MAIN FEATURES
Difficulties no longer drastically change the damage multipliers and only change the damage of enemies
Fixed Problems with high damage multipliers/health on many enemies
All actions drain stamina, physical damage is now dependent on your current stamina (also applies to human enemies)
Reworked critical strike damage to be more consistent and more useful
Each weapon type has it's own unique upside. Some enemies have resistance to certain weapon types.
Blocking with shields or weapons is much more efficient and negates staggering effects
Heavy Armor grants more protection and adds stagger reduction but will slow the wearer and will increase mana cost for spells
Clothing/no armor increases movement speed and reduces manacost but clothing no longer grants armor
AI reacts better, attacks/blocks more frequently
Archers now use Arrows and will switch to melee weapons if needed
Certain creatures (like Bears and Trolls) will knockback the player with some attacks if the player isn't blocking
Undead have drastically increased armor and resistances. Added new silver weapons, silver arrows
Ghosts have drastically increased resistances. Bypass it with silver weapons or with a new consumable called "Ghost Curse"
More diversity between creatures. Some Examples:
Mud Golems (Troll Template) regenerate Health very slowly, have increased resistances
Tyarge (Troll Template) are slower, don't regenerate health, are the only ones left with the ape like idle animation
Steppe Crusher (Deer Template) are more aggressive and have a new attack pattern
Boneshredder (Vatyr Template) are slower and have increased armor, magic/poison resistances
Crystal Elementals (Frost Elemental Template) have new resistances, removed
frost cloak, removed frost FX, added a new power attack effect
Spiders have different poisons (slow, paralyze or increased damage poisons) and big spiders will knock the player back
Starling Guardians use their crossbow, Starling Centurios use their steam breath, Starling Spiders shoot lightning sparks
Many enemies have slightly different attack patterns (e.g. a Vatyr uses some attacks more often than a Boneshredder)
26 completely new Spells, 5 of them are mystical spells
Manacost is drastically increased, Manacost reduction perks are now mandatory to properly cast spells
Manacost of spells is increased if you have a low skill and cast high level spells
Completely rebalanced elemental spells, some spells were just much better than others of the same rank
Rebalanced spells in general (e.g. summons require two hands, AoE damage spells are higher level, healing spells heal less/less arcane fever)
Reworked some spells (e.g. Counter now silences, Dreameater sneak attack rework/fix, Provoke reworked to Soothe)
Talents/Perks rebalanced and completely reworked some of them, added cooldown description to memory trees
35 new Potions/Poisons and rebalanced the others (in most cases they are stronger now)
Rebalanced apparitions, they have better stats, are poison immune, no longer trigger traps and have all of the new mechanics
Fixed and rebalanced Lycanthrope (fixed fleeing enemies, fixed range issues, fixed damage calculation)
Completely reworked and fixed armor/weapon blueprint recipes, fixed/balanced all the entries (about 600) of dismantle recipes
Added arrow crafting, added a new armor piercing arrow type
Removed Secure Chests and replaced them with 3 safe chests in locations where they made sense
Many hints that had unimmersive or simply too much information were removed
Rebalanced stealth/pickpocketing/lockpicking and overall made harder
Rebalanced alchemy/handicraft/enchanting, this includes a ton of changes
Loot is much more diverse. Animals/Creatures will drop appropriate items
Increased weapon and spell diversity on enemies
Many, many other changes. More informations in the readme (located under docs) and in the changelog (located under logs)