Finally I have enough to show to reveal the new feature: Multilayer Colourpainting.
So what's this? - Basically most of you should know that from popular 2D painting software. Just to avoid misunderstandings, this happens on top of and additionally to the texture painting and is rendered into only ONE colour layer (aka textureslot) at the end. Right now I am testing it with 8 extra colour layers (more are possible, but imho not really needed) and there is no notable performance hit while painting compared to the old paint mode.
Screen 1: 4 extra colour layers, all enabled, full opacity. - Screen 2: Opacity of Layer 4 set to 37%.

Screen 3: Opacity of Layer 3 set to 42%. - Screen 4: Layer 1 disabled.

The tech behind it is a complete new floating point paint engine (in form of a library), partially GPU driven, designed for Ogre. So this was the reason for the hold up with the new version and it is about to be finished. What can you do with it? Mostly this will enable a whole new dimension of artistic workflow and control over how your terrain is going to look like.
Although you could do all that with 1 layer too, but if you ever worked in a 2D paint program you can imagine the pain trying to do it all in one layer compared to having multiple layers. But the main drive for me to start with it was another unique function of Artifex has since the very beginning: backblending of a baked diffusion map to counter the texture tiling effect:

So once you are done with texture painting, you can use that function and it creates a coloured slightly altered counterfeit of your previous texturing as colour layer and is blended via multiply over your terrain, having several benefits: you get richer colours, your tile effects get reduced tremendously and the whole thing looks more natural. But this used to happen on the same colour layer you had been painting on too.
Now the main problem: if you do that all on one layer and you want to alter something later, like the texturing, you likely end up loosing all your handmade colouring work having to redo it, which is frustrating, tedious and time consuming. Multiple colour layers save you that time since you can comfortably just run "backblending" as often as you want without loosing anything, or just redo your shadows etc... you get the picture 
Other uses for colourpainting are for example to pre-colour the ground below water, or to make the sand on humid beaches a bit more saturated so it appears wet, you can visually connect your trees to your ground better by colouring the ground a bit with the colour of your tree, fake SSAO and shadows for FPS cheap reality accents, etc.
Although it is a bit early to say, but I am pondering about releasing the PaintEngine as standalone SDK for Ogre once it has been matured enough.
You can also follow the whole thing on facebook: http://www.facebook.com/ArtifexTerra3D
Enjoy 