Surprisingly goo. We're busy testing the changes to state for major issues, and after an initial flurry, it's settiled down to a manageable trickle. There are several places where we need to decide if we like the P1 or P2 behavior better because they are different.
I've found a bug and added a feature.
The Electronic support didn't affect spotting the way it should have. Since simply using the existing values of 33% for each side would spot about 16% of all units that had moved or were an HQ/Aircraft/Helicopter, we can't simply fix the code, and are busy discussing what we need to do instead.
The feature is that if you had pressed C to bring up the stack dialog, you can press M to toggle the movement disply on/off (or 3d Bases.) I'm playing the Lord of the Rings Scenario against Rhinobones, and one of the house rules is that you need a leader in order to move the stack. I've found that means that I use the C key a lot to bridge up the combat stacking dialog to pick the unit with the lowest MPs to move them forward without having the faster units outrun the slower. This helps do things like that.
Nex up is working on the XML import/export code.