There have been a large number of fixes and improvements to Strategos in these final weeks running up to release. We have mostly been working on getting the first theatre of operations for the map-based campaign playable for launch, while also overhauling the game's UI and generally improving gameplay:
UI
Tooltips
background/outline
Terrain hover
Unit panel
Armor, veterancy, etc...sprites
all new cursors
Finished all unit portraits
Total Banner overhaul
New backgrounds and highlights and borders and morale bar
Still in progress, along with updating all icons, sprites and buttons in the game
added faction icon to banner when state turned off
Top down banner icon improvements
Overhaul to text-based campaign UI

Overhaul to Manual UI, in-progress shot here:

In Battle UI
changed stop, speed and line shift button sprite visuals and functionality
chevron and pushback mode button changes
added faction icon to menu in battle
still in progress, but partial overhaul can be seen here:

new faction display and score panel
improvements to aiming arc visual and color
added more on hover and on click sounds to various bits of menu UI
Unit card overlapping on large battles
New fonts across game
Updated many texts like shock troops, shaken/wavering, combat advantage points, etc....
Added credits page and rearranged main menu
Maps
Various minor fixes to terrain colliders, map borders and such
Some reenactment battle unit type improvements
Bugs
Courier bugs fixed
Hotseat deployment fixes
Grouping units fixes
Fixes to visibility setting
Fixes to text-based campaign bugs with registering battle completion and UI navigation
Shooting stop distance bug fixes
Fixes to mapping shooting death visuals to casualty numbers
AI
Fixes to defensive AI dynamics
Improved sparabara/bow line AI as and vs
Improvements to AI group moving, reorienting to player at extreme angles, group speed setting, improvements to AI cavalry flank and reserve usage in those scenarios
significant improvement to combat mesh carving and AI flank seeking and alignment and navigating around combat
improve AI ability to find player flanks to attack and navigate to them
some updates to combat mesh collider size
improved some pathfinding near map edges
more intelligent AI pursuit of shooting targets
Visuals/Animations
Fixed some incorrect idle animations
Fixes to animating updates at long distances
updates to projectiles sticking in ground visuals
Map-Based Campaign
UI overhaul in general is in-progress for map campaign
AI overhaul
Better at longer term decision-making and pathfinding
Better at supporting allies under siege and seeking out enemy armies
Better at prioritizing combat vs diplomacy
Army regeneration, recruitment and mercenaries
Capital garrison armies
Countless bug fixes and other improvements
Factions
Colors and icons all updated
Many dozens of faction icons added
Achievements
Added decent number of achievements and fixed bugs with them
For winning various campaigns, battles, difficult scenarios etc.…
Localization
Massive increase in localization coverage
Improved quality of existing menu, tutorial, and tooltip localizations
Overhaul to text-based campaign historical texts
added localization for text-based campaign battle titles and loading screen tips
Combats/Unit Movements
Improved flank charge visuals
many fixes to charge/evade/pursue movement visuals and smoothness
Fixed issues with reforming formation on taking casualties while charging, pursuing and evading or shooting
fixes to animation start/stop around going from walk->run and back
Controls
Select all
Fixes to right click drag move partially off map
Settings
Smaller units and smaller number of units on reenactments if desired
Quality difficulty just decreases quality of one side i.e. like out of supply
Thanks for reading, and you can look forward to an exact release date announcement very soon!
