So, in spite of hardships and issues out of my control, I am reviewing the new additions, namely the changes to challenge ranks and their addition to standard runs, which focus on unique characters with their genes being intact and with no starters/professions - which is fairly interesting but generally harder than normal runs for obvious reasons, but in detail;
Of course, the first change is how higher challenge ranks work - instead of adding an instant bonus to enemy stats, they instead give them over time, encouraging to rush the alternative ending as soon as possible, since at higher ranks, enemies will get way too many buffs to make them managable, as they stack on each other instead of being static for the entire run. Naturally the older rushing strategies are ineffective at higher ranks, and the best one is now the succubus world guardian, who in spite of disadvantage of negative reputation and highest hostility penalty, they can do 0 day rush on simplified modifier, that due to new system, can allow them to do that many, many times using the assassin hybrid diamond swords they start with to arm themselves and others. The extra points given per ranks is a bonus, though you already get all nessecary traits in bonus point settings in the first place already, and extra ones do not help in super high scaling ones anyway.
As for standard runs themselves, they are quite a much, much more interesting way to play the game - while ones with weaker stats or tutorial neoran are weaker in general, ones with high genes like the alternative ending boss instead become much, much better in standard as they get to keep their genes, and learn a bunch of strategies that you would never think of otherwise, namely heavily relying on recruiting others by using your character and economizing money on low hostility starts.
The rewards for climbing its challenge ranks are similar to traits in normal runs, difference being they are more to help the fact you do not have starters or traits to begin with, and the final reward is essentially lesser but scaling knowing trait but 1 favor per 50 points after 100, meaning you really, really have to play the aftermentioned guardian if you want really high challenge ranks, yet its the only character who can possibly win in such rapidly scaling scenario. Though on first ranks you are encouraged to play weaker ones to both unlock the new ranks and to get the unlocks in right order, and ending the final ranks with strongest characters, like the assassin hybrid and the (buffed) flame one, who now has agile trait that actually makes it competetive with the said assassin, though only as main characters, not units in terms of choice to pick in the event you get one of them.
The new unique characters and by extension the change in recruitment for town ones from tracking only to pre-tracking but with increased requirements is good, since they do not have the best genes or stats to begin with, and they often diluted the list for more desirable and harder ones to get in the first place. But now on the new ones;
The electric insect is a support which gives lightning damage a non-lethal attribute towards your allies, meaning it outright negates lethal damage, which often becomes a problem when you arm yourself with volt blades and high power electric spells, but the passive makes such strategies much less dangerous when they cannot backfire as easily as before, while making enemies who deal said damage effectively non-threats as long they do not deal other types of damage. Not great as main character due to heavy reliance on insects, which restricts their party choices, especially in standard, and with a specific trait on a shapeshifter you can achieve the same result while having far more options.
The desert naga is a archer who has an ability to enter sniper mode that makes them immobile but much stronger at range, fairly strong if you have ranged weaponry and a way to keep them from danger, but what is truly powerful is if you can find a way to put said sniper skill on characters with sniper trait, usually through an mythic essence, a unique ability of 2 unique main characters or (later) spike slime fusion on an impure species, which if combined with a legendary essence that gives +1 to attack range, means you will have 9 range snipers who, if supported with slow/lizard poison slow essence/entangle effects can attack from across the map without enemy having a dent on them. Of course, quickshooter is also needed for maximum firepower at range.
The light bug rider is a character who can only attack by charging into enemies, and while frail, their ability to deal true damage to poisoned targets is very, very powerful on simplified, since while damage scales badly in normal growths, even with diminished, on simplified no character expect for giants will survive such attacks as long you have ways to poison the targets before engaging them, while said targets not being likely to kill said raider in a single hit due to fact simplified removes growth, making many things more equal and gear dependant.
The creature pack harpy is arguably, the most interesting and powerful in terms of normal runs, character; gets a free token in every battle including ranked arena where said harpy is not present as a fighter, said token level and stats are based on your level, and is just much better than druids variant since it gets mana and has genes for boosted stats, synergizing with said character's kit on relying on creatures to hunting enemies down before they could react. And of course, its great both in normal games since tamer profession also boosts the token's growth/stats, and in standard, where the bonus ally is never a bad thing. And yes, the harpy is a better creature handler than succubus hunter, because of all those combined. Well expect simplified, since no growth makes the extra token weak since it heavily depends on it.
And for non-unique character, the spike slimes - they only appear in encroached modifier, which spawns them each turn being allied to closest targets, so if enemy has a lot of characters, expect a lot of extra enemies to watch out for, but if you clear them out, expect you turning the tides in. Though notable thing about them is the fact their copy skill is inheritable, which means if you mind control one and start breeding it, you can essentially produce fusion tokens that can allow impure hybrids to have skills that are normally exclusive to specific characters or just plain non-inheritable, thus making them a pre-post game mythic essence choice. And a powerful one at that, considering how desriable certain skills are.
The new skill for 2 main characters, ritual is essentially the post-game evaporate skill, that costs stamina instead of mana, works only at close range, only humanoids and requires both to be at half lust cap, though it gives skillpoints if done on valid targets. Though ritual dagger was changed to be non-inheritable as a result both to keep the theme of powerful non-inheritable skills and the fact having it on all combat characters essentially meant 1 extra attack every turn for only 1 mana and 5 health.
Taunt skill, given to plenty of lizard type and so on characters, is a good dislocation skill that forces an targeted enemy within its range to be right next to user, which is good for both defense and offense, just remember that the taunter won't have any actions afterward expect for defending.
The cave spirit summoner passive was changed from halving the damage while enlightened to negating it, but removing the buff in return - presumably, this was done due to fact the shapeshifter guardian has an ability to gain a permanent englighten effect that under the older effect, would mean they would take 50% of damage all the time, further reduced if they had ethernal trait.
The fungal element got a new item to give the fungal trait to main characters, though at cost of their max health - which means only the druid or shapeshifter can utilize said characters in full synergy without penalty to themselves or party cohesion where their non-fungal characters take damage.
The new modifier, no repeats is well, basically means you have to make an exploration count unless you have plenty of crystal and gold to spare to stabalize it afterward, or if you already set up beacons to make it zero. Of course, reaching the cap too soon means that modifier will work against you until you expand it either by settling characters, which takes time and effort, or using favors to extend the capacity, which are not always avalible to begin with. Or if you play creator, who has to seed undesired worlds with hives to harvest them for mana later. Though its not too far overall from getting enough modifiers for a super extreme run with a extreme reward of highest proportions.
Kings fight now has scaling guards as well, instead of just the super king at 10 rank - now you need more setup than just aiming at the king. Meaning on that rank and above, unless you have a very strong party, you have to delay the king by doing quests in a way that isn't too late but neither early.
Well, that's plenty of changes and additions, with the standard runs being one of most training ways to play the game and learning something new from it - not easy, but hey, apparently rushing things with specific character on day 5 becomes the norm there. Not that I like to do it, but easing the pain that comes from taking it too long...