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The reason end-of-turn is bound by default to a key combination is that the games needs to be able to show a tooltip _before_ the action is triggered. For example it will tell you if there are things that will prevent an end of turn (e.g unresolved event), but also show warnings that won't prevent end of turn but might be important to read before confirming the action, to allow you to cancel.
I agree ctrl+enter is not the most ergonomic, we should probably change the default binding. We originally designed the gamepad controls where "right trigger + A" feels natural.
One way I could think of solving it when you assign a single key/button would be to require two presses, one to show the tooltip and another to confirm. I'm hesitating since it complicates the code for a not-so-great result in my opinion: pressing a key twice feels not that much better than a key combination to me. If you have an idea of how it should work given that constraint of tooltips+cancelability I'm interested to hear.
Thank you for replying (and sorry for my rant above), I was definitely worried it would just be complete radio silence
Yeah, I might go for something like this.
Good idea, we'll definitely add shortcuts for skill actions!
No worries, I understand bugs like these can be frustrating. Thank you for reporting the problem, it's nice for us to know what people care about.
Might still be a while until the next update, but rest assured we'll fix this eventually.