So, I optimized performance by quite a margin again (finetuned streaming system for loading/unloading graphics again, placed limit to 10 pathinding calculations each turn; note: this is does not limit props just following their existing path and also a prop will never skip twice in a row due to performance cap, even if performance cap is exceeded due to this; currently chasing props are never excluded from pathfinding calculations).
Also, I added graphic indicators for props taking a pause, due to speed comparison with party speed or due to being hit by performance cap (little grey cloud) and for props moving very fast due to speed comparison (little green speed lines).
Furthermore, I squished various little glitches and bugs. I have become a bit zealous with this, but letting bugs/glitches pile up is one of the greatest dangers for the project I think.
Next up is adding a little village with time driven movers and time/place fitting barkstring ("Good Morning" (time is morning), "'Have a good night" (time is evening), "Zzzzzzz" (night time), "Praise the Lord of Light" (currently in temple), "The ale is fine" (currently in Tavern), etc.) to my 25 map connected testing ground. This will likely include scale changes (inside house zoomed in, outside zoomed out) and an overview map of the village (using the show map button(s)). Having this work bug free is the crucial, watershed benchmark for time driven movers. I am bit afraid of the effort (and outcome

), but I think we will get very valuable intel from this excercise. I have to do this now, as I was never deeper into this part of the code.