I've been trying to get the balance to be in a good, stable place before releasing the game. This last patch mostly contains fixes to the behavior of trains on slopes.
One problem in the previous patch is that bridges worked opposite of how one would expect. Shorter bridges with steeper slopes were actually faster for trains to go over than bridges with longer shallower slopes. This didn't make physical sense, nor did it make gameplay sense, where a more expensive construction that was harder to find space to fit into the map was also slower. The problem was that trains are often longer than the bridge itself, and because I was allowing downward slopes to cancel the effect of upward slopes, the net effect of the bridge was no slowdown once the train crested the bridge. The fix for this was to only consider positive slopes.
Another problem was that nearly flat terrain would slow trains, but it was really finicky and hard to see. Especially frustratingly, when trying to construct a flat bridge over a river, it's not possible to make the bridge perfectly flat, so you would get uncontrolled bits of slowdown depending on the exact terrain positions. The fix for this was to give a small threshold for what is considered flat. This threshold is more lenient for speed calculations than for acceleration.
The balance of acceleration and max speed limits of slopes have been tweaked somewhat. The biggest difference is that acceleration penalties have been reduced. Thus you should consider slopes during track placement, but can ignore them in relatively flat areas.
I also fixed a bug where worker pathing was not correctly accounting for reduced stair speed.
