Fog of war is soft and precise. The edge of what you see follows the walls, not the grid. Heroes remember what they saw: this raid's ground is dim, ground from past raids is darker and colder, unexplored ground is nearly black.
Light. The dungeon is dim; wall torches, the core, the seals, heroes and the villain's body, signal flares and blasts give light. Purely cosmetic - it does not change who sees whom.
Torches. They appear on walls by themselves; the villain can place and remove their own — free and instant (Buildings tab, R to rotate).
New art for walls and doors; workers swing a pickaxe at the vein, hammer at a build site and carry a sack of gold.
Workers no longer jostle at a vein - each has their own spot; they step aside when meeting; wall blocks are built in order and workers don't wall themselves in. A walled-off vein or storage no longer stalls a worker.
Heroes can zoom the camera with the mouse wheel.
Area damage - fireball, trap blasts, fire - no longer passes through walls, doors and portcullises.
No more slipping diagonally between two walls.
The warrior's dash tears tripwires and springs door-linked traps along its path.
A hit knocks down a seal or chest bar only for whoever is holding it: hitting a creep does nothing.
The stripe across the map in the hero tutorial is gone.