Thanks, this is a really useful report. The dual-town scaling got caught in the wider scaling cleanup I pushed after this comment, so those encounters no longer follow the player upward forever. I still want to recheck the actual pacing and damage once I’m back though, because getting launched into next week is funny once, but not necessarily good balance.
The Life-tab activities, shop behavior, and the town-selection text color are all worth checking. The dual towns are far enough away that the old local activities and shop should not just bleed through as if you are still in the starting area, and the unreadable choice text is plainly a UI issue.
Good catch on the longevity wording as well. If the effect continues through rank 400 while the description says the outer method is exhausted at 300, then either the wording or the behavior needs to be corrected so they actually agree.
I’ve been moving pretty fast on the game and this is exactly the kind of feedback that helps catch the things that slip through normal testing. Thanks for taking the time to write all of it out.