>>1006
Agreed. War, even on the individual scale, is decided more by your ability to provide for contingencies than your ability to plan and execute cunning tactics. Strict determinism is for puzzle games. Wesnoth's big problem in single-player isn't its randomness, but the difficulty (especially for novice mappers) of balancing multi-map campaigns against snowballing resource accumulation.
>>1074
Polygonal 3D would be a hardware-crushing abomination for a 2D turn-based game like this. Just draw all assets at extremely high resolution (or in some sort of natural media, and scan,) then allow people to download whatever sprite set they want. Either way, like the flawless pixel-art style has to be ditched to go higher.
If there's anything major the game really needs, it's a ground-up rewrite of the graphical subsystem to be more stable, efficient, and scalable. RAM requirements are absurdly excessive on cellphones, and wildly fluctuating CPU requirements can cause even PCs to chug or glitch at times if you're doing something else in the background. Think of something like StarCraft, which did hundreds of 8-bit sprites with multiple levels of alpha at 640x480, all buttery smooth in software on a Pentium with 16MB RAM.
>>1087
>>1044
You folks DO know the game has had a nearest neighbor zoom function (default keys "+" "-" & "0" in addition to a conspicuous magnifying glass icon next to the minimap) since the very first version, right? I guess they could add more GUI sizes, scalers, and some sort of automatic HiDPI detection to zoom by default.