When your character targets an enemy in a diagonal direction, how do you determine which cardinal direction you will be facing after the attack? If your card targets multiple enemies in different directions, how do you determine which of those directions you will be left facing afterwards? How have I played the entire campaign and not picked up on either of these points yet, anyway? :/
Whoever is hit last is who you will face if hitting multiple targets. If you hit from a side, it won't turn. If you hit from the back, it will flip around. If you hit from back and to a side, it turns 90 degrees (not 100% on that last part).
Facing and movement in the game is determined by the least amount of effort required by your character. You can attack your character as long as your front is facing them (similar to block). When attack 1 target, you take the least amount of turn in order to face toward the target (Either clockwise or counter clock wise direct takes priority, I'm not sure which) In case of diagonal, you take the least amount of turn in order to front-facing the target. Example: Code: Before attack, you face North (you are 0, your target is X). Any cell above the line is considered your front _O_ X After the attack, you turn right once to face right. The target is now in your front. You now stop | |O | X This is my observation. Feel free to correct me if I'm wrong. For 2 target, the order of taget matters, you will apply the same process, face with the least effort to hit the first target, then face the 2nd target with the least effort, starting from the previous facing.
Edit: was incorrect, fixed 2 posts below Forget to talk about movement, it is decided with the same principle. Take the least amount of move to reach a destination. Take 1 step at a time, each step can only be perform toward your front facing. Turn toward walking duration before stepping. In case of diagonal, turn so that the destination is in your front. Whichever direction you ends up facing during the last step is the final facing for the entire movement. All of this information is shown in the UI so there isn't much confusion there.
I'm not sure that covers everything though... Quoting my post from a previous thread (picture taken from the help page):
I've gone again and take screenshot from that exact same map, there seems to be more rules than what I thought, but certainly not unexplainable. Pic 1: The elf is facing to the right, all facing direction seems consistent (even though they do not follow my assumed rules). Pic 2: However, if the elf is facing downward, the facing for the destination inside the room changes, as seen on the Help page screenshot. It appears to prefer facing toward her original facing. Conclusion: There is a preference toward the original facing. Updated (assumed) rules for movement and facing. I'll use Zalminen's diagram for explanation since its labelled. Explain Zalminen's diagram (Up is considered North West): F: Originally, the wizard face downard, he has to turn 180 degree to move up ( to move to the Elf Wizard's location). Then he has to decide a facing to move toward F. His current facing can step to F, but facing left is least effort compared to his original facing (down). He turns left and step. D: Similiarly, he has to decide a facing to move toward D when is is at the Elf Wizard's location. Facing right is least effort with the original facing than his current facing. He turn right and step toward D G and I: F is explained, let's consider this step starting from F. He is facing left in F. At this facing, he can step to both destination without turning. However, facing downward is "least effort" compared to his original facing (downward) so he did so and step to I. He cannot step to G if he is facing downward. His 2 possible facing to step to G is up and left. Left is least effort compared to his original facing. He remains facing left and step.