[SUPPORT] Advanced Turn Based Tile Toolkit

I found the issue, and I can reproduce it in a blank project.

https://dl.dropboxusercontent.com/u/3332789/asdfgaseds.jpg

Just do this, set default pathfinding to pass through friendlies.

https://dl.dropboxusercontent.com/u/3332789/dsgasd.jpg

This is why. The AI sees that tile as visible even though there’s no tile it can actually attack it from

You can also reproduce this with player units, they’ll run to index 0 as well, but properly path there atleast.