Monsters that don't get randomized (like magma golems and most bosses) won't trigger their connectors twice or drop items twice, they no longer drop a "Nothing" item and trigger their connectors properly
Pyramid of Umas - Burial Chambers: puzzles now use the randomized items as expected
Fixed missing cube model
Fixed missing treasure maps
Fixed "attempt to index field 'data' (a nil value)" error when some monsters attack
Fixed castle and pyramid torch holders and fixed empty torch holders
Fixed the "spider walker" mob from the archives puzzle randomizing
Fixed "rat swarm" spawning in levels with elevation
Removed some leftover debug messages
Lowered damage of Fire Elementals if they spawn too early
Item changes
Now the type of item (like being an accessory) and location (like being in a chest) increases its rarity, which increases its potential of getting multiple stats and special stats (like skill levels). Previously only the map affected this
Accuracy bonuses on Shields now apply properly
Low tier weapons that spawn in later levels gain a random attack power boost (check those torches!)
Extra item spawns added to some secret spots
Spell charges are now based on map (no meteor storm early, but also no fireburst late)
Requirements for spell charges lowered significantly (low/medium tier spells no longer need points in elemental magic skills)
Due to the nature of how the game handles throwing items, their stacking mechanic had to be changed: now when you right click a throwing item in your inventory, you'll see an extra inventory like a bag. If you put another throwing weapon of the same type in it, it'll be destroyed, increasing the count for the original weapon
Bug report: in the true final boss fight, when the Island Master flickers between his trickster and human forms, each flicker triggers effects like "Lose 10 health when an enemy dies".
The randomized class traits don't repeat between different champions
All base class bonuses (like the Barbarian +1 Str per level) were turned into traits that go into the traits pool (The Farmer and Alchemist bonuses however, remain hardcoded)
A champion won't get both "Poison Immunity" and "Poison Resistance" traits
A HUD message appears when you prevent a condition because of an item
Got some pictures of a few high rarity item drops:
(also added to first post)
Monsters get a reduction to attack, evasion and protection when they get randomized into one of the early levels (affects monsters around the strength of Skeleton Troopers being placed in the beach and twigroot forest, mostly)