- Additional 3D options have been added to HyperRogue. The ball model and hyperboloid model can explain the 3D hyperbolic space used by HyperRogue. The new camera options could be used to obtain FPP or TPP view, although the models used by HyperRogue are not adapted to this.
- A slight change in the generation of orbs, so that it is no longer optimal to avoid collecting more treasures after the 10 or 25 threshold. Orb spawn rate in the Crossroads is just 70% (relative to the spawn rate before the change) if you have 10 treasures, and rises to 100% when you have 25. Prize Orbs appear if you have 25 treasures, but their spawn rate is 60% if you have exactly 25, 100% if you have 50 (the spawn rate gets higher and higher as you collect more treasures, but the benefits are diminishing).
- Two new geometries have been added (in the euclidean/elliptic menu). The Zebra pattern is a periodic pattern of 40 cells, in the Zebra quotient geometry, the space is warped so that repetitions which become exactly the same cell -- thus, you play on a torus with two holes. The field quotient geometry is similar, but it is based on the pattern which is used by the Prairie; this pattern has 132440 cells (39732 heptagons).
- In the mobile versions, a compass has been added in the bottom left corner. It can be used for movement, so that your hand no longer obscures the view.
Prairie is based on wonderfullizardofoz's Amazon River idea, but rethemed to make it stand our more from Whirlpool. Crossroads V is an old idea of Fulgur14. Many people have had idea of a land inspired by the Boulder Dash mechanics (Z, CtrlAltDestroy, simon_clarkstone); Bull Dash has risen from these ideas, although the relationship is quite remote. The field pattern is inspired by the method used by David Madore in his hyperbolic maze.
More improvements and are reported in the changelog, and on the Steam forums. Have fun!