@gooberCP: This issue was not known. Thank you for bringing it to my attention. I have a small delay at the end of each AI unit’s turn just to make the game feel less rushed. Due to a mistake in how I have sequenced the event nodes in ATBTT_AI_Controller this delay is called twice for AI units that have friendly units between them and their target. The game doesn’t really freeze (fps stays consistent), but the delay is doubled. To fix this, make this change in the event graph of ATBTT_AI_Controller (at the far right of the Choose Target comment box):
Old:
New:
I will make sure to fix this in the next update.
@tamaster92: I have experimented with this before so I have a few ideas. First, of course, you will need to change the camera. The best way is to attach a camera to your player (pointing forward) unit and possess it. For movement (if you want something Grimrock-style) you would simply lerp the unit in the direction you are moving at a distance equal to the distance between tiles. Before moving you should check if the index of the tile you are moving into is in the edge array of the tile you are currently occupying (meaning it is allowed to move between these tiles). After moving you should remove the player unit from the Pawn Array at the index it previously occupied and insert it at the tile index it is now occupying.