This major revision touches many system internals as we prepare to get our asses out of "beta" and declare the thing real.
Probably the most interesting non-technical highlight is the implementation of three new maze-generation algorithms. In addition to the standard depth-first search we had before, we now have Prim's algorithm and Kuksal's algorithm, which generate mazes with characteristics that are different than depth-first. Additionally, the depth-first mazes now work better. All of these algorithms try to generate "perfect" mazes, in which all rooms are connected to the maze. In our testing so far, they all do so. Nice improvement.