Pathing should be smoother for non-scenario games at 250 population cap or lower.

Rms/Scx: The ATTR_TRAITS no-delete flag will not block incomplete foundation cancellation.

Rec: Hold "Shift" when clicking the Flare button to enable wall scanning to find holes, etc.

Fixed issue where holding "Alt" when right-clicking to garrison may target objects instead.

Fixed issue with excessive pathing lag for minimum range unit auto-retreating.

Fixed issue with garrison arrow count updates for building foundations (yasama).

Fixed issue where AI villagers may idle after construction in some cases.

Fixed issue with longboats being unable to automatically attack on beach.

Fixed issue with the color and visibility of treason minimap event flares.

Fixed issue with incomplete gaia object lists in the scenario editor.

New rec version id VER 9.F replaces 9.E due to several sync breaking fixes.

Backward compatibility for v1.5 Beta R6 recs (9.E) and v1.4, v1.3, v1.0c, v1.0b recs.

Please check and confirm your game room menu options for R7.

Hi! In June, UserPatch v1.5 Beta R7 (build 6146) will be uploaded to Voobly. This update includes several sync breaking fixes, so the rec id has been changed from VER 9.E to VER 9.F. If you work with rec analyzers, please update your code if necessary to include this new rec id for v1.5 (the reason for this early announcement thread lol). New builds of v1.5 are backward compatible with recent v1.5 recs on VER 9.E (v1.5 Beta R6, etc.) and v1.4, v1.3, v1.0c, and v1.0b recs. As always, you can find the equivalent standard UP build here If you create or join a lobby on R7, please confirm your game room menu options for v1.5, as I don't think Voobly will automatically transfer those settings from R6. For example, if you prefer to disable animated water, please check the game room window's Game menu -> v1.5 Beta R7 and disable it for R7, as well.This update will include a fix to improve the smoothness of certain stop-and-go pathing motions that are commonly seen on maps like Black Forest. The motions that I'm referring to can be seen in two forms: If you've ever tried to chase after an enemy target that is running away and your unit had difficulty following it, stopping every other second with nothing directly obstructing it, that's the first form. If you've ever tried to send a group in formation somewhere, only to watch as the group moves 1 tile, stops, rotates awkwardly in-place, moves 1 more tile, stops, rotates again randomly, repeat forever lol, that's the second form. Hopefully, both of these awkward motion cases will be reduced after this update. For now, this fix only applies to non-scenario games with a population cap of 250 or lower. The fix and these limitations may be adjusted over time as gameplay is observed.With this feature, you can now hold "Shift" when clicking the Flare button near the minimap to enable wall mouse scanning during rec/spec. This will allow players to search for holes in walls, etc. while streaming or viewing recs. The scan, which uses a fortified wall block for best height visibility and placement flexibility, is limited by the selected player's actual viewpoint, so enabling the fog of war can help to show which tiles you can scan, which is anywhere except the black area or the dark fog when the "All Visible" checkbox is active.If you've ever placed a tower in front of some resources, like the gold mines in this picture , tried to garrison your villagers into the tower with "Alt+Right-Click", but saw them instead task to the resources behind the tower, this fix should help. Now, if "Alt+Right-Click" is used, garrison will be prioritized over targeting when possible.Now, if you execute the Treason command, you'll see a colored minimap flare for each player target. These new treason flares are displayed for 10 game seconds with a slightly smaller appearance than player flares and they flash in a different style. They're also stored separately from normal "zooming box" minimap events now, so they'll no longer be lost due to the standard minimap limit or events such as train, build, and research completion.This will allow a tournament organizer (or anyone else) to set the game to hide the score display at the bottom-right of the screen and the age advancement notifications from the chat event log at the top-left. In this way, scouting will be the only way of discovering the status of other players and what they're planning to do, which might create some interesting and unexpected gameplay situations. Players will be able to see that the "Hidden scores" option has been enabled just like the "Hidden civs" option in the game room. The availability of this feature depends on when Voobly updates to enable the option in the game room (waiting for it lol).Thanks to TheMax for the treason report, Mash and Cataphract887 for the longboat report, TWest for the garrison report, Aleph for the Illuminati min range demonstration, TriRem for the building arrow report, Promi for the AI construction report, Deathcounter and wattle for rec/spec wall scanner feedback, and rgeadn for the Hidden scores concept!