also 600 rupees altogether) so it seems quite balanced when taking into account their speed and hiding abilities. They’re vulnerable to missiles though.
Shock Troopers had their numbers increased to 64, attack increased from 8 to 10, and health up from 1 to 2. After increasing their numbers I found they still lost to Hylian Infantry by quite a bit, and that’s just sad considering the 900 rupee price tag, thus the extra buffs. Now testing shows they just barely lose against Ironclad Elites (800 rupees), but considering their schiltrom formation and anti cavalry capabilities I think they’re pretty balanced.
Zora Mages numbers up from 32 to 39. It’s a small change but I think it’ll fix the underpowered feel they had compared to the other faction’s bowmen. With some protection they should be quite nice units. In my tests they killed 1/2 of Hylian Infantry before being slaughtered by the survivors, which seems better than before at least. Maybe a bit bigger buff is in order, but I think once they’re protected by Infantry it’ll balance itself out.
Sapphire Wardens numbers increased from 32 to 45. In my tests these utterly destroyed their Goron (Ruby Guards) and Kokiri (Emerald Archers) counterparts but did horribly against 1 Bokoblin unit they go slaughtered and only killed around 30 out of around 110 Bokoblins (which is nothing considering their elite status). So yeah, slight buff but they feel pretty balanced since they’re super strong against some foes but very weak against others.
Blademasters numbers increased to 64. Testing showed that initially they performed the same as Zora Infantry, so I raised their numbers to be the same as Infantry so their stat boosts actually mean something. Before Hylian Infantry beat them with 20 survivors, now it’s reversed.
LANAYRU PROVINCE – Tried to only fix major issues as I don’t know much about Lanayru.
Guardian Maidens health up from 1 to 2 and numbers increased to 23. Thanks to these boosts these guys actually have a purpose. They’ll still lose against Ironclad Elites with 1/3 of the Ironclad surviving but will take on Hylian Infantry with ease, which seems about right considering their 700 rupee price tag and elite status.
Battlecrab health down from 4 to 1, defense down from 7 to 2 in both primary and secondary armor, attack down from 16 to 10. Yeah, these guys needed a nerf in a huge way. Before they slaughtered 4 squads of Ironclad Elites with minimal losses; now they’re actually mortal. Still OP in my opinion, but not as game breakingly so. Now they still eat Ironclad Elites for breakfast, but Castle Guards were able to beat them with half of their unit surviving so just make sure you have the right counter against them.
FAERIES OF TARM – Very broken faction that requires a lot of bug fixing, but I fixed part of it.
Korrigan numbers up from 7 to 9, attack up from 9 to 42, charge up from 4 to 19, armor up from 3 to 9, defense up from 5 to 11, shields up from 5 to 9, health up from 2 to 5, and morale up from 9 to 15. Before changing this unit would lose almost anything without killing a single solider. These changes may sound downright insane, but they really needed it. Seriously, these things were just plain pathetic. I tried my best to not bring up their numbers as to preserve their “one man killing machine” type of feel, but some increase was necessary. Against Ironclad Elites they now defeat them with only 1 to 3 casualties but only manage to kill about half of a Bokoblin unit before dying. They almost always fight down to the last fairy (which is important given their few numbers) and perform great so long as they don’t get swarmed. All in all I’d say a well balanced and fun unit to use that performs great under the right conditions and horrible in the wrong. They seem to perform best in the initial charge and worse as combat draws on and they get surrounded. Despite this they survive for a long time and whittle away at enemy numbers, which will give your other faeries plenty of time to shoot. They should add quite a bit to the faction in general now that they’ve been fixed.
GERUDO – Tried to keep changes minor as I never played them.
Bronze Knuckle numbers up from 18 to 31. With these changes they still lose against Ironclad Elites, but they make the Ironclad pay for it. Considering their inability to run you’d think they’d beat Ironclad Elites, but the Gerudo are supposed to have poor melee so I think it balances itself out. At least they’re not useless now.
Iron Knuckle numbers up from 13 to 26. Iron is actually a much worse metal than Bronze, but whatever. These things now defeat Ironclad Elites but lose some men in the process.