And here it is: release notes
New stuff in the next update:
Input Keys
The new Key Combo input type allows using a sequence of input keys as input (e.g. 'A+A+B').
Define a list of input keys and the time the player has to press the next button for each combo key - also allows adding input keys that should be ignored (i.e. not break a combo).
Value Inputs
The value inputs used in game options and the value input dialogue can be edited using input keys. Previously they've only been editable with mouse/touch.
Displaying the selected value input currently requires using the choice cursor.
Check Equipment Step
The Check Equipment Step can now also check simply if a weapon or armor is equipped on an equipment part - without checking for a specific weapon/armor.
Alpha Mask Textures
You'll be able to use alpha mask textures to hide parts of images.
You can either use your own material with shader and mask texture assigned, or simply select a mask texture and use a built-in material/shader :)
Can be used by most image settings (e.g. background images, portraits, HUDs, image event steps).
Add Force Rigidbody Step
Add a force to 2D or 3D rigidbodies.
Position Force Rigidbody Step
Add a force to a position, applying force/torque to 2D or 3D rigidbodies.
Add Torque Rigidbody Step
Add torque to 2D or 3D rigidbodies.
Explosion Rigidbody Step
Add an explosion effect force to 3D rigidbodies.
Stop Rigidbody Step
Stops force/torque from event steps on 2D or 3D rigidbodies.
Menu Screens
Menu screens can now remember the last selection made by the user.
GUI Boxes
Moving in/out now supports scaling the GUI box - can be used for nice zoom or scroll effects :)
Combatant Exp Rewards
You can now define experience rewards without using the actual status values of the combatant (in the Status Development settings.
Up until now, the combatant's experience status values have been used for exp rewards, this can now be separated.
Random Battle Chance Option
The option menus (main menu and menu screens) allow changing the Random Battle Chance. Changes the chance for random battles happening.
Used as percent of the chance defind in 'Random Battle Areas' (plus bonuses). E.g. 100 % is the default chance, 0 % is no random battles, 200 % is double chance.
Control Maps
When using Attack as a control key action, you can optionally select an Equipment Part to use for the attack. Uses the attack of a weapon equipped on the equipment part - of course this is only possible if a weapon is equipped and it has Override Attack enabled.
Battle Menus
The new Equipment menu item type displays the combatant's equipment parts and allows changing the equipment.
More stuff as it's coming in :)