Notes here
Great news

Lets call it like it is, the English is terrible. Im not trying to disrespect someone whos English isn't their first language, but the patch notes should absolutely have been written by someone who has good English.Otherwise, I assume all other changes are AI were made directly by Davide (certainly, he wrote the english AI change notes!)
I did my best to try and decipher them in my latest video, but honestly, for a lot of it Im just shooting in the dark, or making educated guesses. We really need someone with better English to give a more detailed explanation.I'm glad I'm not the only one who didn't understand the release notes. :laugh: :laugh:
Lets call it like it is, the English is terrible. Im not trying to disrespect someone whos English isn't their first language, but the patch notes should absolutely have been written by someone who has good English.Otherwise, I assume all other changes are AI were made directly by Davide (certainly, he wrote the english AI change notes!)
On top of the choppy English, many of the patch notes are downright vague. Many of them need more clarification.
Such as:
"Improved logic of cavalry blocked frontally by friends (applied the same logic currently used by infantry)"
How was it improved? What will cavalry do now when friendly units are interposed between them and the enemy? While you're at it you might as well explain the logic used by infantry as well.
"The movement to the back of batteries will be no more stopped if the enemy is too near"
This needs better English. Who's movement? Batteries trying to move to the rear? Or friendly units trying to move to the rear of the batteries? Since friendly units could already do this Im assuming this is referring to artillery batteries trying to move to the rear, however, I shouldn't have to assume anything reading patch notes, it should be clearly explained and not vague and left to guesswork.
"The movement of unlimbered guns at medium\long distance from the enemy is easier"
Easier how? And for who? The player or the AI? If for the player then what could really make it easier than it is now? The only thing I can think of would be just making the guns move faster while unlimbered. And if so you should have used the word "faster" instead of "easier". Easier is vague. If the AI then you should explain how the AI will handle movement of these unlimbered guns at med/long ranges now, compared to before. The way its written now doesn't explain anything.
"Cavalry in Raid stance will not try to charge squares anymore"
What is "Raid Stance"? There is no raid stance. Raid is a special function, not a stance. Cavalry officers have the same stances as every other officer(None, Hold to the last, Hold, Defend, Probe, Attack, and All out attack)
Beyond the bad wording, was cavalry charging squares ever a real problem? In 3 years of playing the game I can count on one hand the amount of times Ive seen AI controlled cavalry try to charge a square. It like hardly ever happens. Although, admittedly Ive never really sent cavalry out on raids.
"Added the special stance Screen for the infantry battalions (specific AI routine different from that one of cavalry)"
I have no idea what this means. You cannot set stances for infantry battalions. Stances are an officer command, not a combat unit command. While the officers stances affect how the combat units under them behave, you cannot set stances for individual battalions. Furthermore, I see no difference between an infantry commanders stances and a cavalry commanders stances. They both have the same 7 stances(mentioned above). So this is either poorly written, or wrong, or it needs a lot more explanation as to what you are talking about.
"Pathing: fire and enemy tiles will be no more avoided during the path calculation by part of fighting units."
This just needs to be written in better English. Clearly it has something to do with how units calculate their movement pathing in regards to enemy fire and position. Some better explanation wouldn't hurt either about how the new calculations work.
"Fixed CUnit:Moving: it gaves true if the unit was inside a fort, now return false"
Terrible English but this one I figured out. The bug where units would remain in a moving state while occupying a fort was one of the most irritating bugs in the game. Really glad you guys fixed this one.
"Corrected SplitBrig command"
How? And are you referring to "Split Battalion"? What is Splitbrig? Ive never split a brigade in this game.
"Added variables for mygui layout: numerical version of artyminrange and artymaxrange:# at place of $ for use the numerical version"
Computer speak. Try and remember not all of us are programmers. I have no idea what this means or what # or $ has to do with it.
"Command Aattach and Adetach now works properly"
How was it not working properly? Ive never had a problem detaching or attaching units or officers from superior commanders. In fact its one of the most intuitive and easy to use commands in the game. By all means, explain how it wasn't working.
"New functions for the AI library: HGround, UnitAIType, UsingRoad, SetForceTimer, GetForceTimer"
More computer speak. Please explain what these new functions do, specifically "Setforcetimer" and "getforcetimer"
"Split units (skirmishers) gives no more support bonus"
A nerf to skirmishers. You'll get no argument from me that they needed a nerf. They are stupid powerful and super abusable. This is a pretty measured nerf and an interesting take on it. By no means a crippling nerf, skirmishers will still be very strong. But you'll have to watch them closer when sending them to far out ahead of the main lines.
"Added command artyfirecavalry for have artillery to aim only to cavalry units -> new icon created"
Very cool addition.
Raid is a stance, just not within the Orders' stance listings or functionality because it's a player controlled function only, whereas the AI can't and doesn't initiate it."Cavalry in Raid stance will not try to charge squares anymore"
What is "Raid Stance"? There is no raid stance. Raid is a special function, not a stance. Cavalry officers have the same stances as every other officer(None, Hold to the last, Hold, Defend, Probe, Attack, and All out attack)
Beyond the bad wording, was cavalry charging squares ever a real problem? In 3 years of playing the game I can count on one hand the amount of times Ive seen AI controlled cavalry try to charge a square. It like hardly ever happens. Although, admittedly Ive never really sent cavalry out on raids.
Screen is in the same stance listing as Raid, with different functionality. Frankly I never quite figured out what screen does, but if Davide says it works now also as an infantry command, I trust it's functioning properly. And, I'll need to add it to the Grog Toolbar."Added the special stance Screen for the infantry battalions (specific AI routine different from that one of cavalry)"
I have no idea what this means. You cannot set stances for infantry battalions. Stances are an officer command, not a combat unit command. While the officers stances affect how the combat units under them behave, you cannot set stances for individual battalions. Furthermore, I see no difference between an infantry commanders stances and a cavalry commanders stances. They both have the same 7 stances(mentioned above). So this is either poorly written, or wrong, or it needs a lot more explanation as to what you are talking about.
You'll find SplitBrig on the Brigade level Grog Toolbar. When functioning properly it will split a brigade in half (or 1-2 or 2-3 etc. btns) and add another officer with a poor rating to command the split off battalions. Please check that this function now works properly, it appears that I have parts of the patch but not all because this doesn't work properly for me at present. When I split the brigade now all I get is an extra officer. This was a bug I submitted...Is it fixed?"Corrected SplitBrig command"
How? And are you referring to "Split Battalion"? What is Splitbrig? Ive never split a brigade in this game.
This is another bug I submitted, Aattach wasn't working period. When working properly Aattach attaches all detached units under the unit selected. Since it was totally kaput I didn't include it on the Grog Toolbar. So, to test if it works would someone please assign the command Aattach to the keyboard as a temporary test and test it out. In game simply detach two or more units under an officer, then hit the Aattach assigned key and check if the subordinates are then attached. Please report results to verify that Aattach is now functional."Command Aattach and Adetach now works properly"
How was it not working properly? Ive never had a problem detaching or attaching units or officers from superior commanders. In fact its one of the most intuitive and easy to use commands in the game. By all means, explain how it wasn't working.
All I can verify here is that UnitAIType works and is responsible for the BIG Grog Toolbar upgrade that eliminated the tabs necessary for differentiating inf, cav and art."New functions for the AI library: HGround, UnitAIType, UsingRoad, SetForceTimer, GetForceTimer"