Actually aimed to get this out two weeks ago getting back on 2 builds per month but we hit a crazy activity peak with several major systems getting merged in and tweaked on a bunch. Still not exactly the most stable build ever but amazing amount of new (or old) working content modules 
Full changelist in Jenkins, you can get it at GitHub or download it directly here, or better yet use the launcher.
List of stuffs related to the build:
Full changelist in Jenkins, you can get it at GitHub or download it directly here, or better yet use the launcher.
List of stuffs related to the build:
- NUI by Immortius got merged to engine and replaced the main menu with a fresh new look. Still more to go, especially in-game, but some of that has started sneaking into the develop branch (and even a module or two)
- synopia got behavior trees for AI stable enough to where support for them now exists in the engine and they're used in the Pathfinding module as well as in LightAndShadow
- WoodAndStone and its dependencies by Marcin Sciesinski have entered the default module line-up with its own custom world, trees, crafting system, caves, and ore placement (the final two based on code contributed by JRoush from his MC ore mod) - there is even a 3x3x3 charcoal furnace that puts out a nice heavy black smoke
- Note: There is a known issue where world creation for the "Over the Ages" option used with this module crashes the game, due to some loading sequence problem. It is possible to get a viable world but it may take a few restarts & retries.
- msteiger has made the Cities module nicer than ever
- Mike Kienenberger has been overhauling several older modules including Miniions which is included again and (mostly?) functional, including Oreons growing crops on request (what crops? Oreon plants, of course!)
- The in-game console has been updated and now opens with the "grave" key (the ` key above tab for most keyboards). That leaves tab for auto-completion. You can remap the console key but in this build may have to restart the game to have it take effect (fixed in the unstable build)
- Screenshots come out in a more manageable size again and shouldn't lock up the game for a bit - configuration options should come later
- Light & Shadow is moving again, currently holds a nice demo of Pathfinding and has the player start with an assortment of L&S goodies
- We may have had our first RL meetup (with people not already living in the same city) with Skaldarnar and synopia meeting to discuss code over beer
- World gen development is moving forward and a better framework is coming into place, in particular with Cities and WoodAndStone. A new discussion thread is up started by Josharias looking to build further on the framework introduced in AnotherWorld (the world gen module for WoodAndStone)
- The annotations for In and CoreRegistry changed package with the old versions deprecated - use the new versions under org.terasology.registry
- ItemComponent lost its name field in favor of DisplayNameComponent (old name: DisplayInformationComponent)
- Headless mode for the engine is being developed - first intended for unit testing but may get us headless server for multiplayer soon