Instead of selecting a command before taking an action, the player can now draw a path or move the cursor first, then open the command list to take a context-sensitive action. For example, if the player opens the command list without drawing a path in the move phase, the option to skip the move phase appears, otherwise it’s the command to move that appears.
The command list is also vertical now instead of horizontal and there’s text along with the icons to make the actions more obvious for the player.
I added something I call “battle definitions,” which lets me define what battles look like in a Unity asset. Currently it’s limited to setting the units’ spawn points, but now it means when the battle starts, the enemy and player units spawn where they’re supposed to!