@Hotwax:
- Being addressed. Next patch will fix this. +LOOKALLAROUND will only be ignored if an FOV is specified (so you can have an actor that changes FOV with certain states (like if a monster is going through an idle animation from which it can only see in front of itself)). It will change the behavior when 0 is given, causing it to skip the default 180 FOV check and look in all directions around the actor, as usual.
- I'm not quite sure since it'd require writing new sight/sound check code if I add a flag to stop friendly monsters from wandering automatically from the look state. I may add this later on.
- Technical limitation that conflicts with the compatibility option. Can't fix.
- Should work as expected as far as I've checked. Negative values are treated the same as 0 and return default behavior. If something else doesn't work as expected, let me know and I'll see what I can do.