- "can settle anywhere" includes on top of other towns, like goblin towers and human villages, and areas like beaches, lakes, and flat endless deserts
- new creatures and plants
- region specific vegetation (good, evil, savage)
- underground water table
- channels are now just z-level trenches
- floor hatches
- grates that allow water passage but block movement or act as a floor for your creatures
- migrants tracked across the world, visit/join your fortress, repopulate npc villages, can be encountered in the world by adventurers
- new materials (like more metals and alloys)
- custom stockpiles now support quality restrictions
- can mine into and engrave and build statues out of glacier ice
- activity zones for designating parts of the river/lake/etc to drink water from
- adventurers can fill their waterskins
- can dump and melt down items from looking at them
- designated dumping areas
- wood/charcoal can be brought with your initial team and wood can now be imported
- dwarves are at least a bit smarter when it comes to !!burning items!!
- more init file options (graphics refresh rate, vsync, cave-ins, artifacts)
- dwarves can now move diagonally, like adventurers
- swimming and flying interface support for adventurers
- much more in-depth personality profile for dwarves
- new/different endgame features
- your adventurer can just let go of things that get stuck in the enemy wounds (yay)
- material selection interface is much nicer
- and of course many fixes and optimizations