And here it is: release notes
The next updated will bring (beside lots of bugfixes):
Weapons, Armors
Weapons and armors can change the Material of a renderer assigned to the same game object as the Equipment Viewer.
Finding Objects
Finding a game object in the scene (e.g. for an event actor, navigation marker or custom main menu choice) can now search for an attached component as well. Finds the first or all game objects with the defined component attached.
Camera Controls: Mouse
The built-in Mouse camera control can optionally use a single axis as Zoom Key - use this option if you want to use a scroll wheel.
GUI Boxes
You can now have different text formats for the text, info (e.g. use costs, quantity) and title of a choice
Battle Events
The Death battle event now uses the combatants who attacked the dying combatant as targets. The dying combatant remains the user.
Group Targets
You can now select different group targets for different abilities, ability types, items and item types.
Individual Targets
Work like group targets, but are individual for each combatant. You can have multiple targets for different abilities/items (like the new feature for group targets).
Battle Menus
Actions (e.g. attacks, abilities and items) can be optionally used on a selected group target of individual target.
Combatant HUDs
The new Combatant Origin setting in Combatant type HUD elements (except for shortcuts) allows selecting either the HUD's user, a group/individual target or the last target (of an attack, ability or item) of the user as origin of the status information.
This enables you to display status informations on selected targets (e.g. name and HP).
Move AI
Advanced status requirements are available for hunting and flee conditions.
Interactions
Trigger Enter and Trigger Exit interactions can now optionally be started by other game objects than the player.
If an object can start an interaction is checked by name/tag or added components, or both.
Damage Types
The new Damage Types are used to have different animations for damage, critical damage and evasion for abilities and items. Damage types are created in Base/Control and assign the used Animation Types for damage, critical damage and evade (which was previously done in animation types).
Ability types and item types define the default damage type for all abilities/items of their type, each ability/item can override the default damage type.
Crafting Recipes
Play a success or fail audio clip upon creation (or failed creation).
Custom Controls
You can optionally search/add for components from an objects root (e.g. when the main camera is a child object of the actual controls).
Also, custom controls can set fields/properties of the control component.
Value Checks
The new not equal check is available throughout the entire framework (e.g. status requirements, distance checks, etc.) :)
Animations
The auto move speed parameter settings allow automatically assigning a combatant's horizontal and vertical speed to float parameters of a Mecanim animator.
Status Effects
The status conditions will now recalculate the formula each time they change a status value - until now, the calculation had only been done once and the value reused.
Also, the caster of a status effect (e.g. the user of an ability that applies the effect) is now also used for any following calculations as the user (previously the target that was applied with the effect has been used as user and target).
More as it's coming in :)