Added Player Acid, used by any equipment that spawns Acid. Deals weapon damage, is affected by damage bonuses, counts as a hit for hitstreaks, and no longer damages players unless Corrosive Gem is equipped. 1
Equipment that refers to "Acid" is also affected by Player Acid.
Added new Gems: Toxic Resistance Gem, Corrosive Gem
Added toggleable Frame Rate Limiter in Graphics Options to improve frame pacing consistency.  Options are 60 fps (default), 30 fps, Refresh Rate, Half Refresh Rate.
Changes:
Anomalies
Antleer Stampede: Stops spawning additional waves after the room is cleared
Ice Clouds: Clouds do not immediately spawn inside the starting dungeon room while the Ice Clouds weather is active
Snowballs: Increased spawn delay of snowballs in snowball anomaly
Windy: Doesn't spawn in the starting room
Windy: Reduced active time, increased inactive time
Windy: Only blows from right to left once in non-combat rooms
Audio
Audio mix adjustments, including adjustment to boss music volumes
Loads of bug fixes and implementation improvements
Boss
Minibosses and Bosses no longer receive hitstop from any attacks
Enigmox: Audio mix improvements
Enigmox: Added new death effect for transformed Enigmox
Grimhollow: Applies shield to itself during its spawn root fist, sapling special attacks.
Grimhollow: Increased HP
Grimhollow: Repositions itself to the center of the map when entering phase transitions.
Imbued Mother Treek: Root attacks in phases 1, 2 and 3 now come out less frequently
Imbued Mother Treek: Reduced amount of Imbued Treeks spawned, and removed entirely from phase 1
Imbued Mother Treek: Reduced the number of Imbued Bulbins Mother Treek can throw per hand from 2 to 1
Imbued Mother Treek: Moved the Flailing Roots that Mother Treek spawns during the phase 2-3 transition and during phase 4 up one tile, making it easier to run below them.
Imbued Mother Treek: Relaxed the horizontal and vertical root pattern attacks, increasing the time between them and slightly increasing spacing between rows
Imbued Mother Treek: Phase 4 specific changes: softened reinforcement waves for all player counts; Reinforcement waves and enrage waves can no longer spawn at the same time; Enrage waves take longer to 1
begin appearing; The Imbued Bulbin throw and Root Pattern attacks now run on separate timers so they do not always happen at the same time; Root Pattern attacks happen less frequently; Imbued Bulbin 1
throws happen less frequently
Equipment
Collossapphire weapons: Updated skill animation
Enigmox weapons: Whenever a player would be allowed to Dodge, they are now allowed to Parry
Enigmox weapons: Increase parry window
Enigmox weapons: Added proper name for skill
Gnarlic Head Stalk: Added visual FX while attack is active
Gnarlic Head Stalk: Adjusted damage curve to require more developed runspeed builds to reach massive damage amounts
Funguile Sailor Slacks: Added warning animation when mushroom is about to disappear
Long Arm of the Claw: Spinning Drill range is now also extended
Shellshot Blunderbuss: Hits with the Big Blast skill now refill 1 ammo
Toadstomper: Crit bonus per fist pound doubled
Toadstomper: Center of overkill damage radius is now the target that was killed, not the player, meaning the chain can successfully travel far away from the player, given enough targets.
Wollusk Hauberk: increase duration of acid pool length
Wollusk Hauberk: drops multiple acid pools
Hunts
Great Rotwood Forest: Added more arena layouts
Great Rotwood Forest: Added more encounter varieties
Ruined Capital: Reduced basic monster attack hold times
Player
Added new cinematic when abandoning a run while Flitt is present
Added new "LUCKY!" presentation when a luck event occurs
Cannon: Made "no ammo" smoke bigger and more noticeable
Hammer: Allow walk-canceling out of Heavy Attack sooner
Hammer: Increased normal and focus damage on all three neutral Light Attacks
Hammer: Increased hitstun on all three neutral Light Attacks
Hammer: Decreased pushback on all three neutral Light Attacks
Hammer: Increased range and verticality on all three neutral Light Attacks
Hammer: Player hurtbox is smaller during startup of all three neutral Light Attacks
Hammer: Dodge -> Light attack can now interrupt enemy attacks, like a Heavy
Hammer: Light Attack 3 can now interrupt enemy attacks, like a Heavy
Improved robustness of player invincibility while in NPC conversation, and added a buffer time after conversation where a player is invincible. Added same protections while a UI window is open.
Luck can now auto-upgrade an power on pickup
Reduced effect of environmental lighting on player so player blends into the background less
Powers
Cold: Bosses and Minibosses can now get Cold (but still not Freeze)
Cold: Anything that tries to apply Freeze to something that isn't Freezable, instead applies Cold.
Excitable: No longer loses all of the bonus immediately, but instead decays over time
Permanence: Increased damage reduction
Rots
Added new FX for various rots
Greater Mothballs: Adjust projectile hitbox sizes to make it easier to break with all weapons
Imbued Bulbug: Increased cooldown on Shield
Imbued Bullbug: Increased cooldown on Juggernaut
Imbued Bullbug: Increased cooldown on Evade
Imbued Treek: Adjusted cooldowns to reduce simultaneous attacks made by them.
Imbued Treek: Cut shot pinecone projectiles count in half
Imbued Treek: Reduced length and angle spread of roots
Toadies: Increased Red Toady walk speed and attack damage
Quetz: Added projectile landing FX; added AoE attack area upon landing
Yammo: Increased Yammo hitbox size in knockdown state
Sound
Audio improvements around acid
Super Frenzy
Adjusted various encounter difficulties during Super Frenzy
Base Super Frenzy boss damage reduced
Base Super Frenzy health reduced
Slightly reduced health scaling in Super Frenzies 2 to 5 for a smoother curve
Super Frenzy 1 no longer introduces "no freebies" modifier
Super Frenzy 1 elite attack cooldowns increased (and subsequent Super Frenzies)
Super Frenzy 1 elite startup frames increased (and subsequent Super Frenzies)
Super Frenzy 2 trap damage multiplier reduced
Super Frenzy 5 now introduces "no freebies" modifier
Super Frenzy mapgen: Make more likely that rooms have 2 or 3 exits
Super Frenzy mapgen: Remove all Corestone and Loot reward rooms
Super Frenzy mapgen: Make powerupgrader more likely early in the dungeon
Super Frenzy mapgen: Make mystery more likely early in the dungeon
NOTE: More Super Frenzy levels will be added in the future which add more challenge for players who want to climb the ladders of challenge.
System
Adjusted player and rot rim size thickness and stepping. Improved performance on rendering rots significantly.
Bosses are now considered "low health" when they are at 10%
Rots are now considered "low health" when they are at 20%
Gem Identification: Prevent rerolling a gem into the same gem.
Power Rerolling: More thorough prevention against rerolling a power into a power which is already offered
Increased chances and consistency of "Fabled Power support" powers dropping in non-fabled power rooms.
Traps
Acid: No longer cause silhouette
Acid: Acid toxicity builds up slower while out of combat
Acid: When picking up a power drop, clear existing toxicity and do not build up further toxicity
Acid: Remove acid toxicity and prevent further acid toxicity buildup while in conversation
UI
Added Bronze / Silver / Gold rarity indicator text to in-world power hovercards
Disabled silhouettes on lead actors during cinematics. Helps with boss intro/death cinematic presentation.
Enable/Disable silhouette mode on disabled/enabled toggle traps, switches
Items in the inventory chest are now sorted by location, rarity & name
Made skill and weight icons have similar visual size in the player HUD
Weapon tips only appear near training dummies and weapon racks while in town
Fixes:
Anomalies:
Fixed non-roomlock spawned monsters not dying when the boss dies in the boss room
Audio:
Fixed various instances of sounds getting stuck on longer than intended
Fixed audio issues with various Anomalies
Bosses:
Fixed an issue where Rook would be "revived" after being killed if one of its crystals was killed after the killing blow.
Fixed Gourdo Miniboss music dropping out temporarily in between kills
Fixed Grimhollow saplings not getting killed when Grimhollow dies
Fixed bug where Enigmox's transformation states could sometimes become unkillable
Equipment:
Enigmox weapons: Fix bug where Parrying with a Shield would still break the shield
Funguile Sailor Slacks: Fixed bug where healing mushroom could not be picked up while it was close to death
Gnarlic Head Stalk: Fixed bug where the "attack" would flicker on and off if running in one direction for long enough
Shellshot Blunderbuss: Fix Big Blast not counting as a "Skill" for powers like Hunter's Rally
Shellshot Blunderbuss: Fix Big Blast not staggering rots during their startup sometimes
Toadstomper: Fixed bug where damage bonuses were re-applied for every subsequent instance of overkill damage, making damage numbers reach unintended heights.
Windbreaker: Fix bug where post-teleport damage bonus didn't apply to Windbreaker's Fan of Gnarlics projectiles anymore
Hunts:
Fixed bug where Nimble's second challenge in The Molded Grave would fail standing in acid even if acid damage was 0.
Fixed bug where Nimble's second challenge in Nocturne Grove would fail on false-positives, or fail even when wind resistance is 100%.
Fixed destructible props retaining status effects after they are destroyed
Fixed geysers in background of The Molded Grave not animating properly online
Player:
Fixed loot vacuum issue where loot could stop and then start moving again at the end of a room if the player had something that enabled konjur pickup during combat.
Fixed issue where if using a melee hitconfirm fast-cancel into dodge or another attack, the attack was not considered ended, which made some powers behave unexpectedly.
Powers:
Attack Dice: Fixed bug where attack dice would cause hitstop if killing an enemy even if a projectile triggered the attack dice, like an arrow or cannonball
Hunter's Rally: Fixed particle fx not persisting between rooms
Lil' Schemer: Fixed bug where dodge canceling out of an attack wouldn't consume Lil' Schemer's effect
Surgical: Fixed Surgical accruing hitstreak in non-combat rooms
Fixed many cases where Power Attacks erroneously dealt hitstop to the player, which sometimes presented as jitter or performance issues.
Fixed many powers / equipment that dealt damage in range not dealing damage to destructible props
Fixed issue where Shield could be broken by Acid even with 100% acid resistance
Rots
Fixed a crash related to Groak spitting out Groaks that were already swallowing players.
Fixed Groak releasing swallowed players early if hit with "no hit reaction" attacks (e.g. damage aura power)
Fixed mothball spawners that were spawning mothballs during groak miniboss intro cinematic
Fixed an issue that would cause multiple Groaks to disappear if they simultaneously swallowed each other at the same time.
Fixed issue where funguile hats were entering knockdown state upon breaking out of freeze, they now stay in the hat state until they grow normally
System:
Fixed players able to join lobbies that are full due to local players
Fixed newly-added rewards for Exploration rewards not being given if the player had completed the Exploration before the reward was added in development
UI:
Fixed Wintertide snow still appearing on preview of prop while placing
Fixed character customization screen taking too long to load