Ives & Vinnie, fishers at the harbour, don't seem to care if their fishing poles are stolen or thrown around.
Lockpicking one of Evelyn's doors isn't seen as thieving behaviour while the other is.
Deer don't react to being shot.
If player A talks to person X and player B is trading with person Y, A gets the ability to trade with Y. This is especially obvious when both players are dealing with different traders.
The other player's character and companions leave floating gear at random points when leaving view.
It's possible to throw items in- and outside buildings with enough strength under certain circumstances.
I assume the auto-resurrection is in the alpha to ease testing because it's a horribly boring mechanic otherwise.
The quest with Euliander and the Orc Feud: The quest gets stuck in scripting limbo if you kill Euliander during a conversation with him or just killing him. It never resolves or adds journal entries on his death.
Companion assignment in mulitplayer bugs out when characters get charmed (and other such spells/events I assume) where upon control over the characters is switched around.
Rebinding companions to the other player is impossible.
Loading a game results in player 2 losing control over his companion.
Every character seems to be triggering exploration XP multiple times. It's very easy to farm XP by just running in the trigger zones.
Dagger + Branch, results in a spear and the dagger remaining in the inventory.
It's still possible to use items on themselves for crafting.
Certain spells cause self-damage on the caster, including the firefly and the tornado.
The sparring legionnaires in Cyseal absorb all damage if you attack them, making them immortal to at least melee damage.
Suggestions:
A master volume slider for audio would be nice.
It would be easier to follow conversations between one player and a NPC if the player's questions/responses would be shown in floating text as well.
Part of the previous suggestion, after a conversation between the player characters you don't see the last response, instead immediately the window closes and the trait increases are shown, making you guess on the response based on the trait.
An end turn hotkey would be nice.
Portrait casting for heals and buffs would be pretty handy.
Stretchable grid inventory or a button to show more rows would be appreciated, if you carry a lot of stuff around it's annoying to scroll in the inventory.
More combinations with dough would be nice (fruits, vegetables, etc.)
If the crafting with the forge/anvil and metals will be expanded it might be of interest to add a drop down menu to allow other items being crafted. Only getting an axe or a sword from a certain material would be rather wasteful.
A flee system or morale system for low level/heavily wounded/unarmed enemies might be interesting to add. It's kind of odd to start a murder spree in town and see the civilians throw their life in the fray together with the legionnaires versus overpowered PCs.
Combat seems to be a lot easier (a bit to easy) in the latest patch compared to the last. Mages deal tons of damage now and their power increases exponentially with better spells and intelligence increases.