I've just uploaded v1.29.
I haven't done as much testing as I was intending; but there was some feature-creep which threatened to delay the update indefinitely if I didn't upload something. I haven't noticed any problems recently, and there are some cool new features, so I figured I'd better upload it before I break something – and I then I can continue my changes.
The AI changes in this version are relatively minor. It's basically just a few changes to the way they choose which plots to work - it's not a big deal.
The biggest changes are in the way unit cycling works. ie. the order and timing of how unit are automatically selected after they have been given their orders. I've changed a lot of different parts of how it works, so there might be some bugs. If something is different, but it's good, then it's probably not a bug; but if its different and bad, then it might be a bug.

Don't expect to be stunned by the changes. It will only be subtly different.
Also worth mentioning is that groups will be a bit less strict about when they are able to carry out their orders. Previously, if you give an order to a group, it will only carry out the order if the
entire group is still able to move. I've relaxed that condition so that some orders will simply be carried out by whichever units are able to, rather than waiting for the whole group to be ready.
There are two other things that I think are pretty cool:
1) combat animations are now a better representation of the actual combat. Again, it's only a subtle change; and since there are many conditions and restrictions on the way the animations are orchestrated, it still isn't even nearly a blow-for-blow replay of the actual combat – but it is a lot more accurate, and less predictable. -- If it looks like a unit is making a comeback in a fight, then they probably
are making a comeback. Fights that are a very one-sided are significantly shorter than evenly matched fights; if a archer shoots an axemen several times before the axemen hits at all, you'll probably see the same thing reflected in the combat log; and so on. (However, even if a unit dies in the first hit, the animation will still show a couple of rounds of combat, because apparently the game crashes if there aren't at least two rounds in the combat animations...)
2) Those who play multiplayer games will know that usually the scoreboard will show all human players right from the start of the game, whether you've met them or not. Well, in the latest version of K-Mod... it still does that.

–
But it will now conceal the leader and civilization of unmet players. ie. Instead of showing the players' names in the colour of their civ, it will show them in grey (which is the colour of barbarian text -- although it looks suspiciously like the colour of German text...); and the mouseover text for the unmet player will not mention the leader's traits. -- So... well... I don't think that'll make much difference to most people, but I think it's an improvement.
[edit]
While I think about it, there are a couple of compatibility things I want to mention.
Firstly, because of that last change I talked about; if you load a saved game from a previous version of K-Mod, unmet civilizations may appear with black borders and cities until you meet them. (So, if you have their land mapped, but haven't actually met them, their land may appear black.) I don't think it's a big deal; and it's only for old saved games, but I thought it was worth mentioning.
Also, this version deletes an unused python file.
Assets\Python\Screens\CvMainInterface-PLE.py. If you upgrade K-Mod by just unzipping over the top of the old files, you should delete that file manually. (or just delete the entire K-Mod assets before you unzip the next version.) If you don't delete the file, it won't make any difference to gameplay whatsoever, but it will mean you won't see other K-Mod games in multiplayer game lists. That's all.