The answer depends on which new server you are referring to.
Here is the basic rundown of everything though:FS2NetD v2.5
: Client side of this is what is in current 3.6.10 builds and no further changes are intended before 3.6.10 goes final. Server side it required a massive rewrite and upgrade to support everything. These server side changes are currently in a state of being about 95% complete. It meant a big change to packaging, fixing numerous security issues, reworking the code for auto-maintenance, massive changes to make everything be stored in the database as well as properly fixing old database issues, and recoding the lobby chat server daemon so that it can properly handle mods and have better security.FS2NetD v3.0
: Depending on available time I would like to get this officially launched by the end of the summer if possible. My plan is to take the code that is declared 3.6.10-final and then just upgrade all of the code in there for v3.0 support. This way it will still be the same otherwise as the official 3.6.10 release, with only the multi being a little bit different. This will offer numerous little changes both to the client and server sides. The important stuff for multi-players: SquadWar will be back, login data with the server will be encrypted, all stats saving will be moved to the host like in retail (as opposed to being on each client like now) which should greatly reduce problems with stats not saving properly, better handling of clients reporting hacked data, better handling of host/clients having different verified data in the same game (the host will be able to set it so that everyone must have the exact same tbl signatures), reduced traffic between the clients and FS2NetD server, and hopefully a working NAT punch-thru setup this time to reduce firewall issues in games. And unlike before, v2.x and v3.x clients will be compatible with each other. The only incompatibilities are with SquadWar (obviously) and with the host option that says all clients must have the same tbl signatures (older clients in such a game would get booted as being hacked/invalid by the host).New website
: The entirely new website is currently on hold for the next version of FS2NetD which will hopefully be released later this year. The hold up was because I simply didn't have time to finish designing and coding the massive number of changes needed for the site, and because an even larger number of changes will be needed again in order to support SquadWar returning in the next version of FS2NetD. In the meantime though, the old website has gotten a bunch of updates to fix problems and work with the new v2.5 server setup. These updates bring better browser compatibility, a bunch of security fixes, numerous bug fixes, better support for mods, better reporting of active games, allowing logged in users to log out, and a user account area where you can change your password or email and have your login info sent to you again (ie. in case you forget your password). The updated website is already done, but since it requires the new server and database setup to function, it can't go live until the rest of it does.
The v2.5 dev branch is a bit stale at the moment, since I didn't have nearly as much time to work on as I thought it the past couple of weeks. I had originally intended it to already have two weeks of testing by now. There is probably about 10 hours of work left to do on it though so hopefully I can get it finished up this week.
The v3.0 branch has already been started on the client side. The client side SquadWar code is already around 80% reintegrated with FSO. Most of what SquadWar actually is is on the server side though. More of the todo list items have been started on the client side as well, but nothing having any real progress to mention. The server side won't be started until after I get done the the v2.5 server changes.