Some rounds add a system. This one played the game hard, wrote down everything that chafed — seventy-four items' worth — and then sanded every one of them.
The town portal grew a spine: opening one is now a three-second incantation with a visible cast bar, interrupted if something lands a real hit on you mid-prayer. The gate opens facing the camera like it should, carries a label telling you where it goes and how long it will hold, and expires like all borrowed magic must. Getting out of trouble is still possible — it just isn't free anymore.
Comforts landed everywhere else. A proper VIDEO settings tab with resolution switching. An experience bar you can actually read, and a character sheet where every single row — all twenty-six of them — explains its own arithmetic when you hover it: where the number comes from, what feeds it, what it feeds. Equipment slots light up when you hover a piece that belongs there. Flasks sit in proper frames on the hotbar. The crossbow finally rests in a relaxed carry instead of being aimed at the horizon forever. The camp plays music at the menu, and resting by the fire long enough sends you out Well-Rested, with a little more experience for your trouble.

Dying got its price list straightened too: falling in the field costs a slice of your progress into the current level and some gold — never a level itself. Sharp enough to respect, never cruel enough to quit over.
And the named dead got meaner. The Charnel King's thorned ward is no longer a pause button — he fights on while the spikes are up, and hitting him then is a decision. Sexton Veil learned the nastiest trick in the graveyard: a grasping snare that roots you where you stand, followed by a long, patient, re-aimed shot while you're held. The dodge roll is the only way out of the root. You will learn this once, loudly.
Panels now share the screen like adults — sheet on the left, tree or shop on the right, each side displacing its own kind — and what falls on the ground finally looks like what it is: weapons show their actual make, coins look like coins, and the good stuff glints.
None of these items was big. All of them together are the difference between a build you test and a game you keep playing after the test is done.