Digging further into the update, I notice that some high-end gear can now be upgraded once more. The aforementioned Cellphone can now be upgraded to the Shellphone. The difference being that the Shellphone has a 'phonebook' where you can pick where to be teleported to. The world's default spawn point, the player's spawn point, the ocean, or Hell.
Checking the recipe I realized that the missing ingredient I needed is found in Hell, and that's when I realized that they messed about with the fishing aspects there, possibly in an earlier update. Before you only needed a Hell-proof fishing rod to catch the various Hell-fish. Now you also need Hell-proof bait, meaning players have to do the preposterous thing of catching snails and flies in a net
in Hell! The welcome addition of a Hell-proof fishing hook allows players to use all kinds of bait in Hell, and that can be added to the Angler's Bag to upgrade that further.
(I'll let
Blaine decide whether that all sounds like sensible adjustments to make to the game, if he can be persuaded to leave his fishing spot for a couple of minutes.)
Also, it appears that some of the bone-headed decisions of the Journey's End-update have been reverted. The social slots can be used again to house any item, not just a select few. The bosses got a balance pass, with the biggest change hitting the Golem. He got some major HP boosts, but more importantly is what they did to the Temple he resides in. Remember going in there and seeing all those traps, and how easy it was to disarm them? Well, you can't do that anymore, seeing (and disabling) the traps is not possible until Golem has been defeated. Now the Temple actually presents a challenge.
If you were like me and sold off your Dungeon Keys once you'd scoured through the Dungeon and unlocked all the chests, I have some bad news for you. There's a new chest in the game, and it needs those keys. Since it counts as a spawnable monster there's literally an infinite amount of them, making Dungeon Keys yet another ingredient that needs to be farmed. Shadow Keys also get more usage, but you still only need one of those.
There's also an OCD-friendly change to the altars. At one point in the game they had to be smashed, and it would enrichen the world with higher-tier ore... but it would also randomly introduce corruption into the world somewhere, where it usually could spread unchecked and mess everything up. Guess what? They removed the corruption-part of that. Now the more autistic players no longer need to run around with the Clentaminator to plug any 'leaks' in their beloved world.
(Like I did once.)
A new addition I may have missed are the 'liquid' bombs. They're like regular bombs except they leave liquids around. Water bombs get everything wet, honey bombs get everything sticky and lava bombs get you dragged before international criminal courts. There's also a dry bomb that takes out all liquids, which can be REAL handy. Speaking of liquid management, say hello to honey and lava-variants of the Eternal Sponge and Bottomless Buckets. (Why terraforming in this game takes on the guise of housekeeping chores is just one of those little mysteries.)
While people could complain about changes made in Journey's End, this update seems to have fixed most of them, which is good. (Master Mode is still a letdown, though.)