The current MegaGlest version is 3.6.0.3 and it provides the following features discussed here:
- multiplayer lobby
- stable cross-platform (Linux 32/64, Windows, OS X, FreeBSD) multiplayer; that's mostly stable, people with bad connectivity or lacking hardware may drop out, but in many cases that's not something which can be fixed
- programmatically; still, optimizations are on the way
- three tutorials
- more campaigns, including easy ones
- four levels of AI opponents ('CPU'), rebalanced after Titi posted about them, and now with a variable resource harvesting multiplier
- better pathfinding
Since licenses have been discussed here, I'd like to add that the MegaGlest engine is GPLv3 and the default game data (and so far also most of the contributions, which is very much appreciated) is licensed under the CC-BY-SA 3.0 Unported license (as Titi mentioned already). These licenses now ship with both installers and source code releases. When MegaGlest replaced Glest in Debian (and Ubuntu) some months ago Titi made all the "data sources" he could find available.
There are currently roughly 50 online players a day (more on the weekends and after new releases) and if you can spend up to ten minutes in the lobby then you will meet other players around european and american evenings. Three dedicated gameservers are available for those who cannot host games themselves (because their routers have UPnP disabled and they cannot reconfigure their routers).
More developers, especially OpenGL geeks, are welcome. The best way to get started is by building MegaGlest from source and by contributing patches via the forums or sourceforge. But there are many other ways anyone can contribute, including for non-programmers.
If you'd like to learn more, please also have a look at the MegaGlest website and read the interview with OSArena.