... plays quite differently on master vs. 1.10 - 3.1.5 (which are fairly similar to each other), particularly in the final assault on the NE NP base.
1. The SW scav group (the first objective marked, when you start the away mission) behaves differently in Master to 1.10 - 3.1.5.
In 1.10 - 3.1.5 the group divides and attacks in two directions. I’m not sure which triggers them - either building a structure near the LZ, your units getting far enough south or a time is reached - but when they do, half of the group heads north towards the LZ; the remainder wait to be spotted by player units before attacking/heading east:
In master, most times they don’t split (making them easier to mop up), or on the rare occasion they do, only three break away:

The result is in 1.10 - 3.1.5 your LZ is likely to be attacked whereas in master its unlikely.
2. In 1.10 - 3.1.5 these scavs attack the player units as soon as the scav base is attacked:

In master they only attack if units come within visual range, so they will happily sit in place and be wiped out by artillery without moving.
[Edit] 2a. In master, the northern scav group only moves when the aforementioned group moves, exacerbating the issue.

In 1.10 - 3.1.5, the two groups operate independently and the northern group can usually be found surrounding the sensor unit (if it made it to its northern holding position).
3. I’m not certain of this one but it’s worth checking. The second transmission about being “in violation of the new paradigm” appears to be triggered differently in master than in 1.10 - 3.1.5. In the wzscript versions, it is triggered when a NP unit or the NP base is attacked (usually the NP sensor unit, as it’s the most exposed). In master, it appears when… a line is crossed on the map? In this example, no NP units have been attacked, yet when my sensor gets close enough to spot the base, the cutscene is triggered:

This doesn’t happen in 1.10 - 3.1.5, and makes no sense as the message in the cutscene is “your attacks upon us will not go unpunished…”
4. In the same example, you can see the commander group is piling out to attack (at the same time as the mini-pod group):
This is not correct. In 1.10 - 3.1.5 the commander only sallies forth if the base (i.e. the structures) are attacked. Attacking NP units is not enough to get him to attack as long as you leave the base itself alone (although it is enough for the mini-pod group - hence in 1.10 - 3.1.5 you are usually able to deal with the two groups separately). He certainly doesn't come out if you're just in the general vicinity. Also, in 1.10 - 3.1.5 the commander will go back inside the base if the player withdraws far enough (or enough of the commander’s attached units are damaged - not sure which). Between that behaviour and his retreating when damaged, it’s actually quite hard to destroy the commander outside and you normally have to fight him in the tight confines of the base in 1.10 - 3.1.5. Not so in master - once triggered, he stays triggered and keeps attacking the player units, even if it means moving outside of the relative protection of the base and its covering fire. An analogy might be in 1.10 - 3.1.5 the commander is in “guard” mode; in master he’s in “pursue” mode (albeit with retreat-when-damaged).
5. What damage threshold have you set the commander to retreat at? In master he seems to be willing to take a lot more punishment before turning around than in 1.10 - 3.1.5, which usually results in him losing his entire entourage before retreating (or is that an issue of what damage threshold they’re set to retreat at… or both?), or is wzcam and jscam actually the same re. this and it just seems different?
On the flip side, I notice that the artifact dropped from the factory now appears in the correct place (thus fixing a longstanding bug in wzcam) and the victory conditions have been corrected

















