Replayability
- I'd like to see more high-end unique items. They don't have to drop a lot, but if they are significant it may make me feel like my main unit is actually different from game to game.
- I'd like to see randomized enemy champions, with focus on specific invulnerabilities and damage potential. Ex one guy deals huge fire damage and can only be damaged by cold. The only way to defeat him is to build for that. This way, each playthrough I will need to adapt to different enemies guarding the endgame.
- Steam workshop is always nice. Or any way to better integrate mods into the game.
- More random, long-lasting events. Events that severely impact the game's progress over the next 100 turns. Preferably these should lead to quests to remove the problem / exploit the benefit. A perfect example is the plague quest, which I love, forcing you to go find whoever caused it.
- Beyond choosing spellbooks, I'd also like to see other benefits for customized "sovereigns". These should be used to introduce long-lasting change in playstyle. A good example is choosing to start with a turtle village in Warlock 2. Beyond getting access to unique unit upgrades, you can also eventually get a very strong end-game unit (siege turtle or somesuch). Anyway, the point is the initial choice presented the player with choices that lasted throughout most of the game. Being able to upgrade/exploit the initial choice is key, but it should not be free. You are not choosing a bonus, you are choosing a potential bonus path.
- Multilevel dungeons would be nice. It'd require some underworld / separate movement screen. One of my favorite quests is the arena where you fight increasingly powerful enemies. I'd like to see more like that, and multilevel dungeons seems like the natural place to go. Although it would need a nice tie-in with SK being the winner of everything.