I love this update, this really improves the little trick with the Priestess and makes the whole thing a lot more challenging.
A couple suggestions from my end:
Perhaps you could spread out the increase increments a bit, so each weight level is harder to reach than the last (Not necessarily by much, but still)? This would both make the discovery of such changes less predictable, and also mean that drawing one extra size is a fair distance increase, and less likely to be surpassed too quickly.
Perhaps one of our existing characters could have almost a buff ability, with an almost inverse effect of the Priestess? For example, the witch perhaps is able to double a characters power. This power runs out when the character is empty of food. As such, the witch gives said person some of her fullness/weight to fill them to, IDK, half of capacity.
A neat power would be if the Rogue could “steal” someone’s skill for half of it’s power, just so they can contribute to any enemy they want (Though if you do this, taking away her acorn may be a good way of stopping her from being OP, or a copy-cat warrior when copying them.)
If you haven’t started on any art yet, maybe create a debug character who uses the same sprites as one of the existing ones (With, IDK, a diff background), to experiment with any new powers or skillsets.
Perhaps a monster (Like a slime) that, each time it attacks, it attacks the player with the lowest weight+fullness, and loses one weakness level to give them 10 fullness?
All these are just suggestions, of course. I’d love to hear your feedback, but I totally understand if you don’t want to go through with some of them. After all, I don’t know how you designed the skill and level system, so I don’t know how hard that is to change XD.
Either way, fantastic job, and good luck!
Edit: Noticed something (A glitch?), the Priestess doesn’t get KO’d if she fills over capacity via healing. If this isn’t an accident, I like it. If it is, felt I’d let you know. Fine with whatever you.