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Biome choices now include all their information like flavor text (Whoops?).
Tokens that only define a plain name (the Violinist's song-part markers, for instance) no longer leak their raw id into combat speech; they now read by the game's own name.
Buffs the game names only through a tooltip override no longer read as a raw stat key.
The deathblow resist icon now speaks as "deathblow" instead of "death"
Path-modified tokens now read their own descriptions on skill cards.
Duplicate enemies now number 1 to N in the order you meet them, instead of by rank. I thought the latter would be more intuitive; I was wrong.
The hero sheet's cosmetics tab now reads properly: palettes, weapon kits, and hero skins by the game's own names with "selected" on the applied one, locked skins refusing with their unlock hint in the buffer.
The stagecoach's livery cycler now reads as "Stagecoach Livery" with the applied skin's name, and speaks the new skin after cycling. It used to be a bare unlabeled button.
The hero sheet's conditions tab is no longer a hot mess of one line.
Opening the hero sheet from the road no longer lands on a bare "hero".
The crossroads path seals now read their own path's card in the buffer.
The Infernal Flame Vitrine is now a regular button in the crossroads actions, next to Embark. The game only ever opened it on the Z hotkey, which nothing announced.
Three run-status glance keys answering from any screen during a run: F speaks the flame level, H the coach's armor and wheels, B the wallet - Relics, Mastery, the Baubles total plus each faction currency you hold by name, and a kingdom's Materials.
Affinity and party changes outside combat now speak.
Story choices now tell you who would agree before you commit.
The road fork is no longer a screen of its own that takes the whole keyboard; it is now a transient popup inside the driving surface, matching the rest of the game. Incidentally, this re-enables looking at things like the map while you're stopped.