Open kwvanderlinde opened 6 months ago
Apologies, I started a simple comment and got carried away with thinking about how we should address moving into FoW.
Snap-to-grid should not be your reference point for behaviour. Gridless should (more-or-less) mirror a real world case, where StG is a bit of a cludge from the early days that made it easier to write game rules.
FoW implements a compromise between the idea of situational awareness, the ability to charge blindly into the unknown. Abstract all that to a user's third-party control paradigm, then design based on two principles. Firstly, a token should _ALWAYS_ be visible in its owner's client. The whole point of the client is to interact with that token. Secondly, FoW is not meant to block movement.
UI constraints;
What is deisrable. An experience where I can drag my token off into the wild unknown and do things when I get there. This gives us two situations to deal with based on whether or not the token can sense where they are going;
Gonna shut up now
Describe the Bug
When a player drags a non-snap-to-grid token through a FoW boundary, the amount that the token can enter the fog depends on the direction. Most directions allow the token to enter about halfway before being blocked. But if dragging up and to the right, the token is hardly able to enter the fog.
Also, in the diagonal case above, if I try to drag the token far, it is stopped by the fog. But if I then slowly drag the cursor back, eventually the token jumps halfway into the fog where it is once again stuck.
To Reproduce
Expected Behaviour
Tokens should be permitted to move halfway into fog before being blocked. This will make the FoW case more consistent with itself, and make it more consistent with MBL works for snap-to-grid tokens.
Additionally, the token should not become stuck when blocked by fog. Changing the angle of the drag should have the token respond accordingly.
Screenshots
No response
MapTool Info
1.13.2, 1.15.0-rc.3
Desktop
Linux Mint 21.3
Additional Context
No response