EDIT: This did actually lead to another issue which I won't explain but I was able to overcome it by making the puzzle turn-based.Bob the Hamster wrote: I think changing this would definitely affect the way "walk NPC" and "NPC is walking" interact, which might be a back-compat problem, but I am not certain.
Interestingly I figured out a workaround solution that seems to work so far.
Instead of using walk npc I used npc pathfinding to the adjacent tile and I changed the map settings to pathfinding ignore npcs. This fakes a direct pathfinding to the adjacent tile and the npc doesn’t move if there’s an npc in the way. No npc overlapping seems to occur.
I think maybe you don’t have to fix the bug with walk npc since it’s to involved. It might be easier to add an option for “npc pathfinding to� to be setup as direct pathfinding rather then the current smart pathfinding withought having to set my map up to ignore npcs during pathfinding.