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About Ocelost

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  1. It's also a problem when you want to move diagonally from hiding to peek through a door, and then back to your hiding spot (or another one). Hovering the cursor over your first stop will tell you how many AP would remain once your'e there, but won't tell you if that's enough to return to hiding on the same turn. I like the idea of highlighting the squares within the still-reachable radius when you hover the cursor over a destination square. It's consistent with the targeting UI that's already used for grenades and the Ping program. It might make sense to highlight two radii: one for squares reachable on the same turn and another for squares reachable on the next turn. I'm not sure if I'd show both at the same time or alternate between the two with a keypress.