Closed vi closed 4 years ago
Fixed by https://github.com/Smujb/powered-pixel-dungeon/commit/bd1964320d44db6664a3ee86e4b75e7cfd61afde. When moving, the hero will not be interrupted by mobs not in direct line of sight, but will still detect mobs through walls.
This leads to much more clicks to walk to distant room, as you need to reconfirm movement again and again compared to Shattered.
Typically when hero becomes aware of an enemy in Shattered, he/she need to do something with it, so unconditional interruption is usually granted. In Powered it is much often that the hero needs to just ignore it for the time being.
Ideas about UX improvement:
commit 01c7b741d1c8981a89f912d79427a1d05bbbaa93