Missing researches with forced units change
Human cities: where are the Mortar promotion 2 and Mortar promotion 3 researches? These should be achievable in already released chapters, same as equivalent Elven Heavy Ranged unit (Golems).
Elven cities: where are the Cerberus promotion 2 and Cerberus promotion 3 researches? These should be achievable in already released chapters, same as the Human tree if these are considered equally available to both races.
Don't tell me the forced change in available units was only implemented half-baked - smh
I was wondering the same thing about Mortar upgrades, maybe they'll come later? They're definitely lacking compared to the other stage 3 human units. They have huge range which is obviously going to be a tradeoff for things like raw power and durability, but they're currently the weakest normal unit for humans on all counts except for range. 10-64% less HP than a squad of anything else, 33-66% less damage, weaker bonuses and no special abilities to speak of. Hopefully they do get some promotions somewhere down the line, even if it means reducing the stats they currently have so it balances out better (promotions tend to be rather large increases in power, and compared to what a new player would have by the time they reach the Mortar they seem like they'd be rather powerful right now).
As for the Cerberus, I feel like you guys (the dev team) flubbed up with the base training time for the Training Grounds. It takes up a Barracks slot, and as someone else noted they're not so great that they deserve to take so long to train. Either increase the speed they train at or make the Training Grounds run separately from the Barracks would be my feedback for it. As a side note: Cerberus can retaliate against up to 3 melee attacks in between their turns, which seems great but a light melee unit is about the worst one to stick that attribute on. They have bonuses against light range and mages, which would be really great to retaliate against but...those units aren't going to be close enough to hit back in almost all cases. Their stats aren't great for soaking hits either nor striking back against whatever melee units hit them, so it seems like a bit of a wasted innovation. On the other hand, since heavy melee units are designed to 'counter' heavy range and especially light melee units, I feel like they should be able to strike back more than once. As it is, it's possible to 'swarm' a heavy unit with light ones and pretty effortlessly bring them down because the new battle system puts a much larger emphasis on offensive bonuses than defensive ones. If I'm facing a battle where 6 of the 8 enemy squads are light melee units, I should be able to win pretty handily with 5 squads of Blessed Paladins regardless of what the other two squads are. As it stands though, without a defensive bonus against light melee units I lose the battle more often than I win and that doesn't really make sense with regards to the 'battle pentagon'. If heavy melee units can't beat light melee, then what's the point in using them? Mages already work far, far better against heavy ranged units so there's definitely no point sending them in against those.
Taking the above into consideration, the new battle system is still shaping up to be a lot more thoughtful and engaging than how it was previously. It just needs a bit more fine-tuning I think!