1) By default, have player characters avoid pathing into dangerous terrain if they can go around for same move distance. Examples being a player-laid snare or a campfire.
2) Status duration. For example a unit pushed down from high up gets stunned for 2 turns but at a glance no way to know. Even worse if player had to leave and come back. Shield buffs too.
EDIT: Very important for Blind too, to know if unit is still harmless the following turn or not.
3) A way to cycle through all visible foes on the map so player can more easily look at their stats/equipment.
4) Minimap. On bigger maps it can be tedious to keep track of, let alone notice all foes/chests initial locations.
5) Option to always display hp bars so player can tell at a glance status of a unit, allied or foe.
6) A way to display enemy "damage" from the mouse-over that currently shows movement and the like. Maybe something like "12-15" to account for different skill damages and/or distance penalty on ranged skills. This would be to let player know what threats to keep an eye out for with just a mouseover instead of having to open the full info.
7) Telegraph incoming enemy spawns. In defend the camp mission there were several cases of foe spawning and attacking an exposed unit without any means of counterplay.
8) to avoid going into the full info, display dropped items in the mouse-over info could be nice.
9) Most missions have a time limit, could be nice if there was a toggle to allow a more casual player to take their time with more of them.
10) Not sure if this would work with current AI, but it occurred to me height manipulation could be a fun tool to add to current options. Something such as being able to turn a tree into a 2-tall ladder or a bridge via non-engineer units, or letting an engineer "dig" dirt to either raise or lower terrain by 1. The former to make a ranged unit platform or a ramp and the latter to force foes through a poor position or ramp.
2) Status duration. For example a unit pushed down from high up gets stunned for 2 turns but at a glance no way to know. Even worse if player had to leave and come back. Shield buffs too.
EDIT: Very important for Blind too, to know if unit is still harmless the following turn or not.
3) A way to cycle through all visible foes on the map so player can more easily look at their stats/equipment.
4) Minimap. On bigger maps it can be tedious to keep track of, let alone notice all foes/chests initial locations.
5) Option to always display hp bars so player can tell at a glance status of a unit, allied or foe.
6) A way to display enemy "damage" from the mouse-over that currently shows movement and the like. Maybe something like "12-15" to account for different skill damages and/or distance penalty on ranged skills. This would be to let player know what threats to keep an eye out for with just a mouseover instead of having to open the full info.
7) Telegraph incoming enemy spawns. In defend the camp mission there were several cases of foe spawning and attacking an exposed unit without any means of counterplay.
8) to avoid going into the full info, display dropped items in the mouse-over info could be nice.
9) Most missions have a time limit, could be nice if there was a toggle to allow a more casual player to take their time with more of them.
10) Not sure if this would work with current AI, but it occurred to me height manipulation could be a fun tool to add to current options. Something such as being able to turn a tree into a 2-tall ladder or a bridge via non-engineer units, or letting an engineer "dig" dirt to either raise or lower terrain by 1. The former to make a ranged unit platform or a ramp and the latter to force foes through a poor position or ramp.