cities in adventure mode that have various buildings, dungeons, items, livestock, etc.
    protect your community from secret vampire dwarves or hunt them as an adventurer
    defend your fort during the full moon or risk a werewolf infestion -- hunt/be hunted as an adventurer
    face armies of the dead in dwarf mode or visit their necromancers' towers and learn their secrets as an adventurer
    evil regions where the dead and pieces of the dead can come alive, with evil mists and rain
    tombs built in world gen which can be visited in adv mode, either beneath towns or out in the wilds -- beware the dead!
    revamped justice/witness/death notification system in dwarf mode
    immigrants to your fortress will now be historical figures whenever possible, which means more family relationships and history for each one
    dropped items/bodies tracked between plays in the wilderness anywhere in the world
    more battlefield information tracked/war dead raisable in world gen
    all sponsorship animals and their giant/man versions are in the game now
    various new abilities for creatures (see file_changes.txt for list and syntax)
    adventurers can use creature abilities/learned powers and they can be tested from the arena
    new site travel map to make navigating towns easier
    reading/swimming/observer (for traps) relevant in adv mode now
    established historical figures can lead bandits
    rivers block movement in adv mode travel
    eating/drinking required in adv mode
    ingested syndromes are now possible
    ability to make campfire (from 'g') and warm items at campfire/fire/magma (from 'I') in adv mode
    traps work in adv mode, once spotted they can be ignored
    gems now have different cuts
    necromancers can write books about various topics (all books are in their towers as it stands)
    moon phase indicator in fort
    alphanumeric world gen seeds and some more world gen params (see file_changes.txt)
    the legends xml has a lot of new info for historical figures
Major bug fixes
    buffer overload from aborted world gen fixed
    fixed cave-in-on-embark issue with hidden underground structure, and a few others
Other bug fixes/tweaks
    designations over z levels all at once now possible
    unit screen divided into four sections
    rivers/pools have ramps now
    able to trade portions of stacks in both modes
    messed with adv mode currency trading and made items teleport to you
    tweaked how fire damage works
    made vision work through floor grates and bars properly
    fixed some road/bridge problems
    crystal glass items possible again
    tweaked adventure mode swimming and alt-movement readout (use alt-movement to get into a river you want to cross)
    skeletons/zombies replaced by animation effect
    demons masquerading as gods will try a little harder (lol)
    restricted mandates so they'll be more reasonable
    stopped blank map from being exported when you back out of detailed map export