My submission to the bug list. Sorry for any duplicate issues!

- My assassins are beyond useless.

Spoiler Alert, click show to read: 
The percentages given are NOT accurate, my basis for this is empirical testing (Mr. Puzz3d would be proud). I ran (by saving and reloaded), for multiple assassins, several attempts of varying difficulty (11%, 16%, 23%, and 35% iirc) 25 times each to see if they succeeded. Not *once* did they accomplish their goals, and the ratio of agents dying in the attempt vs just failing was roughly 50%. Before anyone berates me or disagrees, this is hard math and statistics. If a probability is given at say (just for giggles) 16%, that means 16 times out of 100 my attempt should succeed, or reduced this would be 4/25 attempts. 0/25 is *not* 16%, that is 0 percent. Before anyone says "you should have done it more", that argument is invalid, based on the probabilities given, I should have succeeded at least once given my attempts, and the probability of me trying 100 times and it succeeded the last 25 in a row is about as close to nil as one can get. One successful attempt out of 25 would be 4%, not 16%, and so on. As such, I list this is a bug and believe there are several possibilities:

1. The percentage is accurate but the code is broken.
2. The percentage is NOT an accurate portrayal of their chances, this also qualifies as "broken" as the correct indicator should be displayed.
3. The percentage is accurate, at the beginning of each turn the agent "pre-rolls" against all possible characters and it's already decided how it will happen when you make the attempt, as opposed to "making the roll" when you try to execute the action. I *highly* doubt this is how it's coded as it would seem to be an utter waste of RAM, but if it is, it should be fixed to function as "calculated upon attempt" imo.

Whatever the case may be, it is HIGHLY annoying.

*** Addendum: I just tried this for a priest on a heretic with a 33% chance. Tried it 33 times, there were 2 successes. Given the probability listed in the game I should only have had to do it ~3 times max for it to succeed. For those who didn't do the math, 2/33 is 6%.

****** Addendum 2: FINALLY after countless reloading, got a few of them above 1st/2nd grade, up to 5-6 each after a few turns. Even still, they aren't as effective as what I feel they should be, and the rule I stated above about inaccurate percentages and failed attempts still holds true. bleh.


I hid my text here in spoilers because people have been focusing more on the methods I used for testing than the actual issue itself. To me, the bottom line is that the percentage displayed for an action to be successful does NOT seem to be accurate, given testing.

- The campaign AI is extremely passive. I am playing on easy to start out with, but there haven't been any hostile attempts toward me except for that crusade I was nailed with earlier. In RTW, the campaign map AI was rather aggressive, even on easy.

- The Siege AI is still pretty bad from RTW. I haven't experienced the 1 ladder slowdown bug, but I *have* experienced incredibly bad pathing on par with, if not worse than, RTW for siege equipment. My units tend to go all over the place when trying to get siege equipment to walls or doors. I've fought several battles where the team pushing my ram took a zig-zag shaped pattern to the gate when it was, quite literally, a straight shot with no obstacles. I've had siege-tower-bearing-units that I swear couldn't find their rear ends with a compass, flashlight, both hands, and a road map. I've had units carrying rams TURN AROUND AND START MOVING AWAY FROM THE GATE instead of towards it when I click on it, and yes they were very far away from the walls! On a positive note, I want to say that unit pathing inside the city has improved over RTW. I haven't had any instances of the "three guys stuck between houses half a mile away from the main group" syndrome yet, but I have had other issues somewhat related, read on for them.

- I've had several instances where when I was sieging a city/castle, there was an enemy army nearby that would reinforce the city during the battle. On both attempts I tried this, I set up my forces to snag them immediately when they entered the map and slaughtering them before they could get into the city to reinforce. The bug is, when I finally caused the enemy units to route, my units REFUSED TO FOLLOW AND FINISH THEM OFF!!! Even when placing my units in their line of travel, they wouldn't attack them! Clicking to attack would do nothing, my units would simply sit there! Even ranged units wouldn't attack them! I had upwards of 200 routing people slip through my forces when they should have been annihilated!! ARGGG!!!

- Likewise, I've played numerous battles and custom battles with 1 unit of my cav against a single enemy unit of infantry. Invariably when I win and start to chase them off, the route-killing AI is abysmal. They spread out and all seem to be going away from the routers as opposed to towards them. It's a bit hard to explain, I'd attach some screenshots but I don't know how at this point.

- I can't target about 90% of the structures inside (or outside) cities when doing custom battles with my artillery, but errant hits can destroy them??? This *has* to be a bug.

- I will submit that I cannot get my cav to charge correctly, no matter how much time I give them to set up or line up. I simply cannot get my units to charge in a cohesive fashion, and more often than naught they end up plowing into the enemy piecemeal and are chewed up. Also, I have had several instances where a few of the people in the unit will stray very far off from the main group while in combat, for seemingly no good reason.

- The above has also happened to my and the cpu's infantry on the walls and on siege towers during siege combat. There was one guy running around on the walls several towers away from the main body of the unit (RUN AWAY!!!), and I had a few instances of a unit being broken up and completely losing cohesion when issuing multiple commands while climbing or on the siege towers.

- Town square flags do not change to reflect the current owner if seized. For example, english besieging french city. English take the square but the battle is not decided/over yet. Flags surrounding square still show french flags.

Cheers!