This may not be very important and maybe I am the only one, but it's always kinda bugged me that when using 'w'alk, and I approach a corner in the hallway like:
Code:
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it seems to walk on every single tile around the corner, whereas as a human I will always walk diagonally. I wonder if it's feasible to code the algorithm in such a way such that if your character can see a corner, the character will move diagonally instead of hugging the wall.
If there's a reason the existing way is preferred (I guess if you have a ring of searching on?), maybe a config option? I've never counted but I'll bet this could account for over 1000 turns over the course of a game for someone not speedrunning.
I think this one is must-implement. This stopping paranoids afraid of traps and of time from using walk mode. Sometimes I even prefer to give walikng due to this issue.