IIRC the main areas that have changed are:
- Automated Bridge Building - You cna now order a unit to move to an unreachable location, provided it has a bridge building capacity and it should try and construct a bridge for you. Needs confirmation and review of all cases. Go for it.
- Plan Scheduling. Oh so many changes here. Plans now crib and slip en masse. Heaps of bug fixes and refinements to get the StartAt time to work properly. Moves are automatically extended if they need more time to achieve their objective. Added multiple next and previous tasks. Attack tasks now linked properly and crib and slip properly.
- Revised the Estimation code for task completion times. Factors in weather, cohesion, fatigue et al.
- PlanMove now splits forceGroup into reachables, unreachables and reachableIfBridgeBuilt. It then schedules separate interim Move/Construct/Defend tasks and handles independent moves much better. Need to review this.
- Intel - Ensure reports on stationary units stay around until otherwise spotted
- Allocation - overhaul Mark 5 to fit in with bridge building and PlanMove changes. Plus fixed bug with the proximity code and revised HQ allocations.
- Unit Disbandment - tweaked to improve prob of rumps dispbanding
- Firebasing - tweaked - restrict range if part of attack and within min range.
- Intel Estabs - tweaked - increase prob of getting appropirate estab based on nearest size
- New Startup screen
- Obj Tab View - sort objectives by Activation time and Descending VPs
- SM - changes task HHour time to Activation Time. Note HHour used exclusively for attacks - ie to denote start of Assault
- SM - added conversion code to update atStart intel
- MM - Fix crash on ending bug - due to MapKeys not being properly deleted
There was more, but I can't recall them right now.