This hotfix is adressing the broad issue of optimization in performance in general, and more specifically in the late game, where the action becomes intense and many monsters make actions, the player has gotten many enchantements and effects and there's many monsters at once. Like always, in case you find bugs, have suggestions or feedback, please join our Discord : discord.gg/WGa8RBPqfA Technical: -Increased graphics performances of monsters. -Reduced the CPU overhead of dead monsters. -Fixed an issue that would prevent a spell from casting if the animation played too fast comparatively to the framerate of the game. -Fixed monster slain on game over screen not being shown -Heavily optimized the application of effects such as enchants and talents, reducing the lag-spikes when a monster spawns or dies. -Reduced the CPU usage spikes occuring when many monsters change state at once, such as dieing from AOE spells. Gameplay: -Fixed a bug where Twinned Rebirth would create monsters beyond the control limit -Fixed Shattered Bones not trigger on certain cases. Increased visibility of the fragments. -Dash's invulnerability period now prevents negative effects from being applied to Irea. -Fixed Swift Slice's new modifiers triggering on killing lesser monsters. -Reduced the occurence of Empty rooms appearing on the map Visuals: -Increased the visibility of some VFX on bright background