We're alive, just so incredibly busy. Between working on our future games and continuing to support D:OS, there's surprisingly little time.
We introduced the cap and increased the difficulty near the ending somewhat because we saw a lot of people complain the game became too easy. The common pattern among the character builds we received from those people was that they had several of their resistances over 100%. To be fair, we're not too big fans of caps either, but introducing it seemed the lesser of a few possible evils.
The alternative is to not have a cap and make it a lot harder to ever reach such high resistances, but that'll require bigger changes. If your character build is focussed on getting your resistances over 100%, a change like this will obviously affect you more than if you just started playing the game and I can understand that may be frustrating. Our goal remains entertaining players and if it turns out the cap is not having the desired effect, we'll adapt our approach. (edit) I need to add to this that the resistance cap is part of a bigger balancing change we're working on, and it may be that we released it a bit too soon.
As to any bugs that may be introduced by an update, I'm afraid that's almost inevitable. D:OS is a huge game. If a tester start testing an 80 hour game on monday morning, that tester will only be finished on the friday evening of the next week. And that's just one iteration in which one tester made one set of choices. He or she didn't see what would've happened had other choices been made. On top of that, if the tester encounters a serious bug during those 80 hours, it first needs to be fixed, and then the testing process needs to be restarted. The net result is that it's impossible test all paths and so things will slip through.
The only way we can reduce slip-ups is by taking more time to test (as in several weeks to months) but I'm of the opinion that it's better to update regularly at the risk of occasionally missing out on something than to update slowly and cover all your bases. While the former approach has some risk, you do help more people more rapidly. In the latter approach you have has less risk but you have larger groups affected for a longer time by whatever happens to be the issue.
There's no perfect solution unfortunately, so whenever we'll update, there is a risk that something goes wrong. However, we will try to fix it as fast as we can and we do spend lot of time ensuring nothing fundamental can get broken by an update.