Everyone votes on the job. The board used to be the host's pick while the rest of you watched. Now every player puts a sticker on the job they want, you can change your mind, and once the whole crew is in there are ten seconds on the clock before it locks. Playing alone, your click just settles it.
The alloy furnace is a real machine. It has a windowed chamber with a fire in it and two switches. Throw the flip switch and the fire roars up over about five seconds. Press the blue button and it lights. Both have to be on before it will pass anything, wired lines or not.
Crushed ore and ingots ride the pipes. What comes out of a macerator and out of the furnace are proper objects now, the way raw ore already was.
Fairy nights. Now and then the mine's air turns teal and the tunnels fill with coloured crystals. Purely a look: it changes nothing about how far you can see or how the day plays. The crystals that mark the way to a resource keep their own colours, so you can still read them.
Changed
Rent is half a level, forever. Every level holds the same number of crates and the rent is eight of the sixteen. That is true on day one and still true on day thirty, so a good day always leaves you about a level's worth of profit and a bad one always hurts. The old rent was a curve that climbed on its own and had no idea what a level was actually worth.
A bigger crew no longer prints money. Crates used to be worth more the more of you there were, while the rent had no idea how many of you there were. Six players could end up sitting on tens of thousands of dollars against a five thousand dollar rent. A crate is a crate now, whoever hauled it.
Skulls are the money. The danger meter is the payout multiplier, exactly: five skulls means five times the money. Every job on a given day costs about the same danger, so the choice is which danger, not which payday.
Licences are gone. Whether you are running the simple line, the macerator chain or the alloy chain is rolled onto the job card and priced as part of that job's danger. You no longer buy your way up the ladder. You take a scarier job.
Three jobs instead of four, on bigger cards you can actually read.
Scrap is a flat fifteen percent bonus on top of a level's crates, wherever you play and however many of you there are. Later levels scatter it over more hunks rather than making each one worth more.
Shop prices climb with your own rank. Your first rank of something is the cheapest it will ever be, and each one after costs half as much again. Two players at different ranks will see different numbers for the same item. Equipment stays a flat price.
The mine is shorter. Last patch's resource trees made a day much bigger and the walk showed it. The trip from the elevator to the fabricator is down from about 67 metres to 45, the farthest room from 129 to 113, and the average run out to a resource from 89 to 79. The fabricator is placed first now, so it lands close instead of being pushed out to the edge once the map fills up.
Resource rooms are the size they look. They were built out of huge rock slabs that ran several metres back into the stone, and the mine was being laid out around all of it. They have real walls on their own floor now and take up about a quarter of the space they used to, which is most of why a day could sprawl.
Fewer resource colours on a small crew. Solo and duo days run one resource line, and the count climbs with the crew from there. A job on the macerator or alloy chain always gets the lines its recipes need, even on your own.
Floor fog nights are off for now. Fairy takes their place in the rotation. The fog needed more work than it was going to get this patch, so it is parked rather than shipped half right.
The miner and the hard hat look properly PSX. Their textures are quarter resolution on a 64 colour palette, to sit with the rest of the game's look.
Flashlights are yellow by default.
Dead players can see the day, the rent, the bank and the haul while spectating.
The gas mask hose is calmer. Less bounce.
Fixed
You can pick a deployed extractor back up. Once it was set down on a deposit it was stuck there for good. With four deposits per resource that stranded the run at the first one to run dry.
The elevator door buttons work again. They had been unpressable on every level since the last patch moved their hitboxes: the buttons themselves were sitting out in the rock, nowhere near the panel.
Arriving no longer drops you through a stretch of black tunnel. The shaft lights come back the instant the wall lifts at the end of the ride, going down and coming back up, so the ride hands off to the room cleanly.
The look-at prompts are readable. The mine's air was washing them out to grey at the exact range you read them from. They sit on a dark plate now, they hold their colour through the fog, and they no longer clip into the machine they are labelling. They are also bigger, and lower.
A pipe bomb aimed at a port builds back toward you, starting at the port instead of running past it into the machine. The coloured marker over the end of the run is visible again, and bigger.
You can't pipe under the map any more. A pipe bomb thrown at a wall or a ceiling lands on the nearest walkable ground. Thrown somewhere with nothing walkable near it, it is simply wasted. The preview shows you that before you throw.
Rooms with pallets of blocks and cement no longer tank the frame when you brush past them.
The fabricator's pipe ports have all their faces again.
The Lighthouse throws you when it runs you down.
A dead player's hat lamp answers the key wherever you are watching from, not only once you have cycled round to your own hat.
A hat you pick up actually lights your way. A dead friend's lit hat used to shine for everyone except the person wearing it.
Worn hats move with the head they are on. They turn, nod and lean with it instead of sliding around above it.
Your marker on the minimap faces the right way while you are watching your own hat.
The fabricator's ready ding is loud and carries across the room.
The baited dead ends are back on tight maps. Bigger maps had crowded them out, so a day could ship without a single one and the thing that lures you into them never turned up.
A boulder can no longer narrow a walkway. Big tunnel props kept clear of their own tunnel but not of one passing close by, so they could sit in a lane you walk down.
A crystal here and there was floating off the tunnel wall.