Losing no longer ends your run
A defeat used to take everything with it. It does not any more.
Lose every creature in a fight and you now wake up at a healer with your team and your inventory intact.
Early on, that healer is a new arrival in Ashfall Clearing, a few steps from where you started — so a bad first fight costs you a walk, not your progress.
Once you have taken on Dorn Yates at Widow's Trail, Hollowmere Camp takes over as the place you wake up.
Dorn Yates arrives properly
His walk-up was broken in a way that was hard to look at — his animation had been sliced wrong, so he flickered, vanished for a beat, and reappeared behind where he had just been.
The animation is fixed, and he now walks in from off screen instead of appearing in the middle of the road.
His approach is paced to be watchable rather than a sprint across the view.
He is also waiting further down in the Crypt now, and he blocks the way rather than standing beside it.
Menus you can actually read
Shop rows no longer print on top of each other, and every item now shows how many you already own, lined up under its own heading — no more closing the shop to go and count.
Ability names, their tags and their descriptions no longer overlap in the creature sheet, and the list has room to breathe between abilities.
Fixes
Walking out of a building no longer pulls you straight back inside if you step to the side.
Your character stays put while a menu or a popup is open — the quest offer screen in particular used to let you wander off mid-conversation.
Battle music now stops before the victory sound instead of playing over it.
Plants in the Crypt garden are solid, and sit properly on the ground rather than floating in their tile.
A defeated trainer no longer leaves an invisible wall behind them.
