Since we posted some of the new stuff with Beta 3a earlier this week, it isn't quite as long of a list as normal, but I think that you'll find the Krynn add a lot to the game.  
I also want to take the time to thank you guys for the great job you've been doing with the beta reports. Just as a reminder though, don't send in your reports to support@stardock.com unless you actually can't start the game or something of that nature and you need a response.  Send them to gc2bugs@stardock.com, which sends them directly to us, the developers.  It saves us and the support techs some time.  Also, you've been doing a great job of sending in save games to reproduce bugs, but make sure that you zip them as unzipped save games are far more likely to get corrupted.
+ NEW: Krynn are now Enabled
 + Tech-Tree Implemented
 + new Espionage Techs
 + Super Spy Training Center added
 + Temple of Espionage added
 + Law of Krynn added
 + Oracle of Krynn added
 + Consulate added
 + Powerful influence starbase modules, available early in the game.
 + Weapons technologies slightly more expensive.
 + "Robust Hull Design" component added
 
+ NEW: Added two new categories for planet textures - Medium and Great
 
+ NEW: Planet surfaces from LogicSequence added to the game
 
+ NEW: Planet Randomization system added...This allows us to get 48 unique-looking planet surfaces from a single texture
 
+ NEW: Several retextured 'Style 1' ship hulls added
 
 
+ FIXED: Terror Stars now support quick battles and simple explosion options
 
+ FIXED: Bug where destroying any of your own planets with a terror star caused you to lose the game
 
+ FIXED: Bug with AUL Incenerators that actually raised planet quality
 
+ FIXED: Ship Components with logos now display a thumbnail image with correct logo
 
+ FIXED: Bug on starbase details window that indicated that more modules were available than there actually were
 
+ FIXED: Tech Details screen now fills in fields like [YOUREMPIRENAME] in tech description text
 
+ FIXED: Added code to fix AI assignments if they become invalid
 
+ FIXED: Fixed OpponentWnd so that multiple variants of a race will show up until one is selected. When the race is deselected, all variants become visible again
 
+ FIXED: Some typos and broken upgrade targets
 
+ FIXED: Error that caused debug message no sector mapper in InBounds
 
+ TWEAK: You can now right-click on a tech in the list on the research screen to open the tech details window for that tech
 
+ TWEAK: If a starbase module requires a tech that is not in a civ’s tech tree, the civ cannot build that starbase module
 
+ TWEAK: If a starbase module A requires a module B that requires a tech that is not in the civ’s tech tree, the module B is not required for that civ to build module A
 
+ TWEAK: On the Trade Screen, an asterisk is placed next to the technology indicating that it is unique to that civilization
 
+ TWEAK: A tooltip over the "Technologies" label explains the asterisk
 
+ TWEAK: Terror stars are no longer considered in the 4 starbase per sector limit
 
+ TWEAK: If a starbase module tech requirement is missing from the galaxy tech list, there is now a warning in the output window and debug.err
 
+ TWEAK: Hooked up new ability icons for social production, military production, and espionage
 
+ TWEAK: Planet screen - if you select an improvement that has a placement limit of 1, an icon for "1 per planet" is displayed in the improvement context area.