Some things; the king in the challenge rank 10 now has strong regeneration effect, which clearly wasn't before to prevent you know, the old burst strategy - which means you should preferably fight him with a level 20 team, a step-up from 10 and 15 for earlier challenges. Not that it really matters anyway, but it does change the tactics into properly delaying the tasks until its time to take him down.
Perceptive trait, which is supposed to make events more frequent, for some reason, gives 5 units of semen of each basic type including slime each day, even before you get upgrades for such, let alone characters. I wonder if its unintended or what, because that's the rumor I thought of free resources out of nowhere.
Apparently, to recruit the alternative ending enabling character, you don't need just artifact portals; essence portals and story portals do count, and in case of events, normal ones as well. This effectively allows you to recruit that character as early as day 10, if you get really lucky. Especially with the essence that spawns a new unstable portal after you complete one successfully.
The vine minigame for some reason doesn't consume stamina of characters with the skill, nor uses time, which means you can farm it for crystals. Endlessly and if you have the patience for it.
If you evolve an creature into a different creature while having it in the farm, it will continue breeding, despite the fact you can't breed different species for creatures. It will result in a impure hybrid creature, same way the catalyst trait/tamer profession does.
And now for bad parts, the bugs: if you end a turn while seducing/recruiting the enemy at the same time(unless it was the last enemy), which then dies next turn due to poison/bleed/burn, the game will break and pretty much requires a save reloading, which can screw you over in limited save runs - one of reasons why I want an alternative save method where you can only save a few times but can load as many as you want.
Shadowform essence that gives armor on it actually will decrease armor permanently, resulting in character being stuck with 0 armor, with no way to remove it, making it terrible in the long run.
On overworld map the heal skill heals for 5% of character's health, rather than 10% if the character in question has health above 50(greater heal works fine). Other healing skills like mass heal doesn't scale at all, making them less preferable to full heal at later stages.
If an enemy casts a sting/poison sting on a character who's at the edge of the map, the skill just won't apply at all - mana is spent, but nothing is done.
The familiar's consume mana still gives 1 mana per use as opposed to 2, which makes it reaching the cap a annoyingly slow process like before, unless you can give it traits like intelligent/potential/arcane and so on before leveling it up.