New update! \o/
First of all, floating magician:
They'll just sort of walk around at the bottom of the screen if they fall down there. This doesn't seem like intended behavior.
Alt-tabbing directly after killing the tree miniboss, (and presumably after other bosses,) causes the block destruction noise to continuously play until you refocus the window. You might want to consider muting all sounds while the window isn't in focus, if possible.
It's taken me this long to realize that there's a boss at the top of the tree, which probably explains why I didn't think fastfall was doing anything last time. (oops.) While I appreciate the fact that you can't attack them from the front, they still have a very easy strat where you hit them from the top, since none of their attacks seem to cover that area. This has caused their rolling attack to become my favorite since while it doesn't totally prevent hits from the top, it does make them much riskier.
The bouldermen are now very enjoyable to fight, although I have a couple complaints. First off, the slam attack that makes the ground ripple isn't stopped by walls, which feels a little weird. When I fought the boulderman in the big open room I was expecting the very tall ledge on the right to be safe from the slam attack since that's how walls usually work. Secondly, the spin attack's animation comes out too fast to react too, especially when you're dealing with the end-lag from a sword swipe, and doesn't do anything significantly different from the roll attack. A potential idea for this might be to keep the spin attack's short wind-up, but to only have it slide the boulderman in one direction for a little bit before stopping, instead of locking on to the player, since right now even if you react in time, the lock-on instantly snaps to wherever you jump. Finally, the rock throwing attack basically never shows up unless you're out of its range, which is a shame since I think it would add a lot of interest to the fight. All that being said, the slam attack is easily my favorite, since the animation makes it very obvious what's about to happen, and it clears anyone doing melee from any side, which almost no other monster can do.
While less infinite-able, the tree miniboss still isn't very interesting, because the strat for them has gone from: "hit them from the front" to "hit them from the top." Their attacks are only interesting if you're far away, and since this is a melee-focused game that doesn't happen very often. I would recommend allowing the bomb-fruit-thing attack to happen more often if the player is directly above them, as it forces the player to retreat for a second, allowing the fireball attack to actually see some use. It's also got a long enough wind-up that even with end-lag from attacking the player will be able to react to it at close range, while still forcing a retreat.
The ogre can still be infinitely stunned by just spamming B next to a wall. Dunno if you actually changed anything about them but that's still a thing.
I like the blocking mechanic for the trident gremlins, but it's sometimes difficult to tell apart the blocking and attacking animations. It also feels a little odd to have the trident blocking at chest level while being unable to hit them with a downwards slash from above. This could potentially be improved with a different blocking animation where the trident is held in front of the area that's being blocked, making it obvious where not to hit.
I've started using the warptag a lot more for bosses, having gotten the hang of it after playing this game for a while, however, I still never use it for the basic enemies, and thus didn't notice any of the warptag reactions mentioned in the patch notes. This is mostly due to the fact that the basic enemies still don't necessitate any warptagging to kill easily.
The "dodging" that the trees and apes do doesn't really feel like it correlates with attacks, since it doesn't always happen. It just ends up seeming like they sometimes jump around randomly when you're near them.
Even at full energy the EX moves remain too inconsistent on a controller for me to attempt to use them in combos. It might be easier on a keyboard, but keyboards are also disgusting and incorrect.
A minor annoyance that I've discovered is trying to jump while in front of signs, which happens somewhat frequently. A suggestion I would have is to make the "read signs" button be something like bumpers/menu since it's very unlikely you'd be using either of those for anything next to a sign. Alternatively, once keybinding becomes a thing, allow people to set a specific button for reading signs.
Something I've been noticing is that everything that uses energy takes some multiple of 4 energy to perform. Would it be better to just give the player 4 energy instead of 16?
On a related note, the energy and health bars are a little too small and out-of-the-way for me to easily read during combat. This is fine for health since it's not super important, but seeing as how energy is needed for both EX moves and warptagging, it would be nice if it was easier to read. (aka larger.)
In summary: keep doing what you did for the bouldermen because they have become like 10x more fun. Also, I've decided to continue filling the comments section instead of replying to older stuff since scrolling through a massive comments thread every update to add feedback sounds annoying.
Keep up the good work! :)