Thanks Bob. What device is that on please?
I've actually thought up a better way to do the masking that should perform faster, and would fix a couple of limitations that the current method imposes, so will be replacing that before we release now.
You're right about the wizard movement, but that's just something we have to put up with in isometric unfortunately. Basically when you move a character, you tell Qiso how fast you want it to traverse the tiles and the engine is then built to make sure it takes a set time to move from each tile to an adjacent, whether that's diagonal or on a straight. However because of how isometric layouts work, tiles that are horizontally adjacent are separated by more pixels than tiles that are diagonally adjacent, so the character has to literally move quicker to cover more pixels in the same timespan. It has to work this way though, otherwise it would be quicker to navigate the world by zigzagging than to just walk in a straight line, which would make less sense especially if you think about the world from a top-down perspective.
We'll be adding transparency to walls, yes. You'll be able to define an opacity for any type of tile layer, and when the character is on a tile that contains an instance of that layer, either just the one tile layer will switch to that opacity, or all matching tile layers will. This way when behind a wall, the wall of just that tile can turn slightly transparent, and when inside a building the entire roof area can turn completely transparent.
There weren't any plans for a character-outline type of visibility though... I quite like that idea actually. I remember the original Fallout games doing this and it allowed for items, or even NPC's, to be hidden from the player until your character literally stumbled into them... This would be an excellent addition indeed, I'll add to the todo list!
Not sure what could have been happening with your map corner issue. Tapping outside of the mapped area would be ignored, and tapping somewhere that can't be navigated to would also be ignored, although the demo map doesn't have any areas like that. Perhaps you had your other finger on the screen somewhere? Taps are ignored if more than one touch event is happening, because the engine then assumes you're trying to zoom. Taps are also ignored if you move your finger because otherwise every time you pan the camera, your character would try to move.