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1: Possibly give some crafting skills to units? Herbalism, at minimum, would feel very thematic for a group of hunter in the wilds.
2: Giving the faction a unit or two with the ability to tame beasts would be both thematic, and a (relatively) unique ability. Perhaps the houndmaster upgrades into a more varied beastmaster, with summonable bears, wolves, maybe even wyverns?
1: The units you start with should (probably?) be considered Humanoid for racial morale effects.
2: None of the units can use items, including the hero. They can't even use potions. (I play with items for all units, and it lets the hounds wear necklaces, for some reason?)
3: In battle, the units seem to be smaller than their tokens/art, meaning they can end up overlapping.
4: The netter's throw net attack seems to use the projectile for the throw knife attack. Also their throw knife attack does no damage, and only ensnares.