diff --git a/binaries/data/mods/official/entities/template_unit_cavalry_melee.xml b/binaries/data/mods/official/entities/template_unit_cavalry_melee.xml
index 7d40a9460e..c3368000c0 100644
--- a/binaries/data/mods/official/entities/template_unit_cavalry_melee.xml
+++ b/binaries/data/mods/official/entities/template_unit_cavalry_melee.xml
@@ -39,7 +39,7 @@
5.0
0.0
- 2.0
+ 5.0
1500
@@ -48,7 +48,7 @@
10.0
0.0
- 2.0
+ 5.0
1500
diff --git a/binaries/data/mods/official/entities/template_unit_infantry_ranged_archer.xml b/binaries/data/mods/official/entities/template_unit_infantry_ranged_archer.xml
index ce58907d69..e2c28e8a73 100644
--- a/binaries/data/mods/official/entities/template_unit_infantry_ranged_archer.xml
+++ b/binaries/data/mods/official/entities/template_unit_infantry_ranged_archer.xml
@@ -48,7 +48,7 @@
8.0
- 36.0
+ 30.0
diff --git a/source/simulation/Entity.cpp b/source/simulation/Entity.cpp
index d29784d65f..e98daa1f49 100644
--- a/source/simulation/Entity.cpp
+++ b/source/simulation/Entity.cpp
@@ -269,7 +269,16 @@ void CEntity::kill(bool keepActor)
m_position_previous = m_position;
m_graphics_orientation = m_orientation;
m_orientation_previous = m_orientation;
+
snapToGround();
+
+ // Conform to the ground
+ CVector2D targetXZ = g_Game->GetWorld()->GetTerrain()->getSlopeAngleFace(this);
+ m_orientation.X = clamp( targetXZ.x, -1.0f, 1.0f );
+ m_orientation.Z = clamp( targetXZ.y, -1.0f, 1.0f );
+ m_orientation_unclamped.x = targetXZ.x;
+ m_orientation_unclamped.y = targetXZ.y;
+
updateActorTransforms();
m_actor_transform_valid = true;
diff --git a/source/simulation/Projectile.cpp b/source/simulation/Projectile.cpp
index a1e090c13f..024a82abab 100644
--- a/source/simulation/Projectile.cpp
+++ b/source/simulation/Projectile.cpp
@@ -15,7 +15,7 @@
#include "simulation/Collision.h"
#include "simulation/Entity.h"
-const double GRAVITY = 0.00001;
+const double GRAVITY = 0.00005;
const double GRAVITY_2 = GRAVITY * 0.5;
CProjectile::CProjectile( const CModel* Actor, const CVector3D& Position, const CVector3D& Target, float Speed, CEntity* Originator, const CScriptObject& ImpactScript, const CScriptObject& MissScript )