So, here is the result using PNGs (thanks for making that possible).
The look is much finer and has better contrast, and there's no longer any need to draw a black outline around the unit.
I’ve grasped how the graphics are organized in your game engine: each unit has an assigned sprite (though some share the same one).
I could redo all the sprites in PNG format like the example above, but it would be better to release them as a mod, since I don't own the rights to the original artwork.
I can create a sprite for each unit variant (naming it exactly after the unit ID to avoid confusion).
I think we should do the same for the terrain tiles, perhaps taking inspiration from software like
HexDraw 2 :
It would look cleaner and less pixelated.
One of *Steel Panthers*' great strengths is its terrain tiles that blend seamlessly with adjacent ones. I don't know how the programmers back then achieved it, but it makes the game maps look incredibly realistic.
Also, it would be amazing to have an overlay layer on top of the map where a hand-drawn map could be placed (the developer of *Hex of Steel* did this, and it revolutionized modding possibilities for his game).
Another strength of *Steel Panthers* is its Line of Sight (LOS) system. You simply right-click on a hex to highlight all the tiles within that unit's LOS. It’s brilliantly simple—the best LOS system I’ve ever seen in a tactical wargame.
One possible improvement for your game would be to sort list items alphabetically; it makes finding things much easier.