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Description version: v.1.17 EU� Game Engine [updated to version 121010]You can now disembark troops from a fleet trapped in ice.Cavalry will no longer assault Forts, even if breachedSiege improvements [supplementing rules added in version 1.07]Besieged forces will now take attrition hits every turn, in proportion of their number and how the siege roll went (anti overcrowding rule).If too many breaches accumulated, then a surrender roll is always possible (whatever the presence of a depot, super elite troops, etc.)Each breach will make the besieged consume an extra 5% of his normal supply usage. The purpose of this rule is that by uppingthe supply usage, you'll have more chances to have your supply depleted enough so that the depot (or supply wagon) can't provide its 'surrender protection' to the besieged force. For the rationale, just consider that the breaches are also making depots and stocks explode or be wasted, as you get shelled pretty heavily, etc...Fixed a bug where a lone sneaky leader could prevent a siege to happen, even if siege indicator was correctly shownA retreating army can now split static units (abandon them) to escape betterA too low cohesion can make a stack call off an assault, aggressive leaders will have a tendency to force the troops though.Added Overcrowding rule:The overcrowding rule exists to penalize (rather substantially) forces that are too numerous to defend adequately in-cityscape structures (mostly cities and forts). As with other rules, the engine is not prohibiting in 'a hard way' troops to be stationed enmasse in a given structure, as it would pose very large problems to handle for the interface, then the AI. Instead, it follows the philosophy of 'you can do it, but that's not optimal'...See Wiki article at: http://www.ageod.net/agewiki/Overcrowding_RuleFixed the exploit where a newly built unit could be incorporated into a Division, whereby the cost to build was immediately refundedFixed a bug whereby a unit under siege could always escape from the region using a specific sequence of Movement orders, Passive posture, and Evasive Move Special Order settingsEnabled Dynamic Borders to view the boundary between controlled areas. [may affect map scrolling speed] See Main Menu � SystemEnabled Main Menu option to switch to 120DPI fonts [for higher resolution displays]� 1861 April w-KY and 1861 July w-KYBritish and Mexican forces at start do not have formed Army or Corps.They can be formed in the event of Foreign entry.This should improve use of the Army Locator, as these armies will not appear there until you form them.� EventsFrench Expeditionary force will arrive in Mexico with the Army HQ not formed. [same notes as the GBR and MEX at start]Where appropriate, the AllowBlocked parameter is added to PickFromRegList commands [game engine default now avoids selection of blocked regions.]� Models and UnitsCorrected replacement family for �National� Sharpshooters [those not raised in a particular State] from Light Infantry to Skirmisher.Added �Home State� logo to Sharpshooters to remind player that these irregulars suffer the �away from home� penalty untilcombined into a Division.� Other:Added Camden, VA (Burkeville) to the �Close to Richmond� area [was omitted from 1.16a]LocalStrings updates and corrections [thank you Gatling, dooya and Tex Murphy]German Manual updated [thank you dooya and Tex Murphy]Corrected �Seaman� ability to actually give the move bonusAdded Special Orders: [aka �Spiking the Guns�]Destroy Unit: Allows the complete destruction of the selected units, if not besieged.Surrender: Allows the selected group to surrender while under siege.For both, Units that are Fixed [locked] via Setup or Event cannot be destroyed.Units being �built� and �Static Militia� [those with MoveRatio=0] CAN be destroyed.More moddable settings exported to .opt files in \SettingsAdjusted text positioning in the Model Detail window [thank you Gatling]Strategic Map added to Documents [thank you Emx77]� GraphicsConsole commands now have RegionSprite command for in-game editing of sprite positions in each region.Movement Waypoints and/or Sprites adjusted for over 1000 regions! Thank you Capt_Orso!!!