Non-comprehensive list, I'm sure I've forgotten/overlook something big.
AlchemyLong story, see
https://ringofbrodgar.com/wiki/AlchemyEquipment"Main accessory" was split into necklace, eyes and mouth slots. (you can wear bear talisman, spectacles and pipe at the same time for example.)
In-game mapNot sure when exactly this was implemented, but it has been significantly improved. You still have the tiny minimap at the corner, but you can open it up in a bigger window and resize it to as big as you want with zoom in/out.) You can place custom markers and export/import a map file to share or back-up all your explored tiles and placed markers.
SatiationsSatiations were initially with each food having "X chance to satiate Y" with Y being possibly completely unrelated food group) then they were changed to only affect their own food group. Eating plain "Bead" would only satiate the category
Bread, eating Meatpies would satiate
Bread and Meat. Later they were further changed that
every food will satiate itself, and only itself. Every under-utilized food indirectly buffed in a single stroke. Does add some tedium if you're super hardcore about raising your stats I guess, as you now need to make more types of foods. Hardcore player "SnuggleSnail" does argue that most "larpy" foods are waste of time and effort. There is probably still rather limited amount of "meta" recipes that account for 90% of what hardcore players will eat (*cough* Autumn Steak *cough*). I can very least agree that not every single food is worth making.
World GenerationThere are now oceans and continents since w11. In w13, Thingwalls were added as Fast Travel nodes and Province designations. They also function as points of contention for the Realms' ownership of the Province.
Since the latest re-implementation of Charter Stones, they only function as end-points to travel that can/has to be started from any Thingwall. Currently they do
not need visiting beforehand and
can port you across an ocean.
DeathTraditionally deadly animals now only have a chance to drop combat every time they do something to a KO'd Hearthling, instead of being completely apathetic to KO'd players. This means you can die from animal attack, especially if already wounded (technically this was the case earlier but you would need to be wounded enough so that the Concussion damage would finish you off), but also neat situations where bear mauls you bit further but ultimately leaves you with an inch of your life. Moose have small chance of aggroing Hearthlings.
"Murderous Rage" allows you to temporarily forsake your own KO protection to deal more Grievous Damage, giving you higher chance to kill other players with properly-timed Cleave.
Reduced burden of knowledge from newbies; you now get a window explaining your options after KO, and by default you will travel to Hearth Fire without any input (even if you're offline, applicable to Outlaws.)
TediumGlass now requires lye, which you get from boiling ashes. Devs did eventually change some values to make it less pain in the ass (ash maximum stack increased, passive water drain on cauldron reduced.) Glass curiosities buffed to compensate.
QoLEffectively added long-requested "cupboards signs" with ability to craft "decals" from parchment to display any in-game item.
jorb wrote:Added "Decals". Hold most any item (not other decals, you fool!), and right-click a blank parchment, to get the option to make a "Decal" with that item's image on it. Decals can be attached to all carryable objects. We meant to allow them on stockpiles as well, but that was somewhat problematic(tm). Will hopefully fix in the future. Cupboard signs, thus implemented."
Planting seeds and harvesting with a Scythe now have small AoE to reduce farming tedium.
WhalesBig addition from w11. Needs to be cheesed,
only thing different is that you're poking whale in the water from land instead animal on land from a boat. Meat is OP enough that killing whales regularly is considered mandatory for competitive stat grinding.
Only hard part is finding one which is largely outsourced to bots.Since w13, Whale can
not enter shallow water but this just means people poke them from shallow water. Whales now spawn differently from other animals, and "Whale Barnacles" will spawn in coasts of the province that the Whale is in (this is the current working theory.)