I'm VERY excited to see the new changes in v0.2.4 - very nice jobs guys. I did a brief check on the features and functionality to make sure there weren't any obvious bugs/exploits/glitches. For the most part, everything looks great.
Two things I noticed:
1) There was no "barrier" preventing you from walking off the edge of the scene and losing your actor. If someone walks off the top of the scene currently, there is no way to get your actor back on the screen - he simply disappears. This is a function in Stencyl itself, but you may want to add some kind of fence or something to block people from doing that. At least until you make scene 2

2) There was no logic implemented to make sure chests couldn't be re-opened after a save/load took place. I resolved this issue in one of my previous posts, but I can imagine it was probably overlooked during your overhaul. I reconfigured the check and attached the fixed version.
(Logic Explaination) - read if you wishBasically I added a variable called "ChestID" to the treasure chest actor. This needs to be set to a unique ID for each chest by clicking on the chest in the scene editor and selecting the "Inspector" tab in the top right. Make sure "Customize" is checked and scroll to the bottom to modify the ChestID attribute.
Once this is done, a new logic method that I added to the chest behavior will reference the "OpenChests" game attribute that I created to see if the ChestID is in this list. When chests are opened, the behavior will add the ChestID to the OpenChests list, so that next time the player enters this scene (or loads the game) the chests in this list will have their animation set to open and the "Open?" boolean set to true - thus preventing them from opening the same chest over and over again.