Difficulty now follows how far along the route you are, not which area you are in. Later legs have more monsters, tougher and harder-hitting; a half-built setup needs 6 to 7 hits per normal monster.
Elites and mini bosses hit harder. The strongest healing effects are weaker; the dash blood pool now spawns at most once every 4 seconds.
The Grove Warlord, the Abyss Mother and the Caravan Master each have new moves in every phase. Charges are faster, and standing next to them gets you hit.
The last three bosses have new life and damage numbers: a fight takes about a minute, each hit takes less of your life, and you can take more of them. The Abyss Mother no longer drags on for minutes.
Boss warnings are solid areas instead of dotted lines, so the safe spots are easy to see. In co-op, guests see the new boss moves too.
Redrawn: the Abyss Mother's big arm slamming down, and the Grove Warlord falling over.
Treasures
Accessories are now in-run treasures: pick one of three after each boss, wear up to two, and forge them up to +3 at the forge.
First six: Upturned Candle, Black Bounty, Crimson Ledger, Watchdrum, Rondo Sheath, Shadow Writ. Each one has an upside and a cost.
Gear and runes
Rune and glyphstone picks show where they will go; one press sets them, the shoulder buttons change the target.
Picking up gear opens a small box: wear it (the old piece's level, runes and glyphstones melt into it), salvage it, or keep it in the backpack.
Salvaging is available from the start, with a confirmation.
Engravings are now Glyphstones: carved stones with their own stone-slab pick card.
The forge is now one page: all four worn pieces with their sockets and glyphstone places, no tabs.
Screen and controls
Fullscreen on non-16:9 screens no longer has black bars; the extra space shows more map. New Scaling setting.
Every action is now a framed button that lights gold when selected.
Warnings on the Vess Isles sand are now dark and easy to read.
Removed an oak that blocked the way in the Urga Woods.