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Zoom: the wheel handler based its step on a hardcoded 1.7, but iso defaults to 1.0 — so the first scroll (either direction) jumped up to ~1.7 and read as "always zoom in". Base the step on the CURRENT effective zoom via SP._defaultZoom() instead. Same mode-aware default now used by the camera. Iso occlusion: tall walls (184px) hide the floor/openings behind them (inherent to iso painter order). Add a cutaway — walls between the camera and the player (higher x+y, within ~3 cells) draw at 0.28 alpha so you can see yourself and the openings right in front of you.