The overworld runs on a fixed rhythm: two rows of battles, then a row that is POIs end to end. Every route crosses all three.
A POI row is dealt from a bag of its six kinds rather than rolled independently, so a row is a spread of choices and the same lane won't offer the same stop twice running.
Battle-start tutorial hints for Defend (your second battle) and Swap Party (your third).
Fair opens the very first victory tally a save ever reaches, introducing the Ledger.
Real farewell dialogue for the Dungeon Explorer, win or lose.
Changed
Resting is a 15 HP top-up, not a full heal — at both the tavern and the pre-Tower campsite. The card and map tooltip name the number.
Biomes shift what they spawn as a run goes on: the Plague Rat opens the forest and the Slime ladder arrives a few battles later to punish the answer you just learned. Swamp stays flat.
Rooms can hold two kinds of problem from the sixth battle instead of the twentieth.
Slimelings cost as much threat as a Plague Rat, so pools no longer fit extra of them under the same band.
The Slime ladder is priced for denying repositioning rather than tempo — shoving one into something splits it, and that now costs the generator.
The first POI row keeps out the shop, the weaver and the tavern; the tarot reading gets two later shots instead.
Battle rows draw monster-or-elite only, retuned to about five elites an act.