Updates
*Adds 5 new promotionlines: Hunt Down, Chase, Back Down, Cautious and Stall. Hunt Down, Chase, Cautious and Stall all are only applicable to the Fight or Flight Gameoption and thus may appear as if they do relatively nothing otherwise.
Back Down is a lesser version of Flanking and replaces the use of Flanking on some units like Throwing line units as well as gives some units that have previously not had access to withdrawal the ability to develop withdrawal, however seemingly slight. Some prereqs on these will be adjusted when the Fast and Slow combat classes come into play.
Some further details:
Hunt Down: The 'strong' version of a Pursuit development line. Available primarily to hunters, canines and mounted units. As with many that have been added here, it grows in value with each step.
Pursuit is only available on the Fight or Flight option so these pursuit based promos will look inert in the civilopedia if viewed there but they won't be accessible in the game at all without the option being 'on'.
Chase: The 'weak' version of a Pursuit development line. Available to most other types.
Back Down: A weak version of Flanking that enables some lesser withdrawal development. I may find I'd like to expand on the Flanking line and adjust its numbers so that it matches the thinking implemented on these promo lines if people like them.
This is the one promotion line that will be available without the Fight or Flight option.
Cautious: In the Fight or Flight option, units may also have Early Withdrawal, an ability that's been taken out of the main game without the option being active. Cautious is a promotion development chain that enhances Early Withdrawal on the unit while gifting the unit with a slight bonus to withdrawal chance as well.
Again, to reiterate, the Cautious line is only available to units when the Fight or Flight gameoption is in effect.
Stall: Sometimes you might have units you'd prefer would stick around in a fight longer than they are made to by default. Units like mounted archers have fairly high base early withdrawal and early withdrawal can deny them the full damaging impact they might have before they choose to start getting out of the fight. So stall works in the opposite direction as caution by reducing the unit's early withdrawal value while at the same time gifting it with a bit more withdrawal skill as well since it matters all the more that they get out of dodge when they finally choose to do so.
*Implemented Albert's fixes to the dll and they are working wonderfully. The debug dll runs just fine as of this update so whatever art problem we had has been resolved as well (thank you!)