Given that the hexes are individually coded, could it be possible to display the difference between light mud and heavy mud consistently across the map?
In the screen shot below, the black arrow is light mud, the yellow arrow is heavy mud, but gfx are the same.
It's kinda hard to see at a glance what the ground conditions are.
You've picked a very uncommon map area. The black arrow indicates a hex with lower elevation whilst on either side the hexes have higher elevation. As we shade elevation from green to brown and mud is graded from brown to browner then with a limited pallet we have a challenge when they coincide. In addition higher elevation map hexes bleed their colour into adjacent lower elevation hexes to make the map smoother.
It's not easy to have a blended map that looks smooth and one that shows all the variances clearly. We chose the current set up as the mouse over hex popup shows the definitive ground weather.
Correct me if I’m wrong, but elevation has no impact on gameplay? From this player’s POV I’d MUCH rather the map showed me hugely important terrain effects such as mud vs heavy mud than what is in effect chrome in the case of elevation.