Hi Wisdom-, long time no see! You are right that the way the game mode is used is a bit awkward for networked multiplayer. Same goes for the player controller. It is possible to get around most of that by using RPCs to the server etc., but it is not ideal. Because of this, much of what is handled in the game mode has been moved to a custom blueprint for managing turn order (BP_TurnManager) and the game state. As for the player controller, everything that happens after input is registered is done in skill blueprints. There is a default skill (BP_Skill_Default) that is used if the user does not want to use the skill system, which functions like the player controller did before.
It is hard to know how long it will take to finish the update. A rough estimate (which might be very inaccurate) is three months (taking delays due to summer vacation into account). It will be more difficult to convert to this update from previous updates than has been the case before. I’m going through all blueprints and I’m being quite merciless when it comes to making changes anywhere I feel things can be improved, simplified or clarified. I’m not keeping anything just for the sake of having it be similar to earlier versions. That being said, the general framework is still quite similar, and I hope most games should be able to port their additions over to the new version if they put in a few days of work.