So, apologies if this has been gone over in this thread... but I wanted to re-discuss the Chain in conjunction with entering combat.
I already loathe that clicking on a portrait summons the other characters to them (if chained), but seperation of characters in order to place them strategically, etc... in shadows for example, seemingly adds the issue of Initiative/Turn Order once you initiate an encounter/combat.
Example: - I unchain the party and move Astarion & main character stealthfully next to a door (standing either side) I know enemies are about to come through. - I move the two remaining chained characters into main position and initiate the fight with an attack.
Now in this example, the Turn Order is divied up between the group of enemies and ONLY the 2 chained characters I initiated the combat with. Initiative is rolled and the enemy runs through the door, passed my placed companions and attack my now party of two.
Astarion and may main character are as yet not in the combat and have missed an opportunity to attack first because they haven't rolled for initiative.
Now that I am in Combat, re-chaining the party brings both Astarion and main Character into the fold, but as I have said, I have missed out on the initial attack/Attacks of opportunity etc...
Now I appreciate I might have done something wrong here, but that just screams un-intuitive, or, that in catering for those characters / players (in MP) you want out of combat something is going a little wonky here, because I thought if you were within a given radius, you were automatically dragged into turn based actions (and thus on the initiative tracker).
So either that doesn't work, or it IS working as intended and the by-product of that is unchained party members will always be screwed when you enter combat.