One more experience discrepancy:
Cobold Chief - both the base and Elite versions give the same amount of XP.
EDIT:
Enemy behavior suggestion:
Change the spell order for the leaping plants, so that their leap is first. This way, they jump on ranged heroes first to close the distance and then proceed to spit their close range clouds. Currently, they just stand there, doing absolutely nothing until they either die or you get in range of the cloud. I've been trying it out for a bit now and it makes them feel much better to fight, and also make them actually earn their name - Leaping Plant.
The original devs obviously realized this in the Ice & Blood expansion, as the frozen version of the Leaping Plants has the leap first and the offensive spell 2nd. So this change would only improve consistency in their behavior. But I'd personally change it only for the plants that have the poison cloud attacks.
For the Fire Plants (shoots fireballs), I'd leave the spell order as is. Works fine.
And as for the Mutated Plants, they have 3 spells:
entry0 = { "enemy_cone_poisoncloud" },
entry1 = { "enemy_frostball" },
entry2 = { "enemy_gen_battlejump" },
I'd change it to:
entry0 = { "enemy_frostball" },
entry1 = { "enemy_gen_battlejump" },
entry2 = { "enemy_cone_poisoncloud" },
That way, they'll first shoot their long range projectile, then leap on to heroes that might be keeping distance and then use the poison cloud.
The original attempt to fix this in the PFP was increasing their leap range. Which was a good change, but it still left the plants stuck, because they never got to using their jump in the first place. Overall, if the leap is not first, it basically makes the plants stuck as they can't move and the first spell they attempt to use has mediocre range. Really makes fighting them as a ranged character much more engaging and they are no longer just stationary XP piñatas
I am 100% leaving it changed like this, but I'd also consider this a good change for the purposes of the PFP and count it as a monster fix.
EDIT 2:
As mentioned in this thread here (courtesy of Lindor):
The "seraphim-angeldustfx-wings-var3_c" is missing the flag "SURFACE_FLAG_TENERGY" in surface.txt, leading to one of the variations of the Seraphim wings not animating properly. Adding the flag fixes it.
EDIT 3:
Beginning my foray into trying to mod drops, I've found a probable error in the "Droplist_all_weapon_from_rare" drop list. All rare shields are listed in it twice. It's blueprints 1354, 1356, 1358 and 1361, starting at entry 41.
In the same droplist, "unlock_dagger_bladeofmages" is also listed twice at entry167 and entry 175.
EDIT 4:
Near the end of the game, after the Seraphim vs Inquisitor fight on the bridge, the Seraphim kills the Inqisitor and then attacks you if you are playing a Shadow character. She is holding a sword, but uses barehanded animations to attack (punches despite holding a sword).
EDIT 5:
The bronze Fuel mod for the Temple Guardian's Propelled Levitation currently states:
"Decreases the cooldown gradually as Propelled Levitation levels up".
It is however a one time decrease of the cooldown from 30 seconds to 20. No per level scaling.