The darkening back in 0.4 worked like the "dynamic" indicator you referred to. If you look at beta 0.4 videos, e.g.
http://www.youtube.com/watch?v=U3EaI3PV4hI at 0:31, you see on the upper left part a heavily darkened area as that is below the user controlled player. Using that kind of rendering in map2 near villa with the huge hill would look very bad.
As much as I'd like to add tons of alternative ways for rendering the terrain, darkening, isolines, polygon lines, texture grids, each of them needs another shader implementation and a fixed-function alternative for GPUs without shaders. All of these might have specific controllable parameters, e.g. the isolines have occurrence and intensity, which require a UI somewhere in the menus. As you can see, adding all of this requires a lot of effort, and it all becomes a maintenance and testing burden very quickly. Hence, a single solution is preferred.
The current solution is shading the terrain with directional light, simulating sun/moon, and composing the faint isolines (which will have those controls soon, as I want to see the isolines better as well) in there too. The directional light usually seems to tell enough about the terrain curvature, but sunrise/sunset are the worst, as the directional light intensity goes 0 for some time, and there are no shadows or terrain shading at all for a while. This is where the isolines should help.