I am looking forward to the animations, too (still lots of work ahead though). Yes, the animations will require additonal hand drawn frames (both walking animation and idle animation). Therefore,they will be optional. This will not be set per module, but for each prop/party member (default off, maybe even some autodetection based on the graphic files and their naming/size), so modules can have animated walkers/idlers and non-animated walkers/idlers at the same time. This will allow upgrading a module with such animations over time or simply to use them only for very special props/pc or not at all. If all works out

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The party tail is now better at avoiding collision with landscape and moves more dynamically - looks cool in action (or so I like to think, it moves to a different direction than party itself now when trailing behind it on direction changes). It has some minor glitches still though, but I will stop trying to fix those for now (too many hours poured in fruitlessly in trying to go from 90% to 99%). It is good enough, harf - have to be pragmatic as there are so many other battles to win still left in IB:mrgreen: .
Did I mention we have a run/sprint move on SHIFT key now

? Changing speed on the fly (just hold shift down to sprint or release to walk/jog again, can even be done midmovement) feels mighty fine. Also I did polish and bug fix again left and right (lever prop, jump prop, crate prop inetrcations with scrolling system, size of rain drops, etc.).