Walls and gates: Palisade walls in early game, stone walls in late game.
Can be turned off in a lobby.
Bots can plan/build walls if they feel threatened.
New effects for all units: mages, missiles, siege, researching, etc. No more placeholder effects.
New sounds for all combat, should sound a bit more varied and meaty.
Effects can be toggled between high/low in the options.
New music tracks
Team pings: Highlight areas of interest to your teammates.
Bots will also ping when they attack/defend.
New pathfinding, that uses Hierarchical Astar.
This fixes a lot of problems with huge maps, where travelling from one side of the map to the other was broken/expensive.
It's also just generally a lot more performant and reliable.
Every player in a game can save a replay, not just the host.
Towers and castles show their damage output on their unit card.
Map generator now distributes trees more fairly, and gives more trees to allow for better map control.
Pathing between players should be more consistent. You should rarely spawn in your own pocket with no paths to opponents.
Imperial age now requires at least one castle to be built
Light cavalry now gets a bonus against archers, crossbows and villagers. They also got a bit more health
Heavy cavalry line has less armor but more health. Works out about the same.
Blacksmith upgrades were flattened to +1 attack per level.
Bots will now return attacking armies home if their town is losing a defense.
Bots are able to spend/use large stockpiles more effectively.
Bots now treat reinforcement armies as separate formations. This stops them trickling them into fights.
Crossbow bolts weren't visually leaving the crossbow
Bots just generally had a lot of tweaks/fixes to stop them getting stuck waiting for scouts or gold.
Gates should animate correctly
Issue where woods would not spawn against the map edge
Issue where the map generator would carve artificial paths through large forests.
Heavy cavalry no longer has a bonus against siege.
Saves and replays from old versions will break.