The Zone Level Multiplier in endless runs now starts scaling much faster after zone 4, but it still has the same cap at map 32. This is intended to have a more distinct separation between the early, mid and late parts of the progression curve in an endless run:
Zones 1-4 serve as the early part of the run where you should have plenty of time to build a starting team.
Zones 5-16 serve as the middle part of the run where the difficulty starts ramping much faster and your team really starts to get tested. Notably, you now reach zone 16 with a 400% multiplier (from 270%), and this is still the earliest zone where you can fight the unique endless boss.
Zones 17-32 serve as the late part of the run where min-maxing your team becomes the focus if you want to keep climbing and reach the difficulty cap at zone 32 with the 1000% multiplier.
Reserved Mind now requires 2 Mastery Slots (from 3).
Blood Conversion now requires 2 Mastery Slots (from 3).
Temporal Priority now requires 2 Mastery Slots (from 3).
Amplification Pact now requires 2 Mastery Slots (from 3).
Life Oath now requires 2 Mastery Slots (from 3).
Master Navigator now reveals 6 random areas on map start (from 5).
Exceptional Chests now grants +20% Influence Chance on a random chest per map (from 15%)
Rebuke now grants +10 Thorns at 3 points (instead of +100 Armor on Wounded).
Your mastery loadout is now shown above the portals before starting a run, with a clearer visual of empty mastery slots you could still fill.
Your alternate dialogues chosen in each zone are now displayed below each portal. This allows you te easily see what dialogue branches you haven't chosen, what attributes you need to chose them, and thus what boss masteries you're still missing.
Fixed combats not ending if the last enemy you killed was one of your own characters with the charm debuff. Combats now end correctly if this happens for either team.
There are still more patches we want to make to keep adding quality of life features, and we'll keep looking for improvements to the overall balance and difficulty curve of the game.