I didn't get to play long, but here's some problems I noticed in the short time I was on.

- You can hear Ishamashell spamming in the event log from the starting location on the beach.

- Mousing over Ishamashell's reward chest while it is still hidden in the water absolutely kills game performance until you remove your mouse from that area.

- Even with the ability to click through the chat pane toggled to off, you can still click through certain portions of it (which cause your characters to run to the location clicked). One problem area I noted was the region of the chat pane where the scrolling arrows are located; it doesn't seem to ever become solid regardless of the click-through setting. Other sections of the chat pane behave as expected, however.

- There is something wrong with the first electric trap in the tutorial dungeon. Tossing a vase on top of it doesn't disable it. Tossing a barrel on top of the vase doesn't disable it either, despite the fact that both of these items individually have a weight of "5". A crate (which also has a weight of 5) does a partial block of the trap, leaving some areas still electrified (particularly the area between the trap and the nearby treasure chest).

- There are now two levers (one hidden and made visible through a perception check) for the Metal Temple Door prior to the first electric trap mentioned above. Why?

- Text that displays above a character's head appears and vanishes too quickly. It is too easy to miss parts of a conversation this way and it needs to display for longer and progress to the next part of the conversation more slowly. We shouldn't have to speed-read our way through an RPG.

- The tutorial recommends splitting your party up to deal with the fireball pressure plate trap. When one character is sent (alone) ahead to disarm the trap lever, they comment about the cultists not making it this far. Because your party is spread apart this never triggers the response from the other character (which does play if you ignore the tutorial's advice and have both characters proceed past the fireball pressure plate trap together).

- Most of the containers in the tutorial were empty. For example, I ended up with absolutely no "bones" despite all the bone piles I looted. This wasn't the case prior to the patch. I understand RNG happens, but perhaps it should be happening a little less.

- The barrel by Junius and Bibius (guarding the bridge prior to reaching town) displays an icon that implies it has not been checked/looted even after it has.

- Is Sidewinder actually working? My warrior (who has Sidewinder) was flanked by 3 orcs and had had a "Flanked -20 Defense" debuff. Another orc was flanked by 3 guards and also had a "Flanked -20 Defense" debuff. Either that orc had the Sidewinder talent as well, or mine wasn't doing anything.

- The "Fire!" event on the ship in town is triggering too early/far out. The NPC that runs out and shouts "Fire! Fire!" to the townsfolk (and then them responding by running to the docks) is missed entirely by the player by the time he gets past Arhu's conversation and enters the town gates. In fact, if you have never played the game before and don't know about the event, you're likely to miss it entirely since you'd enter the town gate and see a deserted area (as all the NPCs in that area have long left for the docks). If you go in any direction besides left (towards the docks) you'd just miss the whole thing because there are no breadcrumbs (i.e. NPCs running towards the docks) for you to follow.

- Durability damage occurs too quickly. My weapons (which I did not abuse) required level 2-3 repair by the time I reached town. It is difficult enough to convince a new player to place even a single point in repair ("Blacksmithing") during character creation. It's made worse by the fact that a single point is worthless by the time you get your hands on a repair hammer.

- My reputation is 161 by the time I reach town (100 is supposed to be a "Superstar"). Everyone in the town seems to have a 100 attitude towards me.

- The store interface no longer informs you of the amount of gold you're saving thanks to the "Barter" skill. It used to last patch and I really preferred that as it was good/positive feedback towards the skillpoint investment.

- I am glad that permanent durability loss seems to have been removed. But I am concerned that it was done in a way that made the Lockpicking skill seem pointless. Why invest in Lockpicking and lockpicks when the Blacksmithing skill and a repair hammer will keep your equipment in top shape while you abuse it to bash through every lock as well?