While I get where you're coming from, the thing to keep in mind is that a game development team is not a team of people with interchangable skills. The short(-ish) explanation is that a team is predominantly filled with artists (people who make graphics/3D models), designers (people who figure out how the game plays and how to tune it), and programmers (people who write the code to make things do what they're supposed to and look the way artists/designers intend). A game like ours needs various things to help keep it interesting/fresh, but not all things require as much work from the different departments. For example, things like PVP are very programmer-intensive, but don't require as much from the art department, while things like characters are very art-intensive (and somewhat design-intensive), but require little programming work (except where entirely new functionality is needed, but even then much less work for a new kind of skill effect compared to making PVP leaderboards function, or implementing screen flow, or whatever).
So the reason we've had more character-related stuff lately is that we've been having most of our programming power tied up in the upcoming features/fixing bugs, and while the features are getting close to release, we still need a bit more time. But since our artists have finished most of the work for that, they can then work on more character stuff... and the designers balance between those facets of the game (while planning out future stuff).
The first post has a table of what characters were intended to have changes, and what those changes were. Anything beyond that is other fixes or changes that we missed logging formally (such as the burning talisman applying 1-3 burns again), or are bugs.
There are indeed some concerning bugs that went live with this current update, and we have people looking into issues reported (here, other forum posts, and directly to CS) to diagnose and solve said issues.
Thank you for the update. There was a reason why I redacted my earlier post pending a fairer inquiry and having received that, I apologize to any who may have been upset by my misguided frustration. I wish you luck in sorting the bugs out and patiently await those resolutions.
The artwork is amazing.
I've just noticed a little bug:
when being redirected to the screen that shows the characters used in a stage after the victory, it doesn't show those characters you pulled out the BNW souls
It would be good to know if the changes to Alliance Generals power ability were intented or not (i.e. if it had a bug which is now fixed or if a bug was introduced now), so we know if this is the way it is intended to be or if it will be changed. Also if it is intended that he now steals 5 power rather than 4 with his basic attack.
Some do, some don't. Some old characters also don't show up in the results screen either (or at least don't after this update). We're still working on that, but at least XP gains are still being recorded for everyone in a battle.
Under Character Tuning, Crit Chance (Status Effect) is listed with "Standardized Critical Strike Chance to trigger 35% of the time, unless otherwise specified".
Having a buff let you do 2x damage over multiple turns (way better than things like Attack Up or Magical Charge) was not intended, and some characters had wildly varying crit chances, so we took the opportunity to standardize that accordingly for characters that don't explicitly call out that they can get 100% crit rate (such as Stake on Vampire Hunter Eddie and Assassin Corrupt Harpy).