Some of these indeed could use some clarification. Alas, sometimes it may happen that the changelog in the internal bugtracking system is somewhat vague. Of course we try to interrogate the dev team for details when we can, but with such large patches as this one it may not always be possible due to time and availibility constraints. Sorry for that. But you can always ask me like today though :)
Literally which ones? and how?
They're in the patch notes below in the classes & mechanics section.
What does this mean?
Multiclassing used to allow circumventing the limit for one natural attack per source (e.g. letting you make multiple jaws attacks), it no longer does so.
What spells?!
- [Alchemist] — Dragon's Breath (4), Remove Curse (3);
- [Witch] — Waves of Exhaustion (7), Resurrection (8), Cure Serious Wounds (3 -> 4), Cure Critical Wounds (4 -> 5), Cone of Cold (6), Inflict Light Wounds, Mass (5 — removed), Inflict Serious Wounds (3 -> 4), Inflict Critical Wounds (4 -> 5), Neutralize Poison (4), Summon Small Elemental (2), Summon Medium Elemental (4), Summon Large Elemental (5), Summon Huge Elemental (6), Summon Greater Elemental (7), Summon Elder Elemental (8), Elemental Swarm (9), Haze of Dreams (1), Destruction (8), Poison (4), Stabilize (0);
- [Druid] — Nature's Exile (3), Stabilize (0);
- [Cleric] — Stabilize (0);
- [Inquisitor] — Stabilize (0);
- [Warpriest] — Divine Zap (0), Dismiss Spell (0), Stabilize (0);
- [Sorcerer/Mage/Arcanist] — Winds of Vengeance (9);
- [Bloodrager] — Glitterdust (2), Volcanic Storm (4), Confusion (4), Stone Call (2), Stone Fist (1), Expeditious Retreat (1), Touch of Gracelessness (1), Force Punch (3), Reduce Person, Mass (4);
- [Oracle] — Stabilize (0);
- [Hunter] — Animal Aspect (2), Animal Aspect, Greater (3), Instant Enemy (3), Primal Regression (6), Nature's Exile (3), Life Bubble (3), Remove Sickness (1), Spike Stones (4), Divine Zap (0), Call Lightning (4 -> 3), Stabilize (0);
- [Paladin] — Sacred Nimbus (4);
- [Ranger] — Cure Light Wounds (1 -> 2), Life Bubble (3);
- [Shaman] — Bull’s Strength, Mass (6), Resurrection (8), Restoration, Greater (7), Deep Slumber (3), Slowing Mud (4), Protection from Energy, Communal (4 — удалить), Stoneskin (4 -> 5), Magical Vestment (3), Magic Weapon (1), Greater Magic Weapon (4), Haze of Dreams (1), Dominate Animal (3);
- [Mythic Lich] — Inflict Moderate Wounds, Mass (6).
Stabilize (0) — Witch, Druid, Cleric, Inquisitor, Warpriest, Oracle, Hunter.
How was it wrong how is it now right?!?!?
Elemental Rampage used to give +3 to attack and +4 to damage, but didn't grow with level. Now it's +2/+2 and grows +1/+1 with level as per description.
How much less? How is it calculated?!
2d4 to additional targets.
Hope this helps :-)