More Character Roles, Buildings, Weapons

I didn’t know the exact way archers currently work, but yeah I would assume the extra penetration would add to the next 51-100% and maybe crit and one shot weaker mobs if over-penned?

the idea behind crossbowmen would be that you kind of need a tank, or a wall, and quite a few of them for them to work well against mobs, it would be the ultimate defensive unit for stronger monsters, as long as you can keep them in range, alive and reloading.

I feel that archers are more about keeping people at max range and kiting enemies, slowly grinding down their hp. Crossbowmen couldn’t kite people as they would have to stop, stand still, and reload or run away without a loaded crossbow. purely for party fighting / defense only

I mentioned the bit about the over-the-wall shooting for the Longbowmen and it would take player interaction simple targeting something over a wall that is within line of sight of one of your other hearthlings, otherwise they would act as a normal archer, but with decreasing accuracy with longer ranges and higher angles, due to wind etc

so thinking of this simply if a friendly hearthling is within range of an enemy and in range of a longbowmen then the longbowman range/angle shot is increased up to a max value and has a chance of missing the target or hitting a place where the mob has less armor than usual, so its still better than a standard archer, and is different than shotting them head on through the armor. this wouldn’t work if they were close range. so these both would be specialty defensive units / attacking units if in a group