New daily reward system: every day a notice appears that, when you click it, gives the character 2 hours of offline time
One per character: each character has its own
It does not stack: if you do not use it, the next day it goes back to 2 hours, even if you had time left over from the day before
It resets at 00:00, your local time
It does not count toward the offline time cap and is spent before the shared offline time
Interface
Each panel on the board has its own color and emblem, and the game window has a steel frame
Character selector: each character gets its own card, with its class color and the emblem of its combat skill. Rename and delete have new buttons
The Settings menu is sorted into groups, each with its own color and icon
Windows with their own frame: preset notices, Import presets from another character, Time travel, Reincarnate Bonuses, Rebirth now, Hard Reset, Credits and Delete character
Preset and trigger buttons take the color of what they do: load in green, save in blue, delete in red and presets in gold. The same goes for triggers in the plan and in the queue
Milestones: each entry folds down to its name
The notification bell is easier to spot
Speedrun: rooms are listed in the order you enter them in this life, and rows with no gain are easier to read
Escape closes the language selector and the map search. The search also closes when you click outside it
The classic interface is retired: everyone moves to the new interface
New features
Right-click a consumable in the inventory to force it to activate right away
Right-click the Food or Potions regeneration to activate every consumable in that category
Current action window redone: it fills the whole room panel, and in turn-based fights it can extend past it
Progress is shown on a circular clock; in turn-based fights the clock shows the total Life of the fight. Below it, the time remaining; if it cannot be calculated, it is not shown
To the right of the clock: what the action gives, the next action in the queue, the Learned and Innate levels with their multiplier, and the total multiplier of the skill
The background takes the color and image of the skill the action trains
The window closes by itself when the character runs out of things to do
New button in the room header: turns on or off whether the current action jumps to the top of the room's action list
Action queue: the up and down arrows are replaced by a handle you can drag
Fixes
Time travel: it no longer stops at the siege of the chapter 4 fort; the assaults play out within the time travel