Here's the changelog for the current beta version released on FAF. It'll say 3653 in the lobby, but once released it's version 3652.
Patch 3652 (pending)
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**Lobby**
- Name filter when selecting map
- Prevent host from changing teams of others while ready
- Game quality in lobby now visible again
- Reduced autobalance random variation to get team setups with better overall quality
**UI**
- New keybinding 'soft_stop'
- Soft-stop will cancel all orders of a factory except their current one, if you soft-stop a factory with only one order it will get cleared
- Soft-stop on a silo unit will clear the current orders but not stop the actual building of a missile
- Transport lock: Right click on a unit in a transport to lock it in place. If all units in transports are locked and you order unload they will be unloaded anyway.
- Multi-upgrade: Added UI support to upgrade structures several levels at once (i.e: cybran shields, hives, mexes, factories etc)
- Auto-overcharge: It's now possible to let overcharge fire automatically whenever you have the required power
- Ferry orders are now persistent, even if the original transports die. Remove it by shift-ctrl right click the first beacon
- Order repair on a wreck to rebuild it if possible by some of the selected engineers. Those not able to rebuild the wreck will assist after the build starts.
- Units explicity repairing (not assisting) a structure that dies will automatically try to rebuild it
- Refactor the income economy overlay not to show reclaim values appearing in the generated income column and do correct rounding of the numbers.
- Fixed bug with unit regen debuff not being visible in UI
- Fixed bug with buildpower not visible in unitview
**Gameplay**
- Teamkill is now detected and a player can make an explicit report
- Air units are now able to fire at water-landed transports
- Hoplite now calculate their aim correctly when firing at a fleeing target
- Slight increase of unit size(not hitbox) of T3 sniper bots, Othuum and Rhino to alleviate their weapon's ground-hitting ability
- Seraphim Experimental Nuke now deals damage to itself
- Cybran drones no longer leave wreckage when killed
- Cybran T2 PD and Tank now got their original lasers back
- Defense structures now start rotated at their nearest enemy when built, if no enemies found they default at middle of map
- Remove friendly fire on Atlantis AA
- Location of enemy civilian structures are now revealed at start of the game (lobby option)
- Navy units now should respect their max-range better when having move-attack order
- Set GuardReturnRadius to 3 as default, will make guarding / patrolling / move-attacking units less prone to move off their designated mission while hunting something
- Units moving on seabottom now leave treadmarks - they disappear faster though
- Re-enabled death animation on non-naval units
- Seraphim GW now uses all its 3 exits
**Bugs**
- Fixed bug with units getting invincible after a visit to their nearest carrier
- Fixed bug with not able to target a blip of a given / upgraded structure
- Fixed bug which caused silo missiles to disappear at launch stage
- Fixed bug with water sounds not playing while a unit was submerged
- Fixed bug with omni buff instead getting radius of radar
- Fatboy and Cybran cruisers shouldn't engage enemies way outside their range anymore
**Performance**
- Optimization of score accumulation
- Tweaks to hive build effects to reduce performance impact
- Cleanup of enhancement sync code to make it faster and more secure
**Other**
- Tech-level filter in debug window now works as intended
Test it out and leave comments here!
Many thanks to Crotalus, IceDreamer, speed2, DukeOfEarl and Gorton.