- Made flee floor-scoped so it can't return coordinates from the previous dungeon floor anymore
- Seeded new floor's flee tile immediately: stairs use landing spot, pits use random safe tile
- Pit flee tile must be 3+ tiles away, unblocked, enemy-free, and line-of-sight visible
- Blocked enemies from pathing within 2 tiles of any stairs tile, protecting the arrival spot
- Flee now validates each candidate tile, skipping enemy-occupied or blocked ones, refusing to flee if none are safe
- Flee now searches live nearby tiles from current position instead of using old movement history
- Tries 3 tiles away first, then 2, then 1, picking any safe reachable tile found
- Enemies block the flee path like walls do, preventing teleporting through them entirely
- Flee menu option now hides completely when no safe tile exists at any distance
- Removed old pit/stairs history-seeding code since live search works immediately on floor entry
Source: Steam Community (opens in a new tab)
