I was going to post some notes on this release, what's in there and what's now, but you were faster.
El_Condoro wrote:
1. The two new symbols in the 'Special Hexes' - are they exit hexes and, if so, how do they work? [Edit] Just checked it out: just place them on a hex and when a unit of the side enters, it will disappear when clicked into the Force Pool (and can't be redeployed).
In addition to what Kresimir has said, one more thing to mention is that map condition can now analyze units in reserve, so it can check which units exactly escaped and whice have not, and trigger various stuff based on that.
El_Condoro wrote:
3. Does Side 1 necessarily have to be Axis or are they interchangeable?
There is nothing "axis-related" hardcoded for side 0, or "allied-related" to side 1. Since you can assign arbitrary names to them, you can switch them. But I don't see what benefits you are going to get from that, and this would result in some additional work for you. Thus, side 0 has gray strength plates, and side 1 - green ones, so you would probably want to mod these if you switch axis and allies. Same issue with strategic map icons etc.
El_Condoro wrote:
4. I had transports working in an existing scenario but could not see anything in the drop-down menu when in a new scenario, although the nations and other details were set. [Edit]: It seems the scenario must be saved before the transport lists appear.
Try to configure nations, close scenario params, then open it again - will the transports appear?
El_Condoro wrote:
5. Custom heroes are not sticking: I enter the details, click OK and they are missing when I go back in. [Edit] It seems all fields need to have a value and then they stick.
Each hero must have name and image. All other fields are optional, you don't need to fill them in order to save the hero.
El_Condoro wrote:
In game: the one thing that has been asked for consistently is the ability to see the heroes/leaders that a unit has at a glance. Can you confirm that that is fixed and how? None of the scenarios I opened had leaders already set. [Edit] The only way to see what leaders a unit has seems to only be to Alt-click it as before.
We are still looking into this. The problem is that a hero can have very complex effects associated with it. Base game did not make use of this feature, but with new Editor it is possible to create any stats combinations, and in the future the game might generate such heroes too. The question is, how to indicate all effects for all three heroes in a limited space? Showing that a unit has heroes, and how many exactly, is not a problem, but how to show their effects? Suggestions are welcome.