The enemy died, but my heal was next
Finishing the fight no longer throws away the useful effects still waiting in your queue.
- Combat
- Healing
- Queue
There was an awkward case where the last enemy would die and the fight would move on before the rest of the queue had mattered. Great, I won! Except the healing I'd collected was still sitting behind those attacks.
Combat now works through that remaining queue. Attacks with nobody left to hit are consumed quickly and silently. Healing still restores health and gets its feedback, and Guard still applies. The rewards wait until that work is finished.
I've also wanted long queues to stay readable while enemies are alive. Watching a normal sequence and then suddenly losing a massive chunk of enemy health was not helpful. The queue should show the actual actions being used. After victory, though, there is no reason to sit through a character swinging at empty space just to reach the heal at the end.