Removed the enemy armor cap. Previously armor stopped rising after a certain wave, making late waves relatively easier — now armor keeps climbing every wave.
Increased boss HP growth (Chapter 1 wave10→70 scaling: 6.6x → 8x).
Shell-type monsters now take the same armor-based damage reduction on magic/pierce attacks as physical (previously they fully ignored armor for those).
Lowered the weakness multiplier from 150% to 125% (resist stays at 75%).
Unified the difficulty curve across all 20 chapters to a clean +15% increase per chapter. Previously the increase varied unevenly (+6% to +39%) chapter to chapter.
Simplified monster HP/armor multipliers: Expert = 2x Rookie, Master = 3x Rookie.
Boss skills are now used on Rookie difficulty too (previously Expert/Master only).
The Dimensional Broadcast Station (random 10-wave rule variants) now appears from Chapter 1 (previously Chapter 5+).
Fixed a bug where special reward monsters (Golden Unicorn/Dragon God/Meteor UFO) could appear right at the start of a wave on Chapter 2+. They now correctly wait until wave 20 of every chapter.