While dodging the player will now be fully invulnerable, before it was still possible to get hit when close to the ground, which lead to some deaths that did not feel fair.
Auto aim is not applied while holding down aim anymore. Unless selecting 'Constant Auto Aim' in settings.
Freeze frames when a melee attack hits a block is now based on damage.
Frog explosions have a new look and create water element. Damage is slightly buffed as well.
Improved pathfinding, especially for faster NPCs.
Player's arcing projectiles are not removed during cinematics anymore.
God rays are now present in the Camp, Antivoid and the Void.
NPC CHANGES
Bosses now have their health locked during their corruption transition.
BALANCING
Snakes, frogs and rats are now removed from the bullet after triggering on an enemy.
Bullets are now destroyed upon creating some elemental reaction.
Made 'Common' powerups a bit more common in late game.
POWERUP BALANCING
Blossom Bud - Shoots one more seed during attack. Shoots out a couple seeds on death.
Moldy Pepper - Now 'Rare' instead of 'Uncommon'.
Buttons - Instead of spawning in random spots in an area once, they now spawn from the player during combat. To spawn a button you have to deal a certain amount of damage over time. The damage needed lowers as you stack more. Only one button is active per powerup. They despawn if outside view for too long.
Snake Bullet Lotion - Now needs more damage output over time to trigger.
Bullet Button - Now 'Uncommon' instead of 'Common' and lowered the damage slightly.
The Emeraldon Anticurse - Now 'Rare' instead of 'Uncommon'. Damage has been nerfed.
Elemental Rounds - Now uses damage output over time for triggering on weapon bullets, instead of picking a random position in clip to trigger.
Kindred Contact - The buff now sticks with the player for a while, stacking the powerup makes it stick to the player for longer.
Porkian Rebel Grenade - Now 'Common' instead of 'Uncommon'.