This hitbox you used are the model's bounds but aren't accurate to see what the unit collide with.
It's my bad for not doing the obvious : adding a debug for visualizing the actual footprint used for collision.
I was debugging mostly using boats to this time because they have everything more extreme than elephants : inertia, size, and they even have drifting effects. For them, the footprint is already accurately displayed when you select them, but now I added the debug so we can also see it for elephants. Also it made me realize that for boats it's fair to approximate their shape to a rectangle, but not so much for elephants who have different ratios, so when we spoke about corners, we highly exaggerated their extent for elephants :
Yellow is the debug footprint. You can now display it by enabling Unit motion overlay and selecting the elephants.
I'm convinced that a lone elephant pathing got better. He'll be more resilient to solving hitting a building corner for example. Lone elephant with other non-solids that used to block them it's even more obvious.
I'm doing the tweaks I can to make herds of elephant not too terrible but they will always be less agile then normal units
@real_tabasco_sauce do you think we could also slightly increase both their pop cost/res cost, and make them a bit more tanky? So that you get their new ability with micro but getting tones of them is still not as easy?
Guys, in the next release you must clearly explain the change from alpha system to release system.
Even though it might seem cosmetic, it sends the message that the project has reached a very high level of maturity. People take changes like that very seriously.