If you experience 'new V1.12' issues not previously found in the V1.11 release, post feedback here to allow others to confirm/reproduce. Here is the V1.12 change log:
Fixed lightmapper to match same texture models better (dummy limb issue)
Lightmapper can no longer duplicate polygons of first mesh in batching process
Fixed issue causing character entities to rotate to player when enter unfreeze range
Fixed issue with character entities not updating the 'angley' field
LOCK now added to grouped entity menu
Locking entities now prevents entity movement when editing terrain
Fixed 'musicplaytrackX.lua' scripts to use correct full 100 volume
Fixed GetTimer(e) so it reports zero immediately after using StartTimer(e)
Fixed issue of entities spawning 50 units above ground, now just 30 units above
NOTE: Make sure if your model has more than 60 bones, use CPUANIMS=1 and entity_basic.fx
Added SETLIMBINDEX, ROTATELIMBX, ROTATELIMBY and ROTATELIMBZ as LUA commands
Fixed transportinzone.lua to play sound as non 3D for louder replay
Added new ai_viewanimations.lua to allow quick view of all model animations
Changed the way dymamic lights calculate range to workaround NVIDIA 361 flicker bug
Updated several decal textures to improve quality and looping sequence
Fixed legacy behaviour whereby ISIMMOBILE FPE entities CAN lose health (but only to 1)
Added 'LUA Scripting Advice' to the HELP menu
The LUA command HIDEHUDS no longer hides the TAB TAB menus or metrics panel
Added TITLE, OPTIONS, INGAME, SAVE, LOAD, GFX and SFX option pages under LUA scripts
Added WIN, LOSE, NEXTLEVEL and more advanced loading page LUA script
Added 'resolutions.lua' and usd require to use common resolution finding code in LUA
Fixed issue of previous level cleanup deleting character creator heads for new level
Camera Y Offset now if more than twice the camera distance, camera collision disables
Removed SAVE and LOAD pages to bring forward the V1.12 release (above tweaks)
Fixed g_Inkey and g_Scancode which stopped working with the recent beta update
Really added new ai_viewanimations.lua to allow quick view of all model animations
Updated Abandonned building meshes from Death Valley DLC (minor geometry fixes)
Fixed issue of sinking characters, due to quick-physics boxes for unchanged terrain
Fixed issue with occlusion hiding entities at a distance greater than 12000
Fixed issue with how entity sizes are calculated for the occluder, now less flicker
Fixed issue of Inkey returning key press inside speech marks
Fixed issue with flickering occlusion caused by threshold not scaling with distance
Added new scriptbank\stories\HealthTypes scripts and sample level (shields!!)
Corrected mask texture of Archer in Fantasy DLC - shoe tint issue resolved
Added SCIFI PACK to More Media menu as prompted - good catch!
Added support for View Range in Fantasy Character/Creature script (both Core and DLC)
Prevented F11 menu from being blocked if HIDEHUD is in force
Prevented standalone executables from using any HUDs (TABTAB and F11 menus)
Standardised terrain brush size to be same size in both editor and F9 mode
Added support for g_MouseWheel in DeactivateMouse() mode (absolute not relative)
Corrected description in global.lua - GetImageWidth() is percentage not pixel
Both GetImageWidth() and GetImageHeight() now return as float values
Fixed issue of splash image being off center when set OS font > 100%
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM