While trying to reverse engineer the damage formula for recruits I stumbled across an odditiy that looks like a bug:
I started a new (hardcore) game, recruited a number of recruits and kept track of their damage as displayed in their equipment screen. In particular, I noted that adding / removing a weapon added 2/3 of the weapon damage to reported min and max damage.
You can imagine my surprise when after saving / loading the game for the first time, all recruits had a 50% higher reported damage, and adding / removing a weapon added the full weapon damage to the reported min and max damage. Also, the game got noticeably easier :-)
Can it be that the "hidden multiplier for balance reasons" described at
is 2/3, and lost when saving / reloading the game?