UniversalWolf: I have one suggestion for Insecticide, but I don't know whether or not it's possible to implement. I think the combat AI for zombies and skeletons should be dumber...
Mmm, that would add nice lore to the game. Not very easy to do, I must say.
As for Insecticide being a well-finished project, I am glad you feel so, but I disagree. There are numerous small issues I cannot get time to clean up (and I am a bit bored with small issues, sorry users). Besides them, there are 3-6 massive debts that I owe to the project:
1) AIs form smaller stacks in Insecticide. This is due to the poor stack system of the original game itself, but Insecticide forms more stakcs and it becomes suddenly visible. As an effect, player has more battles, but some of them are run-of-the-mill. That must be solved.
2) AI shooters are unable to wait for their targets to come closer. This can be solved, but requires lot of work and testing. It would really help the game, I think.
3) AI can cast spells more effectively in the battle.
4) Borderwars. AIs should be more aggressive in border areas, attack quickly, directly and with surprise.
5) AIs cannot defend their fortress well in Insecticide. The upside of the change is that AIs are a lot more dangerous and effective in offensive. Sadly, it is really hard to compensate...
6) AIs often use too many stacks for 1 target.
I hope I have some more time to fix at least some of these points.