[b][h1]Here is the list of what's this patch has changed:[/h1][/b] [h2][b]Feature: Difficulty[/b][/h2] -Opened up the "Hard" and "Very Hard" difficulty for those of you who like a tougher challenge. They are available at level 10 and 20 respectively, and grant more experience. We don't garantee they are balanced or fair yet. [h2][b]QoL:[/b][/h2] -Improved the readability and clarity of the map menu. -Improved the readability of what monster you are currently targetting. -Improved the readability of which dead monsters you can rez, based on available control slots and range. -Improved the AI of all monsters. They should now less ping-pong between target and focus more on doing damage. -Clarified in Monster Control rewards what the maximum is. We will improve on this so getting this reward when you already have maximum control will give you something else instead. [h2][b]Bugfixes:[/b][/h2] -Fixed monsters being stuck in Shrines / Portals -Tweaked default settings to make for a better experience. -Added a visual indicator showing you the direction of the Room Portal after you have finished a room. -Improved the contrast of the Room Portal against bright backgrounds. -Fixed an issue that allowed the player to close a menu when commited into a choice (such as picking elites modifiers or new spells) -Fixed an issue that would cause new spells acquired during a run to be wrongly saved in some cases. -Fixed Awaken Fury triggering on lesser monsters. -Fixed Wreath of Pain being considered a debuff and being dispelled by your own sources. -Fixed Wreath of Pain double-dipping on both damage and monster health. Now only scale on monster health. -Fixed Sow the Seeds now triggering properly on Seed of hope. -Fixed Bone Spears projectiles tracking where the tooltip says they shouldn't. -Fixed Collective Stasis not working. -Fixed some instance of typos/misleading texts in tooltips. Non-English languages will follow later. [h2]What we're working on:[/h2] [b]In the short term:[/b] -Investigating and fixing the degrading performances over the course of a run. -Instance of crashes when fighting the last encounter. -Rebalancing the event rewards so they are more meaningful. -Fixing the case of fatigue healing reward in events is sometimes not applied. [b]In the long term:[/b] -Reevaluating the whole balance of the game. Balance has not been the priority because we were focusing more on creating new content, bugfixes and improving performances. -Improving on the meta-progression: giving the player more customization options and better things to unlock. -Improving the map system with more room types and features.