- Five new landmarks modeled on real natural wonders: a coral reef under the water, giant stone causeway steps, white spring terrace pools, a great red monolith, and a towering stone sentinel. That doubles the landmark roster to ten.
- Landmarks never repeat on a map any more. You will not find two stone rings in one world: each landmark type appears at most once, and worlds carry more landmarks overall.
- A giant boar roams your world now, one per map. Stun it with paintballs, the bat, or dynamite to earn points. It never dies, it just gets very dizzy.
- Creating and re-rolling tiles no longer freezes the game. Building a new tile, regenerating one, or joining a world used to land all its work in a single frame. Now that work spreads across frames instead, so the game keeps running smoothly while a tile forms around you.
- The Mountain range preset builds ledges and flat-topped buttes again. Shelves and pillar walls are back as recurring accents in the peaks instead of ridge and valley all the way down. New worlds only, so your existing saves look the same as they did.
- The outfit menu's icons are recompressed and smaller now, 229 of them, trimming video memory while you browse attire tabs. Anything not yet converted falls back to its old full-size icon, so nothing goes missing.
- Menu icons and preview panels no longer render shadows nobody could see, trimming video memory a little more.
- The blank "Make a world" page is gone for good this time. After a session (stop server, then home, then make a world) the create screen could paint underneath the menu instead of on top of it, leaving you staring at the backdrop with no buttons and no way back. The whole menu now has a fixed, authored stacking order, so no screen can land behind another by chance.
- The camera no longer clips inside the big rock landmarks. Walking right up against the Great Monolith, or any large prop, could push the camera through the surface so you were looking at the inside of the rock. The camera now eases into first person instead, the same way it already does against terrain.
- Blowing up an animal with dynamite gives you the credit for it. Until now the blast was attributed to the world rather than to whoever threw the stick, so dynamiting a wolf, a boar, anything, earned you no points at all.
- The grapple rope is tied to your hand again. It had started drawing from a point in mid-air, worst while you were reeling upward, where the cord could begin most of a body-width above the hand and read as attached to nothing.
- Animals no longer sink into the ground when they crouch, graze, square up or get fended off. The bigger the animal the worse it was: the worst offender put its paws a third of a metre underground, and the deer, goat, boar, wolf and polar bear all had the same problem to scale. Every clip on every animal now stands on the floor.
- The world boss no longer hangs in the air when you stun it on a hill. A body over seven metres long was being seated by a single ground reading taken under its middle and drawn perfectly level, so half of it hung off the crest. It now reads the ground under all four feet, tilts onto the slope it is standing on, and stays planted for the whole stun. Two things came with that: the stun lasts twice as long, so you have time to walk over and look at what you did, and the boss stops pacing the same steep hill back and forth.
- Boulder fields no longer turn up as a bare mound with a landmark notice on it. The Green Boulder Field is the one landmark made entirely of its own stones, and it could claim steep mountainside where the seating pass then shrank most of those stones away to nothing, so you walked up to an announced landmark and found an empty hill. It now refuses ground it cannot stand its stones up on.
- You can swim clean through the brain coral piece of the new reef landmark. One piece had picked up a leftover solid collision hull that the rest of the swim-through reef does not carry, so it was the one spot in the reef you would bonk into invisible rock.
- Creating a world no longer prints a warning in the console on every create. The warning still fires for the genuine stuck-loading-screen case it exists to catch.
- The camera can still peek through very steep terrain in spots. A deeper camera pass is planned.
- Some console lines (button1.sound, default_mask texture messages) come from the s&box menu itself, appear in every session, and are harmless. They are not from Berm.
- The held lantern does not cast a shadow this build. That is deliberate: the shadow cost about 25 MB of video memory per lit lantern. If you prefer the old night look, the console command wb_lantern_shadow 1 turns it back on.