THE CHEST SHOWS WHAT IS IN IT AGAIN. It came up empty ALWAYS, even with a piece waiting: the request reached the vault, the vault answered with the list, and the game threw the answer away before drawing it. Since "empty chest" is what you see when nothing is waiting, nobody suspected the screen.
WHOEVER DROPS COMES BACK AS THEY FELL. A connection drop used to return your character wiped: without the weapons you gathered in the run, and ALIVE even after dying. The whole build now survives the drop, and whoever fell stays down.
AND WHOEVER ARRIVES LATE GOES STRAIGHT TO TOWN. Reconnecting after the run had already ended put you in a match that no longer existed, where nothing from the vault answered: the tree would not load, the chest would not list and discoveries were lost. The trip back is now immediate.
THE CARD NO LONGER VANISHES. Dropping while choosing skipped the choice: the level was spent and the card was not. Your hand is now held — come back in time and the table reopens with the SAME three cards; if it already closed, one is drawn from your own hand.
THE TABLE NO LONGER WAITS ON A GHOST. When someone dropped with the table open, the whole group stood still until the timer ran out. Now whoever drops leaves the queue at once.
THE GAME GIVES UP LATER ON HIGH PING. The drop timeout was five seconds of silence, and a single latency spike was enough to disconnect you. It is now twelve, with a forty-five second ceiling.
THE KING NOW WAKES UP KING-SIZED. The game's boss was drawn at the scale of a common creature and got lost among the horde instead of towering over it. He now rises large, the way the gate boss already did.
THE BOUNCING SHOT NO LONGER FLIES SIDEWAYS. After bouncing it switched targets, but the drawing kept pointing the old way: the fan's blade crossed the screen turned backwards, and so did the Mage's bolt and the Skull. The drawing now turns with the course, on every screen.