MitchShudlem: Why play without sound at all? You can tell what guns they are firing by their sound.
I used to rely on a dropped ammo to know it.
MitchShudlem: Maybe I did not fully understand everything, but I think there has to be something more to it. Check the latest save. Hurl can do anything now without being interrupted in player's turn, even stand one tile from Santino.
Yes, thats one that make me realize about Hearing interrupt work other way for Santino. I managed to reproduce it by moving into Eastern door diagonally to South-West, so Santino seen merc, but merc didnt seen him. For regular merc it would be free interrupt, as Victim didnt seen Interrupter, but Santino have a special rule to not see if he not seen too by that merc. Then i shot door (could be any other target, as long merc not turn to see Santino prior shot), and got interrupted by him via Hearing detection, its very short glimpse, as Santino will do nothing if he's still unseen, and will immediately pass turn back. After that for this turn Santino cannot interrupt again, as merc is CurrentlySeen, and will act only during own turn, trying to detonate bombs after speech, but due to bug (i fixed that one already), some bombs will not explode (this one is about his action during Enemy turn, it doesnt matter if its caused by interrupt of player interrupt by him, or by failing to act during interrupting in player's turn). In your save, Santino got an ExtendedEars (and M16 rifle, eh, so they grabbed some Shipment as i got), and can hear Hurl at tile where he's standing. In my tests i had to shoot to let him hear merc, but overall its the same.
MitchShudlem: He can also move out of the room and not be interrupted in enemy turn either. Now if he walks into the room in the next turn (even southwest), he will be interrupted. But if he waits until Santino is NotKnown again, he can enter the room southwest (only) without interrupt
This is one of oddities about Own's List, it let mercs see others who are behind them:
DarzaR: But the real importance of the Own Current list is that, while merc is having any value more than NotKnown for some opponent, he/she will perform a visual check for that opponent at max distance (13-14 tiles) no matter of Facing direction, and without help of Camo for the latter (note, that detection "by ear" works the same way, full distance and no Facing direction importance). Thus, if opponent, who is merely HeardTurnAgo (or better value, ofc) for some Merc, will move behind that merc at 12 tiles even in Camo, that Merc will make a visual contact.
As Santino become SeenLastTurn and then SeenTurnAgo for Hurl those turns you're about, Hurl do see him while moving South-West from door (despite not actually looking the direction to Santino (NW)), enabling Visual detection for both of them, and thus interrupt for Santino. This could lead to seemingly weird stuff with mercs who merely heard eachother prior (say, merc, who only heard another merc firing a gun in other room behind a closed door and never actually seen him yet, will see that merc with own back from a whole screen size distance if the shooted merc will open a door to his room). Turn after that, Hurl forget about Santino, and it become NotKnown in that list, so movement not cause detection and interrupt, as in first time he entered that door.
MitchShudlem: (now there is a semi-freeze, you need to press ESC), then do whatever he likes, again. It does not have to be 1AP turn, just whatever.
Thats purely brilliant find, i searched for this particular bug for very long time, but was unable to get a reproducible save, immense help man, many many thanks, you're amazing. It was easy to fix with such handy save in disposal.
First of all try to move not to that closest tile near door (where Hurl is standing in your save), but click to the one next to West from it. Youll see that not only no freeze happens, but also they will see eachother without interrupt. Non-buggy part of it is similar to described above - Santino hear Hurl, who not see him, so interrupt happens, but not cause a speech, and when Hurl also see Santino after moving to the next tile (or just whatever) - he is already CurrentlySeen for Santino, so no interrupt is happens.
Now to buggy part, as its of not really banal circumstances, it was elusive for long. Due to bug, game "forgot" to finish a movement for a merc, who is interrupted by Hearing during move to the
exact tile that is destination for that merc. If that tile is a some tile merc is just
passing by, as with movement to more Western tile there, no problem occurs. And as Hearing interrupts rarely caused by moving at all, its even more rare to get them exactly on a destination tile (unless player move mercs square-by-square its a real luck). Pressing ESC make merc abandon the current action, but as merc is actually already finished it here, it only remove "semi-freeze".