Hi all,
I've spent the last week or so tweaking some of the task delegation.

I've introduced a new popup in the Headquarters screen that allows you to customize task delegation. Each task is capped by the assigned officer's Organization rating with the exception of the air sorties, which must be upgraded at the Aerodrome. It is also worth noting that the AI will attempt to prevent crowding, so things like Rest orders will only be issued if there are open dugouts available.
This new popup should allow more transparency and granularity in the task automation, and will hopefully make it easier for me to add new tasks as I go along.

Another big change is that the Suppress Area and Charge Position buttons are now split into several buttons. This allows you to suppress area as before, but using different shell types with one click. It also means you can have multiple barrages going on simultaneously. This applies to Charge Position commands as well. Raids are now split into three types.
Intel raids are focused on grabbing prisoners. Units will retreat the moment they capture enemy soldiers.
Hold raids are focused on disrupting the enemy. Units will stay in place and attack passing enemy units until ordered back manually.
Assault raids are focused on hurting the enemy. Units enjoy bonuses to melee attack strength, as well as extra damage to enemy morale. However, units will also take more casualties.
Bugfixes/Changes:
- Menu bar at top of screen has been reworked to allow more options with fewer clicks. New raid types are available.
- Added stretcher bearing, drilling, and resting in dugouts to task delegation. Drilling falls under the Operations officer. Resting falls under Administration. Stretcher bearing falls under Logistics.
- Automatic field kitchen construction now occurs closer to the front line.
- The user now has the ability to customize some of the task delegation, assigning different priorities to each task. Note that normal restrictions, like crowding, still apply.
- Fixed bug that would break pathfinding when crossing rivers after loading a saved Eastern Front game.
- Fixed bug in which medical units weren't actually picking up wounded men and bringing them to dugouts/field hospitals.
- Optimized the intense lag that would occur when using the Suppress Area command.
- Selecting a unit in the Scheduled Order popup now selects the unit for real.
- Obscured units, after being observed by pilots, now last longer to give the player a better idea of where units in no-man's land might be. Previously they were disappearing way too fast to be of any use.
- Cavalry and tanks can no longer be obscured or made invisible/unknown to the enemy (although blocking of sight and attack lines against them due to elevation still applies).
- Unit stun duration is now dependent upon the severity of the attack. For instance, heavy machine gun fire from multiple sources will stop units in place longer than a single gun.
- Gas is now a lot more deadly without gas masks.
- On/off buttons and sliders have been reskinned.
Thanks for playing!
