hyperme wrote:
I don't think there's much of a point in changing this, since dagger turns are completely harmless. I guess it does look a little weird, but I don't think it actually has a gameplay effect.
Technically it does. If the dagger is over a pit or water, pushing a keg into it will make it explode, so the dagger position is potentially relevant. Also scripting can check for orientation and will soon be able to check for presence of a weapon, though that's minor.
Stalwart and soldier daggers also affect goblin movement, but I don't see how this would come up in a situation where they'd have a valid target. And if they don't have a valid target, they wouldn't turn anyways.
The handful of specific situations where this is relevant probably isn't a big enough deal to be worth settling for 5.1.1, but when 5.2 becomes the focus it might be good to discuss what makes the most sense and try to implement it that way.