I just changed the Nullstone Citadel code so that it displays a message whenever it blocks a unit from casting, and another message when it is destroyed and restores the casting ability to all units within a 3 tiles radius.
I don't really recall whether the mana bar is supposed to/does show mana that is unavailable due to Overcouncil resolutions. There is no way to force a vote to take place, so I cannot easily test it right now.
Basium gets a -1 diplomatic relations with the owner of every unit that is created with the Demon or Unholy Taint promotion. (The Sidar leaders have a similar reaction to the creation of Undead units.) Basium also gets -6 with the Infernals, -6 with founder of The Ashen Veil, and -2 with the founder of the Octopus Overlords. In my version permanently killing an evil hero with the Clava Vindex also causes -3 diplomatic relations (the Netherblade causes -2, and the Godslayer -12), but I think that is a recent change.
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Some other recent changes that may interest you:
Homesteads now generate defenders the way they are supposed to. (I'm not sure I'd ever seen them generate unit at all until after the last release. When I finally did, I saw they the units sides with the wrong side of the war. This has all been sorted out.)
Adventurers are working properly, never creating duplicates when they upgrade. They can also upgrade through spells when upgrading the normal way is not possible. This means that rebels who do not yet have cities should be able to upgrade their adventurer heroes into more useful combat units.
All Great People now receive custom names (which is necessary for the aforementioned fix for Adventurers). Some of the great people whose back story we know are automatically given the appropriate race, religion, and promotion.
Auric, Anagantios, Riuros, and Dumannios have also been changed so as never to cause duplicates.
Rathus Denmora how has the ability to target living heroes (i.e., the unitclasses of pretty much every world unit except the dragons, the demon lords, Basium, the War Machine, Barnaxus, and himself) in stacks of stronger units. This makes the Nether Blade much more deadly in his hands.
Auric Ulvin can use the Inhale Mulcarn's Last Breath ability to sacrifice The Pieces of Barnaxus in order to hurry either The Draw or the Ascension ritual.
The Draw gives Auric Ulvin the Immortal promotion, so you can afford to risk him in combat at least a little bit.
The Draw now requires Pass Through the Ether rather than Strength of Will.
The Draw now forces Auric's Vassals to adopt The White Hand state religion, forces any player that is at war with Auric to abandon this state religion religion, and forces any other player with this state religion to become Auric's vassal. (Permanent allies are not effected.) In order to make that work I had to switch the various leaders to have a -99 instead of -100 weight towards The White Hand. I believe that Kael said a -99 would always prevent an AI from adopting a religion, but would not block a human from doing so. (In one text game as Auric I managed to convince my permanent ally Basium to adopt the White Hand though.) I added some code that won't let any civ but the Illians or Doviello keep the White Hand religion before The Draw is completed.
Ascension grants Auric the Fallow Trait, and Manes of the White Hand religion to join him instead of the Infernals. (Their Add to City spell is no longer Infernal-only, so his cities can still grow.) His death removes this trait, kills all his Manes, gifts the Manes to the Infernal as they would have been otherwise, and removes the Demonic Citizens building that the Manes may add to his cities.
The Temple of the Hand no longer turn nearby hell terrain into Snow, but rather their hell equivalent Glaciers.
A problem with the Nive graphics that prevents their interface from showing properly has been fixed.
Aquilans no longer use the same Create Blizzard spell as High Priests of Winter. Instead they passively call blizzards from adjacent tiles or create new blizzards on their tile if this is not possible. (They also have more custom names, based on the names of real world cold winds.)
Units of the Children of the One religion can never return as either Manes or Angels. The presence of this religion is a city also reduces the number of angels or manes that may be generated based on the other religions from razing it.
When in cities, the Dragons and Auric Ascended passively spread their religions to said cities.
Units on Basium's team now have only a 3 in 10 (instead of 100%) chance of returning as Angels if other Manes/Angel gifting requirements are not met.
Death/Dimensional/Entropy II/III, instead of only level I, can now make a unit return as Manes. So can Vampirism or Unholy Taint.
The number of units Basium gets for free from the Open Mercurian Gate and Call Mercurian Reinforcements spells no longer gets so high later in the game. It is also capped based on the total number of units already in the area of the map.
There is a hidden Maintain Unyielding Order spell, which can only be used by units with Law III in cities with the Unyielding Order building. This calls the python result of Unyielding Order as if it were a prereq. This solves the issue of things like revolutions causing revolts which could not be suppressed because Unyielding Order was already in the city.
Summon Balor (the Unholy Taint + Entropy III spell) is now subject to the Oercouncil resolution against Entropy just like the other Entropy spells.
Heroes that are avatars of leaders defect to those leaders.
The Dispel Magic spell no longer removes improvements other than mana nodes. (Previously it could be used for eliminating rival towns or citadels.)
Barnaxus's strength has been reduced by 2, but he gained the Tinkerer promotion (which lets him repair Golems).
Great Engineers can move through Peaks. Great Engineers, Workers, Mud Golems, and Soldiers of Kilmorph can all use the Build Mountain Mine ability hen they are on peaks and belong to a player of the Runes of Kilmorph state religion who knows the Blasting Powder technology.
Djinni no longer have affinity for all mana types, but insteas have a base strength of 4 plus 3 Metamagic Affinity. They still get free promotions based on the other man types.
Severed Souls are now created in Python rather than through XML>SDK. Thy are thus not immobile at first anymore. They don't get all the summoner's promotions for free, just those related to vision or movement. They are given custom names ("Soul of ___") to help you keep track of which summon goes with which summoner.
The Shrine of Arawn and New Mulyr no longer remove access to Death and Fire mana (respectively), but instead cause those resources to cause unhappiness. The Shrine of Arawn still removes Death I, and units built in a city with that promotion loose all their Death promotions (although come to think of it I'm not sure this would ever matter unless you add the Sidar building to an Infernal city).
New Mulyr also causes unhappiness from Nature Mana. The White Hand religion now effects the free mana based promotions (counting like +1 Ice mana and -1 Fire and Nature mana) like other religions do.
Various things are better documented in the pedia than they were before.
You might as well take this post to be the change log for the next version. I'm planning to release it on 12/12/12.
Edit: I am uploading the new files as I type this.