Knucklehead
Hi,
Haven't seen this suggested and if it's already implemented then I haven't been able to get it working in the client:
How about the option to use a "waypoint" type of movement for your character?
Currently, it seems that if you want to move to a specific square, you mouse left-click on that square and your character will instantly move directly to it, probably by the shortest possible distance.
However, in some situations you might want to take a different route to a specific location, for example in order to approach it from a certain direction, or to avoid squares with traps, a certain type of terrain or just to keep out of the visibility and/or attack range of enemies.
For example, what if you had the option to hold down one key (for example Alt or Shift or Ctrl) and while doing that and left-clicking, you could instead add "waypoints" which allowed you to essentially "plot" your own route to a certain square, instead of the program automatically decide the way to that location for you?
Again, this feature might already be in, but if it is, I haven't found it. However, I'm just suggesting this out there just in case it isn't in and in the rare event it's something you don't already have on your list.
/K
Comments
I forgot to mention it, but one could make it so that the character would not start to move along the plotted route until for example you left-clicked a second time on the final square (i.e. double-clicked it).
This feature would bring the added benefit of being able to try out various different routes before you commit to your final path by making your token move.
Also, as long as vision is bound to the character token itself, it shouldn't be possible to "cheat" by using the waypoints to "probe" and see objects you beyond your current vision range.
/K
Also, there will be an option to make a character stop.
Oh, and pathfinding will solve the "cheating" factor since it will only work for areas already discovered. If pointing inside an area which has not yet been revealed, pathfinding will work up to the point where the planned route collides with the unrevealed terrain... and from there on it will take the most direct route to the target location.