Alright, so this last KMST patch was primarily composed of two new things: One, the modified adventurer starter quests, and two, the Mushroom Castle. I want to look at both of these, so we'll do them in order.
First off, at level 10-15, for those of you who have not created a character in a while, there are "Job" category training quests from the Instructor. They typically consist of killing a low level monster, then a slightly stronger one.
Well, to make this a bit easier, They've instituted an Adventurer trainer, just like the Cygnus trainer and Aran trainer.
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He's found outside all 5 towns, and the maps inside are themed for each. When you talk to them, he has 5-6 options, which are each individual maps, and each map has a limit of 5 people on it. The maps are all identical, and they have the monsters that you need to kill for your job's quest on them. You can only enter these maps while below level 20.
However, he doesn't just let you in and then watch; he has quests too. His first quest was to find a document from the monsters, while the second asks you to kill the same monsters as your 3rd job training quest. Since you can do both quests at the same time, it's quite easy, and on top of that, it has a nice reward:
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Yeah, that's a skillbook. When you use it, you'll get this skill in your beginner tab:
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This particular skill is "Slime's Weakness". It increases the damage on Slimes by 150%. There are also different skills for Stump and Pig, but those are for other classes. So, this skill was pretty helpful for finishing up the job quests. After 15 things pretty much go back to normal as far as leveling is concerned, though there was a new quest in Sleepywood from the Rememberer for level 24-34 and a new one in Nihal for 26-36 from Karcasa and the Camel taxi. They were rather long chain quests (each one had 7 parts) so I was kind of annoyed by the level cap on there.
At level 30, I promoted to second job, and upon completing that Athena Pierce had an assignment for me:
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she warps you to the Mushroom Camp at the base of the new area. You can walk there by going into the "Empty House" map on the way to mushmom. There's a thorny portal in the lower left corner which cannot be entered below level 30. Aran and Cygnus over 30 may enter this portal, but hey cannot go any farther than the town map.
The camp which serves as a town map


As you can see, the new mechanics like Talking back to NPCs have been added for Adventurers as well in this place. The quests here, though, don't seem to be too terribly exciting. I was pretty disappointed in the quality of them compared to Aran.
"Get me 200 Mushroom spores."
"ugh... fine. Here."
"Oh. K. Get 200 caps."
".... alright, here."
"Now go get 200 spores again."
"..."
Yeah, not exactly what I was hoping for out of this. Most of the other quests involved just moving from NPC to NPC in the camp. There were a few more interesting ones later on, but I'll get to that in a bit.
The monsters here had interesting drops; most of the etcs were reused right now, they haven't yet made custom etcs. Take a look at this:
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Not your typical chaos scroll. It was untradeable, and marked as 100%, but It wouldn't work on any of the items I was wearing. Not sure what it's for yet. One monster, the blue capped mushroom, dropped Lidium ore, which was a bit surprising. Since this is an Adventurer only area, they don't have cards. That's odd to me since Poison Golem is adventurer-only and he still has one, but whatever. So yeah, drops have to be recorded the old-fashioned way.
Anyway, 3 maps into the area and I came across another thorned portal. In order to get past it, I had to collect some of the powder dropped by the blue mushrooms here:
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Through the portal you can see the path splits. The upper path leads to an apparent dead end; there was no portal there which I could see.
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The lower path heads to the castle. As it gets deeper, you run into the pigs.
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After these two maps, there's an empty map at the bottom with a spring on it. You must bounce on the spring and land up top at the castle. if you bounce off the spring wrong, you'll land at the gates, and a pepe will spot you and toss you out. If you bounce properly, you'll end up here:
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you can press up on that little door to warp up to the telescope spot. From here there are 6 hunting maps with the Pepe monsters in them. In between are gateway maps with no monsters.
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At the end is one last tower map, and at the top is a door NPC. The door NPC will take you to the wedding area (level 30-50, you can enter alone) or to the "PQ" area, which requires you be in a party of 2-6 between level 30 and 35. it's a strict limit; if you out level it, it kicks you out IMMEDIATELY. I was pretty annoyed when I found this out the hard way.
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The wedding area is very, very nice looking. Can't do much here, but it's a cool place to see.
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This last door leads to the actual wedding chapel, so I can't pass that.
On the "PQ" side of things (I use that term loosely, it doesn't register as a PQ in the quest log, and since you only need 2 people it's not much of a party), I found a person to party and went in.
Boom! Pepe King glares at me across the screen and the battle begins. It was super easy but...
you see the drops? I wasn't able to pick up one of those blocks before it kicked me out... Still no idea what they're for. I'm raising another character to 30 to see if I can find out what the deal is.
For the one interesting quest, I was given a spray made out of the items I collected, which I had to take out to the 2nd thorn gate and spray.
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The thought bubble there seems to indicate where I should stand to spray the item. Not sure what the deal was with this quest as I was able to pass that gate before I did it.
Once I leveled to 36, at the boss, I was immediately ejected from the PQ and sent back to the camp. After that, I couldn't even enter the monster maps again. Worse still, the quests didn't have a max level, so I was being pestered by them even though they were now impossible. There may be a way back in, but for now it seems unlikely. If this really is the level limit, then I'm even more annoyed than I would be without having anything for adventurers. Why the hell go to all the trouble of adding new stuff for them when EVERY adventurer in existence is going to be unable to use it? >_> I'm going to keep experimenting, but that's it for now.