How about an info update .... warning...wall of text
A new version of the mod will be coming out soon, getting close to releasing the mod on steam. Hopefully by Christmas. The biggest thing I have left are the pet changes I talked about earlier. It will be quite involved, so I have put that on shelf until I get the base mod in a fairly stable version, which is really close!
New Dungeon Levels
I have been play testing more than modding lately. I made it all the way through NG+3. NG+4 starts out at dungeon level 120, currently fighting level 125 mobs... so that part of the mod is working

I want to get to NG+6 before I release to ensure that the new NG+ levels are working as intended, vanilla only goes to NG+5. Have not tested anything beyond that other than through console testing.
I may need to adjust monster damage/hp/armor graphs since they only go to level 105, but I still die form time to time. But mob health is pretty easy to get down, but I am only playing in Normal Mode. I am sure Elite will be much more challenging. Will have to play in that mode for a bit to see how it does. Will most likely wait until I get to NG+6 though.
Loot
Loot drop rates seem about right to me. I am seeing Legendary items on a semi regular basis, but since the level requirement prevents me to wear most of the gear due to stat restrictions, the drop rate of usable gear is fairly low, but not frustratingly low. I have found a few items I can use, but after playing all the way through NG+3, I am not decked out in Legendary Gear. If one wanted to farm bosses, it would make it easier. I just played through the NG+ Level as fast I could. Legendary Weapons are very powerful... maybe too powerful. Armor may need a bit of work still, but over all are much better than Unique/Magic items.
Most affix bonuses are pretty good, there a couple I will need to adjust before release though, specifically +Stat and +% to damage and health and mana regen bonuses.
Magic Armor (blue) is really useful now as well. They tend to spawn good +stat bonuses that are needed to wear better gear. I have a nice balance of Magic/Unique and Legendary Gear. To be decked out in Legendary gear, it will be a challenge to find ways to meet the stat requirements for all the pieces. Getting good Enchantments and Socketables with +stat bonuses will be a must.
The enchanters have become more essential now as well.
Stat requirements might be too low in general still though, will most likely need to adjust later on. But waiting on this one.
Mapworks Changes
I did find some major bugs with the Mapworks changes I made with my play through that I have fixed, basically had to redo them. Mapworks Maps now go from level 10-999. I also added more floor levels to each map. They go down between 6-9 floors now. It was WAY to easy to exploit Mapworks to farm bosses. I may extend the floors further on the shorter ones too still. I also decreased the Legendary item drop slightly for Mapworks as well.
The Mapworks Maproom has been scaled with dungeon level now, it previously was not. So it was stuck selling level 100 items. The odd thing is though, the map vendor doesn't seem to follow the same rules. I can't get it to sell scaled dungeon leveled maps. They are all either level 100 maps or way to high of leveled maps because of a "ignore level" setting. The high leveled maps would give access to content and gear before I intended, so that vendor is broken. So I have removed maps from being sold by this vendor until I can get this figured out. As a work around, I added them to the General Goods vendor in all towns and the General vendor in the mapworks. They now scale correctly with the dungeon (NG+) settings. Odd.
I also created a scroll that gives access to Mapworks at anytime at any level that can be purchased from the General Good Vendor. You no longer have to beat the game to get access to it.
I think the Mapworks should be a supplemental feature ie the endless dungeon which it replaced, that should always be an option, not just designed for endgame. Endgame with this mod is getting to dungeon level 999

With the General Goods vendors selling the maps now, it also made sense to sell a scroll so you can use them at the Mapworks anytime.
Thought about adding the Map Selector to all towns, but that would have broken compatibility with Unearthed Arcana and many other mods due to them using layout files and mine would have overridden them. So I settled on a scroll to get to the Mapworks which gives access to the Map Selector.
Quest Reward Changes
I have made some changes to the boring quest rewards. I added Spell Scrolls, Mapworks Maps, Fish (which will include new pet spells), Socketables, Health/Mana/Rejuv Potions and Identify Scrolls as quest reward options. There should be a chance to get a unique item as well.
I removed pet tags and collars from quest rewards. The best way to get those is through fishing.
Also reworked Class Quest rewards when you beat the game and Trill Bot Quest Rewards. They now offer 5 Legendary Weapons and a Shield as a reward, you get to choose 1

Small, but big changes

The mod is really starting to come together!
The good thing is, with my play through I came across very few item issues/bugs. Haven't crashed yet haha. ... knock on wood.