Only blue players can be resurrected at a shrine inside a guarded town (Bramblewick).
Grey (criminal): the shrine tells you to wait until you are no longer a criminal. Stay in its light and the resurrection offer comes up on its own when your criminal timer runs out. The timer is in your effect bar.
Red (murderer): use the Rookery's shrine, or any shrine outside a guarded town.
Shrines outside guarded towns work for everyone, as before. Being resurrected by another player (spell or bandages) is unchanged.
Guards
Monsters and brigands that attack anyone inside a guard zone can now have the guards called on them. Say "guards", or a townsperson who sees it may call them for you.
A monster or brigand killed by the guards leaves an empty corpse: no loot, nothing to skin, and it doesn't count toward anyone's kills. Dragging monsters into town won't pay.
Looting
A corpse's loot window now closes on its own when you walk out of reach.
Spells and nameplates
You can now drag a nameplate off a character while holding a spell. Dragging pulls out the nameplate and keeps your spell ready. Only a click casts it, so grabbing a friend's nameplate no longer casts on them by accident.
The spell now goes off when you release the click. This also applies to ground-target spells and thrown bottles.
While you hold the right mouse button to move, a left click on a character still casts right away.
Hiding
A failed hide attempt now says "You fail to hide." The old message ("You cannot still yourself while being hunted.") made a failed attempt look like you had been blocked.
If a monster can see you, hiding is blocked and doesn't start the cooldown. Break line of sight first, then try. A real attempt, success or failure, starts the 10 second cooldown.
Pets
Pets following you now come through Gate Travel gates with you, the same as stairs and dungeon doors. Pets set to Stay stay behind.
A horse pulling a cart now stays with its cart when you take stairs or a gate, instead of leaving the cart stranded.