I gave it a second playthrough to see the changes.. I'm impressed, this is actually going somewhere.
Adding mutli-rape is always the golden star on any hentai game, as being swarmed by affectionate or lewd enemies is always a common and strong fantasy of players. And making allies act as an impromptu gallery mode also helps a lot with checking out the new content.
But there are some things that bug me.. Forcing the player to shell out 3000 gold for a futa potion was a bit annoying, only if I didn't know it costed that much until AFTER I'd spent the quest-money from the other shopkeeper on something expensive.. But, farming is dead-easy, and allows you to basically double the profit of buying seeds, so a couple of dungeon runs to refresh the shopkeep's supply later I had the futa potion.
On the subject of futa-positions, non-normal sized characters still bug out during certain positions (hand job), and I was honestly surprised (disappointed) there wasn't a dedicated BJ animation.. You basically didn't really add it, the "double-team tits n' taco" combo conveniently works with a futa character, implying they're sucking them off instead.
Also, if you're going to add more futa animations in the future, might I humbly beg for a thigh-sex position? They're so rare, and going by your game's development, it looks like it'd mesh right in with everything else just fine.
One other thing I was mildly annoyed by was inventory space.. If you're like me, and feel the need to obsessively collect every armor set in the game, you'll find your inventory only really holds 3-4 sets at a time before things get annoyingly cramped.. Why exactly do inventory/item windows have scroll bars if they don't do even have a purpose? At the very least, place a chest at the campsite which has ample storage, so that players have a better place to store things than that crate near the tent, or just on themselves.
One last thing, the wanking wand is severely OP, though I'm sure you knew this. I noticed you upgraded the bosses AI so that they'll actually permanently chase you around instead of acting like a dog tied to a fence, but what you didn't do was make them notice you the second you open the door, so once they're in view and still in idle-mode, you can snipe them silly with the wand until it knocks them over which triggers them to chase you, but by then they're already almost dead. Most enemies in the game can be killed this same way, which makes pretty much every dungeon trivial when you realize this.
Lastly, the difficulty curve is kind of shitty. The only thing that makes the game harder is just the enemies having more health and maybe bigger damage. If you're going for the intended roguelike system, then weapons looted from enemies should be STRONGER than weapons you already have. Before this update, heavy weapons were great, because enemies were always stunned by hits, or too slow to catch you after you swung, but you've ramped up their speed and AI, so now all heavy weapons are basically useless, forcing me to either use the starting sword, or the magic artillery wand. If weapons looted by enemies are useless, that kind of kills the whole roguelike premise.