It became more than a tweak at least a week ago lol. Believe or not it isnt as easy as it used to seem to build a smooth fair balanced uni esp since (sorta)-adult brains spot the glaring loops a mile away.
Hop, Hale and I have all been heavily working over time in dev threads to sort it all out. A working amazing game is coming that everyone and anyone willl love, just making sure its proper and not broke after three battles. We been through 4-5 mocks and few diff systems and weeding the good from bad of it all.
Have tried numerous unit tracking/location/distancing/range models to try and eliminate grid use.
As well.as few methods of using AP (action pts) and Abilities to manage what a given unit can and cant do in a turn. Part.of the development difficulty has been balance of simple and concise w diverse encompassing enough to be tactical beyond dogpiling dmg for the win on either side.
Also exploring how to make Round combat work instead of repeating i move.all you move all i move all you move all method.