Cool update! The extra bit of story is really nice to see, as are the new characters and sound effects. Sound design will likely be an especially important part of the game, since the visuals are abstracted. I think I'd prefer if the moaning audio was a short clip that only played in certain contexts - like when a character is captured or 'hooked', or if they fall to corruption, that sort of thing. Might add a bit more punch when used sparingly, rather than being played the whole time when someone's captured!
I may be biased (definitely biased), but I really like how you added Kaya to the game! I hadn't considered giving her a second limited-use rope dart, but it makes perfect sense to give her more weapons of war. I did notice a bug, but could also be cool to just have as a mechanic: it seems like as long as she has leftover AP when you end turn, that AP carries over into the following turn, with 10 AP as a max. Very powerful, she's super fast! If that's something you want to keep around as a passive (replacing another powerful ability), it's something you'll have to limit. Maybe that 'bonus' AP could only be used for certain actions?
And to answer your question, I think roguelike elements would be best for shaking up strategies, but only if the main story isn't too long. If you add enough missions to the game, you might as well just make every random event its own level. That way, you could curate each level to best showcase the event's mechanic.