Pretty good post/response on the combat movement/stance change. I think I will wait AGAIN for next patch til they tighten this up:
Originally posted by mr_oluap:
Not sure what is the "AP/combat movement bug" but if this helps you need to stand at the beginning of your turn if you want maximum movement range, and then keep one or two AP left if you want to crouch/prone at the end.
"Sure, but it's not supposed to work like that. You are supposed to be able to use CTRL-Z and CTRL-X to "preview" the movement and the game is supposed to calculate the AP required to get from the start to the end efficiently _and_ end up in the stance you selected, and show you the range you can reach with such a sequence. Or, you can use V to lock your stance during the movement (so that, during a confirmed movement sequence, the merc won't stand, run, and then crouch, for example).
The whole point of this mechanism is so you don't have to manually calculate the total AP for a) changing stance before you begin, b) moving, c) changing stance when you end. (Also, with the preview, you can see the sight lines that will result in the destination, which is critical.) Calculating the AP required manually is cumbersome, especially when some mercs have free movements in play.
You can see some more details about the bug in my post here:
https://steamcommunity.com/app/1084160/ ... 853669280/
The movement+stance+sights preview was one of my favourite features in this game until they broke it. Way better than doing it by hand like we did in the 90s with JA:DG."