There was a streaming marathon yesterday/today where some of the streamers got access to 0.22. Apart from bugs getting fixed the only thing that is likely to change from that may be some shuffling around with the tech tree. Anyway here's what has been added:
- lots of old flight code got rewritten and optimized, scene and SoI transition loading time bug got fixed. Overall it should run faster by supposedly up to 30%, if all the optimization made it into the update.
- new SAS code logic got improved.
- science and tech tree. All old science sensor parts now do experiments, manned pods can do experiments and the old avionics package is now some fancy atmospheric sensor. AFAIK all experiments are unique that is apart from pods all parts yield unique results. Kerbals can also gather dirt/rocks in EVA for more research, experiments are biome sensitive. Recovering vessels yields extra research from both taking the samples back to kerbin and not losing data *and* from studying the returned craft.
- new landing leg code and remade/upgraded part models. Now all landing legs have proper suspension and shock absorbers, that means they shouldn't jump around as much during 10+ m/s landings. Also helps a bit with landing on slopes. Pistons can break upon impact though, can be repaired in EVA like flat rover wheels. The flimsy and much hated medium legs have a new model and are no longer ass, the micro landing legs model got some tweaks but I'm unsure what they were.
- basic data transmission using antennas, has a nice log detailing the status of the transmission.
- biomes on Kerbin and the Mun, they will come to other planets in the future. Kerbin's are pretty self explanatory, ice caps, deserts, mountains, tundra etc. On the Mun major craters count as separate biomes (so for some experiment their research yield is independent from other parts of the Mun), as do the maria probably as other geological features were also mentioned and maria are the most obvious of those.
Burning Bridges probably approves of this.
- entirely new parts: 2 new deployable antennas (the largest one looks quite nice, the bow shaped one shown earlier is a medium sized one), 3 (IIRC) experiment parts including the goo canister, materials lab and some other part I forgot.
- KSC got a bit rearranged, the R&R building got added, runway has lights at night for easier landing, runway slope is less inclined so it should kill less rovers/planes by accident.
- also the much requested sub-assemblies have been added, saving lifters or payload and combining them is now possible without having to rebuild one or the other from scratch.
Stuff that is scheduled for the future (possibly next update): proper distance based data transmission system and hopefully communications relays. The current system has a distance independent data loss for some of the more complicated experiments like sample analysis, so it's better to try to return a vessel with those but how powerful your antenna is and where you are is irrelevant unfortunately. Fortunately this is one thing the devs do want to flesh out more. Also adding more experiments (so more science parts) and biomes on more planetary bodies. Also new tech nodes as new types of parts get added since the tech tree is not final and will evolve as needed, like when we get heat shield and life support.