In the previous update, AoNW already had one canonical turn pipeline and a growing set of shared game rules. Local play, the multiplayer server, AI simulations, and turn processing were starting to use the same implementations instead of maintaining similar versions of the same behaviour.
Movement was one of the largest parts of that work. Manual movement, auto-exploration, queued paths, fog updates, and AI movement had moved toward one shared model. The engine could calculate the exact route taken by a unit, including every step and its movement cost.
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