Really digging the new update - even though I've been keeping a close eye on development, it had a *lot* more new content than expected. Everything feels like it's gotten a new layer or two of polish, and things like guarding/guard break and juggle bonuses are starting to bring out the best of the combat system. Kinda wish Latigo and Baozhai had Dhar's level of clarity with their personal resources, since they're currently a bit harder to keep track of in such an active environment. Could be something as simple as a small glint on Latigo's gun when it's loaded, or a tiny coin bag with a number next to it for Baozhai - since it seems like she can stock up pretty high - although I'm sure these sorts of user-friendliness things will be taken care of by the time the game's ready to ship.
Moreso than the previous build, it feels like most characters have a pretty strong focus and own their niche - with Baozhai setting up against defensive enemies, Nuna delaying enemy aggression, Dhar continuing to be a 1-turn-burst monster, and so on. I could even see Latigo's "true" ranged attacks coming in handy against enemies that can perform close-range counters or are otherwise dangerous to approach (since Tungar and Zebei might still end up putting themselves in danger as they have to run into attacking range, potentially tripping on traps and whatnot). However, Qadira still feels a bit vague; the follow-up attacks are neat combo-extending utility, although I'm not sure if that's exactly what should be cool about a shield-only character - and I'm not sure if the ability to block magic will fix that.
I also kind of feel spoiled with a lot of the ability interplay weaved into the various combat kits, since you get instances with characters like the previously-mentioned Latigo, Baozhai, and Dhar (whose resources interact with their 2 remaining attacks), which leads to a bit of disappointment when you have Ginseng & Honey and Nuna who really only have interactions between two of their attacks - with the third one feeling kind of arbitrary and not especially attractive. Why would I ever want to throw stuff with G&H instead of charging that godly heal when I have access to better ranged attackers (and better offensive characters in general)? Why would I spend attacks on Nuna's modest AoE brambles when she can set traps and buff them up with an amazing juggle extender? I think I mentioned a few months ago that G&H's down attack could play into her potion-making minigame a bit more, having Ginseng grab a weaker ingredient while Honey throws trash or jettisons an unwanted ingredient from their Tier 1 super, with those ingredients acting as "fuel" for the pestle attack's heal boost - possibly increasing its damage as well, adding a bit of tension to whether the player wants to blow the heal immediately or hang on to a more powerful neutral attack. I wouldn't say Nuna's AoE would have to interact with her up attack directly (since it doesn't really "leave" anything for it to grow), but maybe something like having the brambles deal more damage to falling enemies or immobilizing enemies with destroyable roots to buy her some time to get out multiple buffed plants (and further adding to her niche of "indirect damage mitigation"). Of course, they're still fun as they are, but filler attacks feel like untapped potential!
On the topic of character kits, I think it would be really useful if there was somewhere to look up the exact properties of all these different attacks (for example, I found out about growing plants way after I first picked up Nuna, and thought it was all time-based at first). There are a few more intricate interactions this time around, and in reference to the G&H and Nuna bit above, those attacks might actually be super useful in under-the-hood ways I'm just not aware of. Something official from the dev team would probably be the best for obvious reasons, but if they're too busy, hopefully a dedicated player would be able to whip something like that up.
I know I've rambled on a bit, but at the end of the day, Indivisible is already amazing even in this unfinished state. Hopefully we'll be getting more updates over the coming year, even if they aren't quite as meaty as the one we just got. Anything to make 2019 come a little faster!