Chain Movement needs something like a set follow distance. Or a longer radius for the chain.

Grouped movement needs a couple things which would make it a lot less frustrating to use under the current scheme since clearly this is what we're getting here. First we need to set the length of the chain between what we have currently and a long/short lead. This concerns movement outside of combat right, so the long lead would be like for scouting. Basically where the controlled PC can move to the distance of the edge pan say, and everyone else will remain in position at that remove. Then when the rest of the companions follow they should trace the scouting PCs steps, pathfinding along the PCs route rather than trying to close the shortest distance. Long lead chain would basically = single file pathing.

The other option we need is the shorter lead, where the PCs cluster together as closely as possible. Like a yank of the chain "rally to me" close distance, and then all the companions should do whatever it takes to get into a quick wedge, like jumping if they have to get right on PC. To me it's fine if there's some ambling when switching between these distances, basically the trade off between travelling in a loose or tight formation. I understand they need some level of companion movement chicanery otherwise you can't do hazardous terrain or do traps very well, but I think we need a following distance for companions that goes beyond simple grouped/ungrouped, since the latter can be pretty tedius. I know party movement got a lot of feedback in EA, but given what we have now I mean, I think something like that would be helpful. When combat ends the chain should automatically go to long lead. All characters stay in position until the controlled PC runs to the edgepan. This would prevent the player from always having to ungroup before combat to ensure that when combat resolves peeps don't run into dagger clouds or puddles of acid and such, which can be very frustrating especially if it was a long and hard fought battle. I think the base difficulty setting could also autosave on combat which would alleviate some of the frustrations, but mostly it could be handled by just having a longer chain which would probably cut down like half of the reloads from movement goofs.

The other thing we need is for the order of the portraits on the left to be relevant. So if we have to imagine it like a physical chain, the Portrait at the top is holding the chain and everyone else follows their lead, but like in that order. Right now trying to drag the portrait out and then back into the group is awkward, they'll drop position to the bottom, ungroup completely etc. It should be much sticker and the sort of thing you could keybind by position there.