Trying the version uploaded here, the new 'content' options don't stay on when you click on them.
As for some feedback on the game changes, the new map progresses too slowly, it takes forever to get to past green/light green level missions. There's also way less variety in map types. Despite the progression, it definitely feels more repetitive and stale than the old method.
Unless I'm missing something, locked chests can still only be opened if you RNG into someone with the lockpick quirk. You should really be able to buy keys like in DD.
Morale/Provision system changes feel better, and the game is harder without the constant free healing.
Gold gain feels fine, but mana takes way too long to grind. Getting stuck with garbage goals early on almost feels like it's better to dismiss the character rather than eat the 30 mana cost.
Speaking of garbage goals, the balance here is still rough. There still feels like there's a lot of times where a character gets benched until you can reroll, because it's otherwise too tedious to continue levelling them. Stuff like 'do 0 damage in a dungeon' is simply not on the same level as 'get healed' or 'do damage'. The more difficult goals should give more than 1 skill point IMO. Alternatively I think characters should gain 1 level for completing a dungeon no matter what. Certain classes like the Rogue are just trash at low levels, it would be nice if you could carry them until they get going.