Bots will damage cades when they attempt to swing at them in addition to whenever they hit them. However, barricade health has been raised somewhat, and bots will prioritize players in range, meaning a shieldwall will drastically extend the life of any barricades nearby.
Einherjar Rangers toned down a lot, but later Ragnarok waves made tougher
Hard mode difficulty increased on the later waves
All bosses now have multipliers on their hitpoints, with multipliers getting higher on later waves.
Most non-bosses have had their armor decreased, but have added HP multipliers if they are meant to be tough, and as a result, cut weapons will be more effective than they have been before.
Bots with certain weaknesses that border on exploits have been adjusted.
Crushthrough weapons on bots mostly replaced with shields and bonus vs shield weapons as a response to ranged kiting/shc metagaming
Much higher damage flinch threshold for more fun gameplay as melee in normal/hard (1 → 10, if you want a general idea of how much damage this means, base recruit health = 43, royal guard health = 89)
All crossbows damage as if their target had 20% less armor