Well, played it a bunch and I still haven't seen any new monsters, because I still haven't done any champion level runs. There's still a laundry list of stuff a 5 year old child would've thought out or pulled off better. I've gotten involved with the official forum a bit, giving them insults mixed with feedback, that's the only way to treat "game developers". That way if they're dumb enough to not take good advice you can always say "Well I did insult them" to yourself and be satisfied - a) you know you failed and the bridge is burnt and b) you cussed them out beforehand so no reason to dwell on it.
Howeverz, the impression, for anyone who cares, is the following, just for the radiant mode and before having a chance to check out any new monsters (which kinda mostly look fine on paper). I'm not going through the whole laundry list of suck.
- They went and made the secret room not appear in every run ever. This lowered the overall average amount of gold you can expect to haul out. I think, it certainly feels that way. It was a bit ridiculous before.
- They bumped the loot stack sizes a bit which is fine.
- The antiquarian is rather good. I was expecting a weaker character, but no, as gimped as she seems she's been pretty handy so far. Not madly powerful, just not any kind of self-imposed challenge she seems to have supposed to have been.
- In radiant mode you can go into lower level dungeons with higher level dudes. One tier above is the limit, so champions can't go into easy. Funny as it may sound, this in effect makes the game much more enjoyable. Not because it's fun grinding low level dungeons with high level dudes (it's f****g awful, boring and doesn't pay), but because you can, for the first time, do the bossess when you feel like. You don't have to jump through hoops to have adequate leveled charactrs, you can't overlevel milestones you want to do. They shaved off god alone knows how many 100% pointless hours with this, and removed the insane "I leveled up a guy now I have to dismiss him" bollocks. Very nice and liberating, I wasn't expecting it.
- What it also helps is to kinda speed through the earlier difficulty levels in general. "Speed through" in "way too time-consuming slog" terms. The game is almost ridiculously sparse in monster variety and plays more satisfyingly at higher tiers where there is more of them, so being able to get through the easy (or even medium stuff) a bit faster is a very good thing.
- What happens, though, is that although your dudes will level up, the heirloom grind is still limited by your inventory space, so the upgrades will lag behind and you won't necessarily roflstomp everything just because your dudes are higher level. The non-radiant game has a ridicule worthy amount of progression staggering, radiant does away with some but leaves plenty. You can now trade one kind of heirloom for any other kind, and you can have any kind of heirloom as reward in any direction, which is also pretty nifty.
- Building upgrades are still largely bogus. You want the sanitarium, blacksmith, guild and stagecoach, everything else is mostly either meh, bogus or mostly a timesink. They said they improved this somehow, but it's not very obvious how.
- They seem to have been doing some survey about trinkets. The trinkets are still largely meh. If they give speed, attack, crit, stun and possibly scouting they're good trinkets, otherwise a few are situationally useful trinkets and most of them are complete trash not worth not selling immediately. There's mostly no middle ground. I suppose something's going to improve (it's hard for things not to improve, the trinket situation has always been godawful due to the simplistic system and monsters all doing mostly the same thing which clearly favors certain trinkets). Dmg trinkets are still just ok, but raw damage doesn't really compare to the important stats (and often isn't worth the downside and the trinket slot).
- Curios stil suck ass. They all ask what's in your inventory, and reward your alt-tab game.
- Runs in general still suck ass. They did improve the fetch quests by adding town-related rewards, and those are fairly nice, so that's something, but it's all still early-alpha-engine-test material and not game-that-sells-for-20$-in-a-store-and-is-played-on-a-pc material. Now that some other aspects of the epic grind have been adressed somewhat, this is what stick out the most.
- Town events / quest rewards are ok. They go from meh to... handy and strong, I suppose. Haven't seen them all yet, but can't complain.
- Stuns are still largely retarded and gamebreaking. Large sized monsters are strictly inferior to 1 tile monsters because it takes 1 single stun to take care of 2 enemy tiles. They seem to have taken the hint, new dudes are average size.
- It might, and I'm not sure, be possible to reliably do actual night runs for money with, IDK, higher lvl characters on, say, medium. This is strangely nice, because there's not much reason to go very dark outside of a few setpiece fights. So what I mean by money is actually variety.
Overall, strangely mellowing compared to how it used to be, if played on Radiant. Don't play any other mode it's a very pointless slog. Not really worth it yet, and I'm not sure champion level is going to be cool enough to pay off. Shows signs of hope, though.