Bloatling: 16 -> 12 HP, death burst covers less ground. They traded with everything which made some runs end in a standoff where you slowly bleed. This tradeoff lets volley one shot them up through escalation 3 so you have better tools to get through if you have no tank when you first see them.
The Glutton: 900 -> 600 HP.
Brood Burrow: releases a Matriarch every 50s, up from 45s.
Floor 4 eases up: the fourth enemy spawner and the first elite fights now start at floor 5. The first caster still arrives on floor 4. Most run deaths were landing on floor 4.
Escalation reinforcements were changed slightly to make it a set number of spawns instead of a spawn per building/spawner. It increases the bodies spawned (per lane) with each escalation so it's easy to track (escalation 7 = 7 bodies spawn per lane). Spawns are picked randomly from spawners in that lane. This results in easier escalations/less filled lanes, the focus from escalation should be on quality not quantity. At 2 spawners (1 per lane), it is exactly the same number of spawns, but anything more than 2 spawners it becomes a bit less.
Sproutcall rework: the sigil no longer buys extra plant chances (they stacked way too much and put spawns at near 80% with a single card). Lines that already plant keep their printed 10% and the sigil upgrades the seed instead. Discover the new effects by using it.
Marching Thorns (Thornlash blueprint) fixed from spawning a new type of sprout to making it's own walk, with this blueprint the thornlash now lays a walking bomb.
Carrier Swarm: Carrier-Spawn 15%/25%, was 50%/75%. Wandering Sapheart: 15%/25%, was 20%/35%.
Thornfen and Chaparral Den: their timed Sprout now actually gets the Quality bonus the rules promised.
Verdant Spring: heals 2 HP/s as printed - it was healing 4.
Verdant Spring: War Blessing and Wildspring each grant the +20% move speed they print, so a spring wearing both hands out +40%.
Greenswarm Hatch: spawns every 8s, up from 7s.
The Watched Anvil's prize fight now pays 2 Tempers.
Battlescars is back in the card pool. (Kept it out to fix it, go find it to try it)
Boss fights: units spawned during a boss fight no longer detour up through your own yard for a fun stroll
Boss fights: your army actually fights the boss now, mostly. There were some pathing issues, some are still being worked out but you should see more melee attackers actually surround the boss now. Still working out some kinks on it.
The tornado no longer sends random wind into the camera or over the battlefield
Fixed a stuck card drag that could block plays for about a minute.
Progress now always saves on quit, however you close the game.
Heartlings brought back by Sapheart Memory keep their upgrades.
Fights no longer stutter the first time a new enemy type appears, and large fights run smoother overall. FPS should be greatly improved with a lot more units being able to be on the screen at once.
Relic tooltips work on the after-boss reward screen.
Building range rings are now dim yellow dashed circles, so several rings in one yard stay readable.
Workshop and Hearth results wait for you to click Continue.
The Sproutcall sigil no longer chirps every time it plants a sprout.
Building tile summaries fit their tiles in every language now: the text box grew from two lines to three (the tiles themselves are unchanged).
Bloom patch sizes and ground lifetimes print as a short line at the end of descriptions instead of inside the sentence. Just doing general cleanup of text on cards, event and tutorial text cleanup is coming.