Dash - now speeds up with you. It ran at a fixed speed while your walk got faster with the score, so dodging was worth less and less exactly when the fight got quicker: five times faster than walking at the bottom of the ladder, three times at the top. It is five times faster at every tier now.
Dash cooldown - shortens as the fight speeds up. Half a second of waiting costs more and more as everything else accelerates, so the dash came out less often the faster you were going. It goes from 0.55s down to 0.23s at the top tier.
Risen mode - the dash is almost instant. Risen asks for a live combo, not a high score, and you enter the final round without one, so it gets its own rule instead of riding the score ladder.
Parry - the last entry listed it as a known issue and said it was the next thing we'd fix. It was. It shook the screen with the exact same numbers as an ordinary block; the shake is its own now, harder and shorter. A short hard knock reads as something you did; a long rumble reads as something that happened to you.
Parry - no longer pushes you back. A block absorbs and gives ground; a parry deflects and the chicken stays exactly where it was. Standing still is the chicken taking itself seriously.
Parry sparks - a parry throws its own sparks now. It never had any: it borrowed stand-in numbers that happened to be exactly the block's, so the two drew the same thing. A block is now a fan that opens, many small sparks scattering; a parry is a dry point, a few big fast ones in a tight cone, all at once.
Between bosses - the sardine school's breather between one boss and the next now lasts until the camera comes back to you, instead of ending while it may still be looking elsewhere.
Orca Nostra's circle - the known issue from 0.3.0 is fixed: it no longer follows you while it charges. It was unblockable and it tracked you the whole way down, so moving didn't save you either: the only fight in the game with no answer at all. It now picks its spot when the wind-up starts and lands there. Measured: with the chicken walking three hundred units away during the wind-up, the hit used to land where the chicken ended, and now it lands where the chicken was. Aiming at you is still what Orca Nostra does. It just stopped chasing.
Parry - nothing tells you when to press yet. That is next.