Consumables: healing now comes in gradually
- Consumables no longer heal all at once. Each one spreads its healing over five seconds, so when you start eating matters now, not just how much you are carrying
- While one is regenerating, no second unit of that same type is eaten. When it runs out, if you still need it, the next one goes in on its own
- Nothing is wasted, same as before: a consumable is not touched unless its full healing fits in the health you are missing
Current action window
- New button on the room panel. It opens a window with what the character is doing right now: how far along it is, how much is left and which skill it is training
- For that skill you get the total multiplier, the Learned and Innate bars with their level, and how much it has gone up since the previous rebirth
Speedrun, action by action
- Each room in the Speedrun panel now expands and shows what was done inside it, action by action, with the previous life next to it for comparison
- Repeatable actions count runs; one-off actions show whether they were finished, left halfway or never touched, and how many percentage points were gained or lost against the previous life
- Chapters fold and unfold by hand, so you can look inside one this life has not reached yet
Trials
- Timed actions accept an attempt limit. If the clock runs out that many times, the action leaves the queue and the character carries on with whatever comes next instead of retrying until it dies. Left blank it behaves as it always did
Interface
- Pencil button on the queue: the repetition boxes only show up when you turn it on
- Small visual touch-ups across several panels