There's quite a lot of changes. The important ones:
- The squads are now grouped into **Fight zones**, which in XXL2 is just a bounding box of where the enemies can move. If they spawn outside of the zone they die immediately.
- Squads no longer have MsgActions anymore. Instead you just use triggers. There are still states (which I called "phases" before we got the debug symbols

) which just control properties of the squad (position, flags, behavior, target, etc.)
- In XXL1, a MsgAction was needed to respawn an enemy when they die. Now there is a "Auto-respawn" flag in the squad state which automatically does this, without having to use a trigger. The editor sets it to true by default to make life easier.
- There is no enemy component reference in the pool entry of a squad. Instead the references are put in the CKGrpPoolSquad in an array, and in the pool entry you put an index to the array. So if you want to edit the enemy components, you have to go to the pool group in the Hooks window, and drag-drop the component from the array to the Object inspector (will need to find a better way to present the components).