Bosses Pick Patterns That Fit the Situation — bosses respond differently depending on your distance, whether you're in the air, dashing, or standing still. They repeat the same attack far less often and chain follow-ups that fit the moment. Aimed attacks lead your movement slightly, but you can still dodge by changing direction once you see the tell.
Settings from the Pause Menu — open Settings right below the pause options to change volume, display, language and key bindings mid-game. No more going back to the title screen.
Improvements
Boss Fight Balance — bosses have more health so they no longer go down too quickly, and ultimates no longer erase a huge chunk of a boss in one cast. Minimum damage was also tuned so boss attacks stay meaningful even in high-defense shells. The tension of the first chapter now carries through the later ones.
A successful PERFECT DODGE now grants brief invincibility, so the attack you just dodged can't hit you anyway.
Standing on top of a boss while attacking now deals contact damage, matching the difficulty of fighting it head-on.
Boss melee attacks now cover the whole body from above the head down to the legs — attacking from a ledge at head height is no longer a free ride.
Boss melee attacks now have a short wind-up you can react to, and multi-hit attacks actually land more than once. Early-phase attack variety was expanded.
The Skeleton Captain's whirlpool is shorter and can be resisted with a dash.
Reduced the damage of the first chapter boss's final charge.
The third chapter boss no longer performs two back-to-back invulnerable rage animations at 30% and 20% health — it now happens once.
The fourth chapter boss's decoys now match its current color and motion exactly, so the real one can't be picked out by looks alone.
Bug Fixes
Fixed attacks that were already winding up still firing and dealing damage after the enemy had been defeated.
Fixed stationary enemies such as the Shell Roller not turning to face the direction they attack.
Fixed swings from a ledge at a boss's head height landing on the boss even when the claws never touched it — hits now require actual contact with the body.
Fixed bosses rapidly flipping left and right when pressed against you or shuffling in place — they now face you while standing and face the way they walk while moving.
Fixed boss power-up badges and status icons floating far above the boss's head.
Fixed contact damage from touching enemies varying with the direction and timing of the touch — the same rules now apply no matter which side touches first.
Fixed loot from defeated enemies getting buried in low ceilings or floating out of jump reach when the enemy died mid-air.
Tidied up the layout of the title menu.
Fixed the last row of the Codex shell tab spilling out of its panel.
Fixed the studio credit at the bottom of the Settings screen sitting flush against the panel.