@Asurasan The terrain modifier stuff is in the current version (1.5.1, but 1.5.2 should be out this weekend, probably). You can plop down tokens on the map (on any layer, including Hidden) and then double-click the token and set the Terrain Movement Modifier. This feature, combined with the new "AI" button in the upper right corner, will perform more intelligent pathing to get the PC token from point A to point B. (We're still testing these features and we'd love to get feedback. We have a Discord server, but the best place for feedback is GitHub.com/RPTools/maptool , in particular the Issues tab. You can fill in a template and tell what feature(s) you'd like to see.)
Our resident bard has been posting information on our main web site RPTools.net over the last month or so, to get people up to speed with the 1.5 release series. We're continuing to do bug fixes and clean stuff up, while also trying to work on a rewrite using JavaFX for the GUI. That'll be a long process, but we're shooting for monthly releases of the 1.5 / 1.6 series in the meantime.
There are two areas where *I* think MapTool needs work. The first is that the D&D/PF way of doing vision is based on each corner of the character's "footprint" on the map (the squares or hexes or ISO cells that the token occupies). MapTool has always done vision from the center of the token for performance reasons (and because we're game-system agnostic), but we hope that a new vision system for 2.0 will allow all four corners to be used. (As a workaround, we're thinking that maybe the "token facing" could be used to indicate which edge/corner the user wanted vision to be based on. Since D&D/PF don't use facing anyway, that should work fine.)
The other area is how the vision system interacts with spells like "fog cloud" and similar, as mentioned by one of the poster's, above. There are some ideas for "gradient vision" that would allow a GM to define how distance affects vision. We need to make this generic enough so that it not only works for D&D/PF, but any other game system as well.
This desire to be game-system agnostic wasn't strictly followed in the early days. The spell templates are a good example of that. Many of them are based on D&D/PF and don't work for other game systems or when hex grids are used. (Since we're all volunteers, we would really benefit from having a programming contributor with an interesting in making hexes work better in MT! None of the core group currently play hex-based games so we don't have much expertise with them.)