Great to see that there are still many people interested in this QoL suggestion ![]()
You can find the full discussion in the Optimal Walling topic.
If you want to see it in-game, you can test it with the Age of Salamanders scenario (as mentioned by @SlinkyRobin8549 ).
I also made an interactive JavaScript tool only for this L-shape issue (with comparison to the current implementation ; open it in full page for the optimal experience):
There are in fact 4 different configurations when joining two wall end points. In the JavaScript tool, you can use the mouse wheel (or right click) to switch between these 4 configurations, similarly to the placement of gates in DE.
You can play with the aforementioned JavaScript tool to see something similar (but using the mouse wheel for 4 configurations instead of 2). ![]()
Nice, this would fit well with the Dijkstra Tile Indicator suggestion ![]()