trupheus I think #2 is going to be solved with @Leo suggestion for target weighted damage allocation.
And I'm going to look into #1 because we have the game guide source material telling us in only semi-vague terms that you defend with "around 70%" if you have multiple castles. I'm not sure if we have that mechanic built in or if it's just not working - need to dig into it to confirm.
Obviously getting the battle calcs dialed in is important, that's why I've been dogging on it since the first day of protection ended. Problem in getting a fix in is sifting through piles of reports for evidence of issues, then finding time to run proper tests to confirm and troubleshoot the code.
We're gonna release our admin battle sim to everyone to help with battle tests. This will be just like your send attack button, but instead of sending a real attack it will send a mock attack with real mock results. Should be helpful in further testing.
@TheKeeper is in agreement of further refinement of the battle calc process. So I think the next step is going to be we actually implement the target weighted damage allocation. Depending on how that goes, then we may asses the idea of the ranged nerf.
The next tests I have in my log is:
Test strategies in 1:1 test to confirm they're working.
Test reduced defenders with +2 castles for defender (probably going to be some 70-80% formula based on number of castles if it's not already implemented/workkng).
Test deployment of target weighted damage allocation.
TheKeeper is working on some new features and known bugs. I think by the end of next week we'll be in a lot better shape for most important issues. If I have time I'll also try whipping up a rudimentary battle calc people can use with their truesights to better gauge if an attack will be successful or not.