I explain and analyze pathing in spring engine 82.6 compared to spring engine 82.5.1.
My terminology is limited and my analysis is mostly based on observation.
1. First I differentiate the pathing based on terrain and features/units.
Picture taken in 82.6
Analysis: Only the center of the unit is consider to passable and impassable terrain no matter how big the FootPrint is(according to my testing). Land units are rarely so big that their turret ends up inside a mountain.
1a. Problem: Ships turrets ends up inside a cliff. Increasing MinWaterDeepth is hardly a good solution since it would make large ships much less useful and if the cliffs are steep it doesn't really make any difference.
1b. Problem: Ships get stuck on the shore.
Picture from 82.6
Analysis: Propably because they were pushed by other units. Usually you can get them out by FPSing them. No ship have gotten stuck so bad that I can't get it free by FPSing it in 82.6 yet.
2. Problem in 82.5: Units with slow/low turnRate and high speed will go zigzag and sometimes even in circles.
Analysis: The pathing is only made once when the move command is given. If the unit is already moving and heading another way than the new move command it will be going at max speed turning slowly towards the pathing "line". As it reaches the pathing "line" it then have to turn again to point at the next waypoint in the pathing line.