New live DPS readout in the piece-drop stats sidebar. Shows your average damage per second this battle to 2 decimal places, updates several times a second, and grows bigger, jitters more, and eventually catches fire the higher your output climbs relative to a basic enemy's health at your current stage and difficulty. Also fixed the piece-count numbers and both section headers not actually being centered in that sidebar.
Victory and Game Over screens now show 4 more run stats: total damage dealt, total armor gained, total gold gained, and your average DPS across the whole run.
Balance Changes
Base line-clear damage: 3-line clears now deal 6 damage (up from 5), 4-line clears deal 9 (down from 10). 1-line (1) and 2-line (3) unchanged. Applies to Gold Round payouts too.
Raw Gem: flat damage per line raised by 1 at every tier (2/3/4/5/6, was 1/2/3/4/5).
Cursed Gem: flat damage per line raised by 1 at every tier (2/3/4/5/6, was 1/2/3/4/5), keeping its "twice Raw Gem" ratio intact.
Gold Gem: gold-payout curve flattened to 1x/2x/3x/4x/5x by tier (was 1x/2x/4x/6x/8x). Damage penalty softened from half damage (50%) to 70% of normal damage.
Volatile Gem: Mythic (tier 5) now deals double the bonus damage per garbage line, instead of matching tier 4's rate exactly.
Mirror Gem: combine strength raised to 40%/55%/70%/85%/100% by tier (was 20%/40%/60%/80%/100%).
Undead Executioner (Stage 3 boss): health raised from 180 to 200. His summoned minions now taper by how many he's summoned this fight: the 2 minions already on the field at the start of the fight, plus his first Summon cast, are full strength; each Summon cast after that drops to 75%, then 50%, then 25%, then 15% health (floor), while attacking up to 2x faster than normal to compensate.
Changes
Enemy health bars, armor badges, status icons, and attack-warning indicators have all been redesigned. Health bars now sit anchored to the wall under every enemy, boss, and boss-summoned minion. Armor shows as a shield icon and number on the bar's corner, growing visibly as it stacks. The old attack-warning ring is gone: enemies now show one big icon that fills up (instead of draining down) as their next attack approaches, colored and shaped to match the attack type. Most icons fill in a circle, but a few now fill in the direction that actually matches their shape: the Berserker slime's speed-up icon fills left to right, a boss's forced-drop attack fills top to bottom, and fire attacks fill bottom to top.
The vertical Next Queue (for players with Horizontal Next Queue turned off) now shares the same border, sizing, and position as the horizontal one, freeing up the old sidebar space. That space now shows your piece-drop statistics panel (and the new DPS readout above) regardless of which queue style you use.
Perfect Clear event no longer has pieces fall automatically. It's purely about finding the right combination now, without the added time pressure making it much harder than the other events.
Perfect Clear event now starts with 4 of the 10 pieces already placed instead of 3, so you only need to place the remaining 6.
Wounded Slime event: the Help button now shows how much gold you currently have, so you don't have to do the math yourself to see if you can afford it.
Multiplayer no longer forces Horizontal Next Queue on. If you prefer the vertical Next Queue style, it now behaves the same in multiplayer as it does solo.
Fixes
Fixed garbage arriving mid-line-clear-animation being able to incorrectly end your run, even when your stack would have safely fit under the top-out limit once the clear finished.
Fixed the shield icon that appears when an enemy's attack is fully blocked by your armor rendering behind the danger border instead of in front of it.
Fixed dust and lock-flash particles disappearing during the attack animation instead of playing out normally.
Fixed an enemy killed by Spiked Armor's retaliation sometimes staying alive at 0 HP and continuing to attack.
Shortened the delay between a line clear and being able to move your next piece, especially for smaller clears that previously felt sluggish for no reason.
Fixed inputs (movement, direction holds) being silently dropped if they landed during a line-clear or attack animation, the likely cause behind reports of the game feeling unresponsive or laggy after a clear.
Fixed the pause menu running in slow motion if you paused at the exact moment a hit-impact slow-motion effect was active.
Fixed controller rumble firing rapidly on multi-enemy hits (Sweeping/Piercing gems), which could cause real input lag on some wireless controllers.
Fixed the Targeting System relic's control hints showing as raw, unresolved text instead of the actual key/button icons on most screens that display it.
Fixed some achievements not syncing to Steam even though they were unlocked in-game.