Contracts
A contract board in camp. Three contracts hang on it every day: one easy, one middling, one hard. Take one. Only the contract you accepted tracks progress, claiming it frees the slot, and walking away from it drops what you had.
Twenty four kinds of contract. Damage with a sword, damage with fire, kills with a bow, and so on through every weapon and element. A finished contract you have not collected yet survives the day change; an unfinished one does not.
The board shows the reset. A countdown under the title and in the prompt so you know how long the offer stands.
It works in co-op. The host keeps the tally and every player gets credit for their own hits.
Two new rooms
The Crucible. No monsters. The floor fires beam volleys in four patterns, rails, a rotating star, a travelling sweeper, and the beams drift while they burn so a gap you found does not stay a gap. You are healed to full when you step in and you have three hits to spend, shown as pips in the banner. Main path from stage 6.
Greed. Clear a wave and a chest drops locked and the doors open. Walk out and everything unlocks. Charge the seal again and you get another wave and another chest on the pile. Lose a wave and the whole bank is destroyed. Five waves at most. Side rooms from stage 4, with an elite version from stage 9.
Rooms open with a wave. Most of the room's monsters come at once when you charge the seal and the rest trickle in, arriving from the far wall, the flanks, the corners, a crescent, or the doors, instead of anywhere at all.
Monsters arrive through a rift. A pentagram traces itself on the floor, a portal opens in the middle of it, and the monster materialises through it. This is the spawn everywhere now.
Every combat room runs a clock. The countdown sits in the objective banner and turns red under ten seconds. Run out and the room is spent: no reward, doors stay open, no second try. Goal rooms are the exception and re-arm, so a floor can never trap you.
Nothing vanishes. Monsters left alive when a room ends, won or lost, stay alive, stay hostile, and still drop loot. They just stop counting.
Speed room shards scale with the floor like every other shard payout.
Combat
Attacks plant your feet. Every swing, shot, special and channel holds you in place until it finishes. A dash breaks out of it. Sword swings animate the whole body now, legs included.
The sword finisher got its weight. A wind-up before the backspin, a hitstop and shake on connect, sparks, a dust ring at your feet, spin afterimages, a longer lunge into the third swing, and the pitch of each swing climbing through the chain.
The bow and the staff swing combos too. A shot, a double shot, then a power shot: a wind-up, a bigger piercing bolt, and a blade wave around you. Anything you hit in the next moment lands heavy. The basic staff's finisher is a wider, harder pushback ring. Spellbooks wind up a sigil and loose a five bolt volley.
Auto-aim, not auto-attack. The toggle now only turns you to face the nearest enemy on screen. You still swing yourself. Swings no longer fly off toward the cursor when a monster is close but not quite in reach.
Clicks are never lost. A click during the cooldown fires the moment the cooldown ends instead of being dropped.
Vases shatter into pieces of their own art.
The freeze cage is a crystal. Ice prison grows over the monster facet by facet, cracks as the freeze runs out, and shatters.
Monsters
Packs make sense. Rooms and hordes draw from nine encounter groups, a swarm backbone plus one featured role, with caps per floor on the rare types. Same number of bodies, no more every-monster-at-once soup on the upper floors.
Nothing outruns you. Regular monsters are capped below your walking speed. Bats and Leha keep theirs.
Armor is much thinner. Now that attacking holds you in place, plate takes a fraction of what it took to break: early floors a fifth of the damage, late floors half, elites a bit more than half.
The shard champion is killable. Half the health, no plate before stage 6 and a smaller plate after, and cold stacks on it now so brittle plate works. It still cannot be frozen. Its field is a crystal ward, and the monsters it armors flash a plate-up burst.
The first boss is a glass cannon. A third less health, half again the damage, halves that attack twice as often, and its projectiles only hit your feet, so a hop clears them.
Leha waits until stage 3. The first two floors are skeletons, zombies and Skuleroz.
Fire obelisks grow faster and warn first. A new pillar every third of a sweep, so an arm fills in twelve seconds rather than thirty six, and every pillar scorches the ground for a moment before it erupts. The loose embers on the obelisk itself are gone. Nova obelisks rest longer between rings, and the wind obelisk's pull is smaller.
Fixes
Continue no longer leaves you with a weapon that fires nothing until you re-equip it.
Running through a dungeon no longer bleeds frames: a pack that could not reach you was re-running its whole path search every tick.
Ice shard storms, hit effects and damage numbers are cheaper, and a monster's first step no longer sprints off the map.
The bubble shield's rim is half as thick.
Changed files in this update