Party dungeons are here as the current running event: enter through the portal in town or the Events button once your character reaches level 50.
Four dungeons gated at character levels 50, 80, 100 and 110, each with its own monster stats and payout.
Queue alone or with your party through matchmaking.
Dungeon keys are a balance that tops up each day. Entering costs nothing - a key is spent only when you claim the reward at the end. (will probably change the system in the next patches: should work just like older events (+4 keys per day, no cap))
Extra keys can be bought for gems, up to six a day.
Guilds
Guilds can now wear an icon next to their tag: six are available for everybody.
The members tab now shows each member's weekly donations and research supports, not just their activity.
Research track descriptions now say what the track actually does - including fully researched tracks and the fact that Seal Rewards also raises the weekly cap.
Guilds now unlock at character level 60.
The weekly guild kill task no longer banks a claimed offline session's kills, so the target has to be met by playing.
Two guilds on the same weekly activity score are now ranked by who reached it first.
UI & Quality of Life
Hunter, Engineer, Runes, Bonfire and Curios can now be browsed from the side menu the way the smithing table already could: live state visible, every control disabled.
Hourglass shop items are bought in a single tap - the confirm dialog is gone.
The Realm portal has been removed.
Fixes
Tapping the screen right after logging out or switching accounts should no longer drop you into a fresh, empty save.
If your save cannot be read, the game now stops on a retry screen instead of starting on stale data that the next autosave would make permanent.
Localization
All ten languages moved onto a new text system, with missing, stale and untranslated lines filled in throughout - including the last places that still called Drop Quantity "Magic Find" or "Luck".