Exciting, how much has Bright Night's development diverged from DDA as of right now?
There's been a lot of just assorted fixes and improvements over the year, occasionally porting things over from DDA here and there too. One relatively recent update that made it in, for example, was an
implementation of relic recharging that Olanti did. He figured out a more streamlined way to do it that actually lets us mimic ALL of the features the old artifact recharging had, unlike Korg's system that can only really do very basic time and solar recharging (there was a PR intended to mimic ARTC_PORTAL but it's not actually coded to charge items).
For some stuff that's original and not improved ports of DDA stuf, we gained the ability to actually see what's below when you're on a higher floor:
Also turrets can now target moving vehicles, if they can't see a valid player/NPC/monster to target instead.
We got some more appliances that can be attached to grids now, like forge rigs, chemistry sets, and the like. One thing that was vital for this was that now furniture can now specify multiple tools that it counts as, so for example a grid welding rig can correctly be both a welder and a soldiering iron when before it could only either sub for a single tool at a time.
And as one of the many PRs making it less of a pain in the dick to get CBMs in working order, LeoCottret added a PR making it possible to install autodocs and their couches (already possible to deconstruct and set up elsewhere as furniture in BN) as vehicle parts.
Another lil grid thing I added too would be finally getting space heaters to be doable as grid furniture. :3
Going back a bit further, Olanti added the ability to favorite construction constructions on the * menu. Useful now that deconstruct isn't top of the list because it's all sorted alphabetically instead of by ancient janky load order math.
Another one by me, I'd implemented my own fix for the problems with flaming eyes inflicting fungus via teleglow. Teleglow and nether attention both got their effects overhauled, with nether attention focusing more on mindfuck-type side effects while teleglow is more physical. Instead of just glomming onto DDA's "touched mind" effect (rejected since it's just a mundane stat debuff), flaming eyes inflict nether attention instead. Nether attention can also convert itself to teleglow if it gets to the upper limits of its intensity, and likewise mid-low tier teleglow can still convert into fungus, so eyes can still fungus you. But now you practically have to be doing it on purpose to get fungus'd by them unless you're napping next to a portal.
And one more from a lil farther back, I'd made it so robots no longer get a blanket immunity to heat-type damage, so that lasers can actually harm the less well-armored bots.
A big-ass list of every PR merged since 0.1 can be seen on the changelog list for the 0.2 release:
https://github.com/cataclysmbnteam/Cataclysm-BN/releases/tag/cbn-0.2