A major goal of this patch is to rework certain artefacts. Artefacts should reward skillful play and encourage diverse play styles - some felt like they overlapped in a "passive dps/crowd control" niche that goes against Evil Egg's design philosophy. I've reworked and rebalanced them to better reward skill expression. General balance changes have been made as well.
Another goal is to make post-game difficulty more fun and high-stakes for good players - it's obvious now that the original logarithmic difficulty scaling was a mistake, making high level runs drag on as they reached higher depths. Now, after beating the Embryo, the rate of increase in spawn counts is fixed to the slope between levels 20 and 21. Previous levels are unaffected. At the end of this post is a graph comparing old spawn scaling vs new - the Y axis represents the multiplier on how many enemies can spawn in a wave. Incidentally, level 100 in this patch is equivalent to level 200 in the last one.