The wilderness
On the Mountain Edge, Northern Forest, Northern Wilderness and Northern Village you can walk where no room stands, and a new location forms as you arrive. The further you go past the original map, the harsher the land and the more enemies you meet.
Trees
Most trees are now Large, so few creatures can climb onto them. A location ringed with trees keeps out almost everything that follows you.
Four surviving settlements
New regions begin with four settlements that have not fallen. They can be corrupted, raided and lost during play.
Regional turns
Every 96 world turns, the region advances. Travel counts, and the regional clock carries on between heroes. Grodth founders and raids continue to live and fight while you are elsewhere.
Grodth presence
The regional antagonist gains one presence point each regional turn and can spend one point to corrupt a neighbouring hex, send a founder into an already corrupted neighbour, or move a legendary beast one hex toward its target. It can move one hex itself once all its playable land neighbours are corrupted. Founders must survive 200 turns and find a suitable room before establishing a holding.
Raids and fallen settlements
Grodth targets the nearest settlement that has not fallen and sends one raiding party at a time. Surviving factions and player claims prevent a settlement from falling. Corruption alone does not remove its defenders. A fall is recorded in the region history.
Hunting the antagonist
A loyal NPC may reveal the antagonist on the region map, showing its location and target. You can find and fight it in its hex. Moving named creatures retain their wounds and possessions. Killing the antagonist stops new regional offensives; existing Grodth forces and corruption remain.
Villages are governed
A village that survived belongs to its council, seated in the Elder's House. Its houses and fields can no longer be claimed. The elder sells the right to settle a plot at the outskirts to those the council has come to trust.
Town districts
Towns are laid out in districts: the outskirts by the way in, the slums and market in the middle, and the civic heart farthest in. A town that survived keeps its civic and market districts free of enemies.
Town factions
A town that survived has a church to one of the imperial gods, a watch, a merchants' guild, and a council in the new Town Hall. Each holds its own part of the town and can be joined like a refuge. The council sells the right to settle at the outskirts.
Gangs
One or two gangs hold the slums and fight each other on sight. They are wary of strangers and lose patience with anyone loitering in their base. A hostile gang's rooms can be claimed once none of its members stands in them, and killing a gang member earns the thanks of its rivals. A gang may outlive the fall of its town.
Work against rivals
Faction leaders may set charter tasks against their rivals: kill a named member, take an item from their rooms, or hold one of their rooms for 10 turns.
Your own kill
A creature you were hired to kill counts only when you, a companion or one of your residents kills it. If something else gets to it first, another of its kind turns up 30 turns later, where you are or in the next dungeon.
Magical finds
People in the dungeon pick up magical equipment left lying in rooms outside your claim, such as the loot of a special enemy they have killed, and wear it.
Asking for healing
Your own residents share their healing freely. Anyone else shares only when loyal enough, and each time costs a little of that loyalty. Nobody gives away food or drink they need themselves.
Held rooms
A room held by a faction of people, including a survivors' refuge, cannot be claimed while that faction is friendly. The inside of a house belongs to whoever holds the room it is entered from.
Refuges deal with each other
Refuges send envoys to their neighbours by day. A welcome brings the leaders closer and, between refuges on good terms, a trade that helps both. An envoy turned away drives them apart, and refuges whose leaders fall out go to feud: their members fight whenever they meet.
Word of you travels
Refuges pass on what they think of you, through envoys and through friends who meet. A refuge friendly with another leans toward its opinion of you, a feuding one the other way. Word alone never makes a refuge hostile, and a member tells you when word of you has reached them.
Night at the refuge
At night refuge members at home sleep while one keeps watch. They mend a little faster and do no work, building, hunting or envoy trips until morning. Speaking to a sleeper wakes them.
Fear and grief
An NPC shaken by a fight that nearly killed it will not wander back into that room while the fear lasts. A grieving NPC can keep a vigil beside a fallen friend's remains, with no offering needed.
Distance after moving north
Stepping north into a room now puts its north side 3 steps away and its west side 2, as every other direction does. Before, the west side was the far one.
NPC behaviour
NPCs fight the nearest enemy instead of switching targets each action, and never eat or carry off quest, story or protected items. Feuds and friendships between NPCs last as they should, an NPC's faith first impression of you counts once, and settlers keep their work orders when they walk about. In co-op, wandering NPCs no longer grow hungry faster with each extra player.
Well rested
Sleeping 12 turns or more gives +20 Comfort for 24 turns after you wake. Sleep now lasts at least 12 turns before you wake from feeling recovered, and the sleep screen counts the turns slept.
Exhaustion
Going 100 turns without sleeping 8 turns in a row leaves you Exhausted, costing 20 Comfort until you sleep 8 turns. Exhaustion never keeps you from falling asleep, and a journey of a day or more counts as a night's sleep.
Old wearables
The Hermits garb, Yeti Fur Cloak, Stone Pauldrons, Mammoth-Hide Coat and Windproof Cloak, the Eagle Eye Quiver, and the Aurora Amulet and Runic Focus each have their own painted model, the same piece your hero wears.
Starting armour and weapons
The Long split skirt, Traveller's mantle, Long glove, Tall wrapped boot, the Arming sword, Walking staff and Self bow, the Knight's sallet, breastplate, pauldron, couter, vambrace, gauntlet, cuisses, poleyn, greave, sabaton and shield, and the Winged helm and Winged cuirass each have their own painted model: the same piece your hero wears.
Starting clothes
The Loincloth, Linen chest wrap, Plain leather trousers, Patched leather jacket, Leather belt, Cracked leather boot, Leather glove, High-collar shirt, Gathered breeches and Buckled leather bodice each have their own painted model: the same piece your hero wears.
Curios and reagents
The Cabbage seeds, Ashblossom Petals, Bone-Rot Catalyst, Charred Alloy Chunk and Corrupted Mana Pearl, the Ancient Arcane Seal, Ceremonial Brass Clasp, Etched Bone Stylus and Goggles of Focus, the Legionnaires Blanket, the Residual Binding Thread and the Stabilized Arcane Vial each have their own painted model, drawn from their card. Every item card now has one.
Goods, seeds and runestones
The Linen Strip, Loose Coins, Salvaged Metal, Sheep Skin, Tallow Wax and Wool, the Carrot seeds and Leek seedling, and the Jotnar Rune Fragment and Runestone of Venom each have their own painted model, drawn from their card.
Food models
Twenty-five food and drink cards, from the Pumpkin, Cheese and Hearth Stew to Mammoth Meat, Snowberries, the Plum and the Bucket of milk, each have their own painted model, drawn from their card.
Wild finds
Forty-four things gathered in the wild, among them herbs, berries, mushrooms, moss, feathers, hides, bones, stones and the Birch, Fir, Oak and Darkwood trees, each have their own painted model, drawn from their card.
Crafting materials
Sixteen crafting materials, from Copper Ore, the Flour Sack and Beeswax to the Runic Crystal, the Aurora Shard and the Portal fragment, each have their own painted model, drawn from their card.
Remedies, tools and relics
The bandages, salves and poultices, Honey, the Tallow Candle, the Miner's Lantern, the Arcane Tome, the Office Desk Key and Tower Warden Key, and the Spirit Lantern and the ghostly hook, rope and scroll each have their own painted model. The ghostly relics glow with cold blue spirit-light.
Container models
The Bloodstained Satchel, Food Larder, Miner's Cache, Pantry Chest, Research Chest, Frozen Expedition Crate and Office desk each have their own painted model, drawn from their card, and so does the Concealed Ice Fissure trap.
Undead models
The twenty-one remaining undead, from the Immortal and the Toad Hound to the Undead Bear and the Ancient Ghoul, each have their own painted model, drawn from their card.
Enemy models
The magical enemies, the beasts, the crypt and the deep and the thralls, from the Lesser Demon, the Stone Golem and the Mimic to the Freshborn Lich, the Troglodytes and the Giant Rat, each have their own painted model, drawn from their card.
Northern Forest models
Every enemy of the Northern Forest has its own painted model, drawn from its card: the wolves, bears, boars and deer, the barrow dead and their king, the goblin tribe and the ratian colony.
Northern Forest gear
The Bark Armour, Hunter's Cloak and Troll Hide Coat each have their own painted model, drawn from their card, and heroes wear them as painted. So do the Runestone of Venom, the Poison Vial and the Poison Arrow Quiver.
Mountain Edge models
Nine enemies of the Mountain Edge have their own painted models, drawn from their cards: the Gryss, Harpy, Warg, Troll, Goblin Spearman, Giant Wasp, Lupus, Aarakocra and Thug.
More Mountain Edge models
The rest of the Mountain Edge have their own painted models, drawn from their cards: the Lake Wyrm, the bandits from the Archer and the Orc to the Marksman, the Fence and the Captain, the Bandit Elf, the Forest Guardian, the Goblin Archer, the Mountain Drake, the Mountain Giant, the Cliff Viper, the Scree Hound and the Peak Raptor.
Location art
The Small Chamber, Workshop, Dungeon Room, Torture Chamber and Crystal Cave have new painted art.
Jewellery fit
Rings sit snugly on the finger, necklaces lie smoothly round the neck without kinks, and a loose sleeve hides the tribal bracelet.
Worn amulets
Amulets and necklaces on your hero's portrait now go round the neck and hang down the chest, over clothing and armour, instead of looping round the shoulders.
Ammunition
Every ammunition card in the first deck has its own painted model, drawn from its card and coloured as its picture shows.
Rings and amulets
Every ring and amulet in the first deck has its own painted model, drawn from its card. Your hero's portrait wears them: an amulet at the neck and a ring on the left hand, or the right when the left is taken.
Item colours
Each gem has its own colour, and ring and amulet cards are made of the metals and stones their pictures show. A part made of another material keeps its own colour.
Seasons and moons
The calendar now has four seasons and a moon that waxes and wanes. The date carries on from one hero to the next, and a new world begins on the first day of spring.
Seasonal foraging
Searching for herbs and bugs stops in winter and is best in summer. Forest rooms offer Forage Mushrooms in spring and autumn, and surface fishing has half its chance in winter. A stripped room does not recover out of season.
Seasonal wildlife
Forest herbs die back in winter and return in spring. Large forests grow Wild Mushrooms each autumn, caves grow more mushrooms in autumn, and forests hold more wolves in winter.
Seasonal cards
Berries, apples, Shrooms and Dark Mushrooms are found only in their seasons, by foraging or lying in rooms, and twice as often at their best. Brown Bears and Cliff Vipers sleep through winter, Giant Wasps are gone in winter, and Snowberries are best in winter.
Full moon
On full moon nights you can Forage by Moonlight at the Forest Shrine and the Glade of Standing Stones, and the Walking Dead rise in larger crypts.
Seasonal cold
On the surface, winter makes you colder and summer warmer. The temperature bar and the sleep screen show the season and the phase of the moon, and seasonal cards and actions say when they are in season.
A foothold for the masters
The Undead Acolyte remains in the Chapel after the ritual. His optional errands teach you to establish an indoor claim and install a Hooded Wall Lamp, then send you after three portal fragments through increasingly difficult tasks. Return to him between stages and follow the journal instructions.
Ancient Portal
Craft an Ancient Portal from three Portal fragments. It works above ground and underground, reaches any mapped hex including water, and needs no food rations or journey time. The portal stays at its origin and creates no return portal.
Home base visits
A home base now draws visitors every 60 to 140 turns, even while you are away: travellers, people who want to join you, raiding parties and beasts. Raiders march on your core room and fight your residents, and a report of what happened waits in your log when you return.
Visitors
A visitor waits where they arrived, goes looking for food only when hungry or thirsty, and moves on after 80 turns unless you hold a contract or errand from them.
NPC errands
After food and drink, an NPC asks for the gear its calling needs: a weapon, armour, a shield, a helmet, gloves, boots, an amulet or a ring. Rangers ask for a ranged weapon and ammunition, and casters for a scroll. The NPC keeps and uses what you bring, so each errand makes it stronger.
NPC gear
NPCs now gain the stats of a ring and an amulet they carry. A caster without a spell learns one from an attack scroll you give it. An errand takes a spare from your pack before anything you wear, and never an item held for a contract.
Contract deadlines
Ordinary contracts must now be returned within 300 turns, with more time for tougher targets and rarer items, up to 900. Time away and region travel count. A contract that runs out of time fails and its giver loses 15 loyalty toward you, at once if they are with you and otherwise when you next meet.
Contract givers
Someone holding your contract no longer wanders off while you are away from the dungeon.
Forge upgrade
The Forge upgrade now accepts the Coal that mines give. Coal gives off coal dust, an unpleasant smell.
Spell gear
Some enchanted gear now grants a spell while worn, or holds charges of one that refill over time. Charges cast without a spellcraft roll but still cost mana and an Action Point. The spell is named in the item's title.
Cooking Guide
Each Cooking Guide now teaches one tea, named on its cover, and names the mushroom variety to brew it from. Which variety that is depends on the world. Reading the guide identifies that variety and pays 10 XP, and closing the book uses it up.
Location finds
The Info screen of a location lists every card an action can give, with the chance of each on a success.
Recipe tab
The Info screen of an item has an R tab listing the recipes that make it, beside the U tab for the recipes that use it.
Crafting list
Recipes are listed alphabetically under large letters, with arrows to skip to the previous or next letter. Pinned recipes come first, then the recipes you can craft now.
Crafting filters
Armour now covers helmets, boots and gloves, and Jewellery covers rings and amulets. New Tools and Upgrades filters gather tools and workstations, and location, weapon and armour improvements.
Map panel
The room panel on the map scrolls when its list is long.
Clay
Clay can also be collected with a bucket at the Underground River.
Cave mouths
Some caves have a Cave Mouth beside them, in the Ancient Dungeons, Mountain Edge, the Northern Wilderness and the Northern Forest. It leads into a small cave of two to five rooms. You leave the way you came in. Rarely it is Ancient Ruins, which lead into a dungeon instead.
Sneaking in
Every settlement room has something to search, and most hold goods to steal. Stealing trains your Stealing proficiency, and a failed attempt can alert enemies you were hidden from. Traits that like or dislike stealing change your Comfort.
Fungal colonies
Slime mould often grows into a Fervent Fungus, which can found a colony that grows from a Spore Patch to a Fruiting Heart. It needs Rot and Rotten meat to grow, and its members are weak to fire.
Ratian settlements
Ratians now roam Ancient Dungeons and Mountain Edge, and can found a Warren that grows into an Underhold and a Citadel. Caged Prisoners pay 50 gold when freed.
Ratian workshops
Ratian Forges, Racks, Benches and Stills make real gear. Soldiers wear it and the rest is yours to take. A workshop in a room you claim works for you.
Rival enemies
Fungus and Troglodytes fight on sight, and Ratians fight Fungus, Troglodytes and Goblins. Rivals in a room fight every turn, and settlements attack rival rooms first.
Troglodyte settlements
Troglodytes can found a camp in a cave and grow it into a Village. Their works and trophies cost you Comfort and recovery, and figurines cost Comfort even when carried.
Goblin settlements
Goblins found a Hideout that grows into a Stockade and a Warcamp, with hidden snares, a gold-taxing Hoard and a Burrow that raises Raiders and Scroungers.
Bandit settlements
Bandits take over camps and watchtowers at Mountain Edge. Lookouts call the gang, a Toll Barrier buys safe passage, and killing bandits puts a bounty on you.
Settlement ranks
Leaders and workers stay home. Workers speed building and hunters count double when taking rooms.
Claim markers under attack
Enemy settlements can take a room that holds your Claim Marker, destroying it. A new marker, or a normal claim once the room is clear, takes it back.
Inspired enemies
Enemies of level 1 or higher sometimes become inspired and can climb onto smaller cards in any room for 15 turns.
Hostages
Cutting a Bound Traveller free pays 40 gold, and the gang remembers.
Trophy crafts
Faction loot can be crafted into traps, masks, scrolls and bowstrings. A loose Goblin Ear rots and draws rats.
Trophy halls
Faction loot placed in a room's upgrade slots makes a hall that recruits that faction.
Trophy trades
Shrines accept faction loot as offerings for 10 piety, a Forest Warden and a Road Reeve pay bounties, and a Toll Barrier takes an Outlaw's Mark instead of gold.
Archery techniques
Hunters start with Take Aim: spend 3 stamina for +20% Ranged if your next action shoots the chosen creature. Equipped arrows or bolts teach Arrow Stab: a close-range Melee attack at -10%, adding ammunition Strength and spending 4 stamina and 1 ammunition durability, hit or miss.
Combat techniques
Parry, Sidestep, Brace, Catch Breath, Dash, Kick, Trip, Feint, Dirty Trick and Shield Bash are new. Every hero starts with three, and each costs an Action Point and stamina or mana.
Bite and Rend
Long Fangs, Venom Glands, Talons and Wing Fingers now teach Bite and Rend, body skills that ignore your weapon.
NPC faith
People you meet now keep a god and a devotion. Faith shapes how they regard each other and you, and zealots may attack heretics. Ask which gods they keep.
Personality traits
Martyrdom, weather, location action and element traits are new. Heroes roll far fewer material traits, and merchants only roll traits they can act on.
Timed crafting
Larger recipes take several turns and need their tools every turn. Unfinished work can be resumed, and mishaps at the bench let you choose how to handle them.
Crafted items
A finished craft now appears in the action log with its picture, quality and stats.
Starting kit
Every hero starts in old boots and trousers. Discarding the Trousers always returns Rags, which make Bandages.
New animations
Many spells, Fire Protection, spider webs, dodges, critical hits and enemy deaths have new animations, and double hits show both strikes.
Enemy abilities
Burglars and Grave Ratians now pick pockets, and the Restless Brute, Buried Miner, Bound Custodian and Cellar Spiders now use their abilities.
Mana Shield
Mana Shield now takes melee blows as well as arrows and spells.
Taking aim
Shooting enemies may spend a turn taking aim for a more accurate shot.
Forest wildlife
Forests of five or more rooms hold grazing Hares, Goats, Stags and Does, hunted by Wolves and Feral Hounds.
Hungry survivors
Roaming survivors now walk towards food and drink when they need it.
Lingering elements
Fire, ice, acid, holy and dark spells now leave Burning, Freezing, Poisoned, Hallowed or Withering on an enemy that survives. Your Elemental proficiency sets damage and duration.
Shots you can see
Archers, spitters and casters fire from where they stand, and heavy brutes land crushing blows.
Temperature
Cold and heat now show as frost or flames round the edges of the screen.
Warnings on the board
The left column warns when you are hurt, hungry, cold, overburdened or about to lose your light, and lists your afflictions with turns left.
Action log
Messages that arrive together now appear once each.
Picking things up
Picked-up items fly into your pack. Options, Display can turn this off.
Hexes
A hex now wears off an enemy that moves to another room.
Archers
Enemy archers carry a bow and arrows, and the Bandit Marksman a crossbow and bolts. A hit deals the archer's strength and a d6 plus the strength of the bow and the arrows, less your armour on the part struck. Throwers and swooping beasts deal their strength and a d6 at range, and the bolts of the Skeleton Cultist and Undead Shaman deal 4 dark damage.
Bows from the dead
A slain archer drops its bow and quiver. The rarer the archer, the better their quality and the more durability and arrows they keep.
Your own arrows
Your shots fly from your card into the enemy's.
Sneaking past newcomers
An enemy that wanders into your room while you sneak is checked against your Sneak as it arrives, the same roll as when you move. If the roll is within your Sneak, it does not notice you. An enemy already hunting you is not fooled.
Protection scrolls
Fire Protection, Protection from Evil, Protection from Elements, Cleansing and Meditation have new animations.
Enemy turns
Enemies in your room take their turns one at a time, fastest first. Enemies with the same speed roll a d100 for their place, rolling again on a tie. A World Turn banner and a Turn Order panel show who acts and what each did. Cards cannot be used until your turn comes back; press Esc to skip ahead. Options, Display can turn this off.
Enemy attack log
An enemy that strikes several times in one turn writes each blow as its own entry in the action log, numbered (2 of 3), with its own roll.
Broken gear
Equipment that breaks is taken off and cannot be worn again until repaired. Cursed gear stays on. Broken armour no longer breaks again with every hit.
Quiver slot
The inventory has a Quiver slot beside the ranged weapon, showing the ammunition you have equipped and how many shots are left.
Destiny
A blow that burns a destiny point now takes your health to 0, and no enemy strikes you again that turn. The other enemies finish their turns before the Destiny Trial begins.
Weapon balance
The Lumber Axe is a woodcutting tool first: 4 Strength and -5 to hit. The Hunting Knife, Quarterstaff, Halberd, Poisoned Fang, Deathly Staff and Meteorite Hammer now match other weapons of their level, and the Forsaken Sword has 250 durability instead of 800.
Northern gear
The Rimeglass Knife, Tusk Spear, Expedition Pick and Jotnar Runed Hammer deal far less ice damage, and the Jotnar Runed Hammer needs level 3 and weighs 100. Tundra animals have lower defence to match. Northern foes resist ice and most are weak to fire.
Weaknesses
A weakness adds its full value to any hit carrying that element. The Troll's now adds 10 for fire and 5 for acid instead of 50, and its defence is 25. The underground lab's undead take 6 extra from holy instead of 15. The Warg and the Apparition hit less hard.
Damage from worn gear
Strength and elemental damage on armour and jewellery is added to every attack, so it is now small. The Ring of Flaming Breath gives 3 fire from level 1, the Ember and Poisonous crowns 3, and the Aurora Amulet and Mammoth-Hide Coat 1 Strength. The Giant-Bone Shield, Leather boot and Tall wrapped boot give ice resistance instead of ice damage.
Wands
Wands add 30 to hit and lesser wands 20, instead of up to 100.
Prices
Armlets, bracers, cowters, greaves, leggings and poleyns now have a price, as do the scrolls of Spark, Shock, Lay Hands and the five invocations, so merchants stock and buy them.
Armour wear
A blow wears the piece covering the part it struck, so leggings, greaves, poleyns, armlets, bracers and cowters now wear and break like the rest. A blow to an uncovered part wears nothing.
Gear that never wears
Rings, amulets and other items without durability now count as working tools and equipped gear everywhere, and using them never wears them down. No ring or amulet shows a durability any more.
Firewood burns
Twigs, Sticks, Branches and Wood Pieces left in a burning room now catch fire and burn down to Ash. The forged Needle and the Sewing Table now have durability like the Bone Needle and other workstations.