Tactical battles
problem1: I'm fighting 3 spider-things. Spider 1 successfully webs one of my units. Spider 2 attempts to web the same, already webbed unit. Spider 3 does the same.
Solution: check if target is already affected by the upcoming action. (yes, I understand not wanting to slow down things by adding checks, but this is a pretty big deal -- seeing spider after spider try to web an already webbed unit looks bad)
problem2: spiders attempt to web ranged units that would likely hold back (so being webbed is least likely to benefit the AI), when there's plenty of viable melee type units unwebbed.
Solution: for webs or similar movement restricting attacks, prioritize melee over ranged weapon and spell casters.
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I'm liking the changes in LH. For example:
-the new swarm feature makes flanking/etc. more effective
-I initiated battle near a river and there was a river on the tactical map. Tactical maps now sorta reflect the overland terrain. That's a big deal!
Choosing where to fight to achieve some advantage is basic strategy, and with a bit of refining (such as having tactical map terrain affect combat such as trees blocking ranged attacks, cover and concealment adjustments to defense, etc.) this would really add a lot to this strategy game.
-SPOILER... (don't look down or else you'll see something about a quest)
I had a quest pop up, something about bad stuff in dreams. Hmmmm... Made a mental note but that was it. A few turns later I notice a few wandering skeletons in the area. A few turns later I notice a crapload of wandering skeletons swarming my area. I don't know if they'll keep appearing until I finish the quest or what, but it's a darn interesting/surprising event. Good job to whoever thought it up!