This doesn't actually fix any of the problems with Crawl geometry. Because Crawl takes place on a grid, you
cannot have Euclidean geometry in Crawl. Period. Consistent geometries possible on a 2D grid include
Chebyshev and
Taxicab geometry. Crawl currently attempts Chebyshev in some places (movement, etc), and has a weird, terrible Fake Euclidean geometry in other places (LOS, ranges, explosions, etc)
Changing the diagonal movement cost to 1.4 solves absolutely nothing, and in fact actually makes the problem
worse - instead of the mix of Chebyshev and Fake Euclidean that the game currently has, you'd have a mix of Chebyshev, Fake Euclidean, and Geometry Where Pi Is Equal To 3.1016. In addition, and more importantly for gameplay, Crawl actions take place on a "grid" just like Crawl geometry: performing five 14 aut actions is
not equivalent to performing seven 10 aut actions, because monsters, the environment, etc. are able to act during those actions, while the player character is not. The result is the kind of disgustingly bizarre behaviour outlined in
this post. I guarantee if this were implemented in Crawl I'd play either old versions or not at all until it got un-implemented, because tactical positioning - the entire reason I like Crawl - would become utterly nonsensical.
If you want to make Crawl geometry consistent, you have to either get rid of the grid or use a geometry that actually works on the grid. My preference would be to switch to pure Chebyshev; square LOS, square ranges, explosions, tornadoes, etc. Unfortunately, problems still arise because Crawl also tries to have continuous angles which are not really meaningful on a grid and result in aliasing; I gave a very short explanation of the problem with that
here. You cannot eliminate angle aliasing on a grid as far as I know (many games such as NetHack attempt to hide this by only allowing you to shoot in 8 directions, but that just moves the problem from targeting to positioning). Here the only option to eliminate it is to get rid of the grid entirely, which is an obviously impractical change for Crawl. You could greatly
reduce aliasing by switching from a square grid to a hexagon grid, but that's still a huge change to the game. So I support just switching to Chebyshev geometry, which fixes the inconsistencies even if it does leave the aliasing.