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I mean the only games as far as I know that do that are grid based tactical RPG and they do that only because the move and action phase are pretty distinct. Here you have opportunities, elemental fields etc.
I really don't see how such thing could be implemented without affecting the experience.
The problem is mostly with some hitboxes (mainly knocked down enemies like zombies and such) that would require some fixes. Note that you can right click or press Space to cancel all actions if you missclicked it can be very helfpul to waste only 1 AP for instance. (or 0 if you have the pawn, the pawn is your friend!)
quick save and reload...
a missed click has nothing to do with thinking.
if the cursor jumps an half inch away
and it's not just me. as i wrote, i saw a lot people straming on twitch who accidantly clicked something they didn't want and died.
same goes for stealing an item next to the merchant instead of talking to the merchant.
To be fair it was quite an issue in DOS1 but in this one you quickly get over it. It hasn't happened to me in dozen of hours, it does at first sure but you quickly get careful with your clicks and it's fine.
yes. you are right. after you get used to it, you get really sure if the eny is highlighted in red, before you attack him or her
You can set the number of rolling quicksave slots in the game options. I set mine to 10 and found that more than sufficient to cover any battle and then some. I also used 10 rolling "hard saves" which I used fairly frequently so I just used quicksaves whenver I felt the need without thinking about it, in or out of combat.
I found this was easily enough to recover from any misclicks with minimal pain. Generally the enemies will usually do the same thing in reponse to what you did so you can almost always recover the same position from a few moves back quickkly.
I often making wrong moves when I use the in game chat.