Internals
support for calling an lua function via a protobuf request (demonstrated by dfhack-run --lua).
support for basic filesystem operations (e.g. chdir, mkdir, rmdir, stat) in C++ and lua
Lua API for listing files in a directory
Lua API for creating unit combat reports and writing to gamelog
Lua API for running arbitrary DFHack command
support for multiple raw/init.d/*.lua init scripts in one save
eventful now has a more friendly way of making custom sidebars
on Linux and OSX the console now supports moving the cursor back and forward by a whole word
New Scripts
gui/mod-manager: allows installing/uninstalling mods into df from df/mods directory
gui/clone-uniform: duplicates the currently selected uniform in the military screen
fix/build-location: partial work-around for bug 5991 (trying to build wall while standing on it)
undump-buildings: removes dump designation from materials used in buildings
exportlegends: exports data from legends mode, allowing a set-and-forget export of large worlds
log-region: each time a fort is loaded identifying information will be written to the gamelog
dfstatus: show an overview of critical stock quantities, including food, drinks, wood, and bars
New Commands
'plant create' - spawn a new shrub under the cursor
'command-prompt': a dfhack command prompt in the main df window
New Tweaks
craft-age-wear: make crafted items wear out with time like in old versions (bug 6003)
adamantine-cloth-wear: stop adamantine clothing from wearing out (bug 6481)
confirm-embark: adds a prompt before embarking (on the "prepare carefully" screen)
New Plugins
rendermax: replace the renderer with something else. Most interesting is "rendermax light" - a lighting engine for df
stockflow: queues manager jobs of the configured type based on the state of the stockpile
embark-tools: implementations of Embark Anywhere, Nano Embark, and a few other embark-related utilities
building-hacks: allows adding custom functionality and/or animations to buildings
petcapRemover: triggers pregnancies in creatures so that you can effectively raise or remove the default pet population cap of 50
Misc Improvements
plant: move the 'grow', 'extirpate', and 'immolate' commands as 'plant' subcommands
digfort: improve csv parsing, add start() comment handling
exterminate: allow specifying a caste (exterminate gob:male)
createitem: in adventure mode it now defaults to the controlled unit as maker
autotrade: adds "Mark All" and "Unmark All" options to both panes of the trade screen
mousequery: several usability improvements
mousequery: show live overlay (in menu area) of what's on the tile under the mouse cursor
search: workshop profile search added
dwarfmonitor: add screen to summarize preferences of fortress dwarves
getplants: add autochop function to automate woodcutting
stocks: added more filtering and display options
Siege Engine Plugin
engine quality and distance to target now affect accuracy
firing the siege engine at a target produces a combat report
improved movement speed computation for meandering units
operators in Prepare To Fire mode are released from duty once hungry/thirsty if there is a free replacement