Looked around for one of these and didn't see it. I'll start off with a few I noticed right off the bat.

- Ishamel the clam is once again spamming the chat log when the characters first appear in the world.

- "Walking through water" sound effects are playing in the first area of the tutorial dungeon, where the first chest is, prior to the boxes and barrels blocking the bridge. The area in question has no water.

- The only bench in the tutorial dungeon does not restore health when characters are sitting on it. Also, I want to suggest adding a second (working) bench at the end of the tutorial dungeon (after the new mini-boss fight), as these characters are now on their way to their first orc battle and going into that fight while wounded from the miniboss encounter can be iffy.

- Traits adjustment notifications ("+ Romantic") need to remain above the characters heads longer. There is an adjustment that takes place if you agree to to allow the drunk guards to escort you to Cyseal, and yet players will never see it because it's gone by the time you exit the conversation (and the camera pans away from the characters at the moment the adjustment occurs).

- That patch of fire on the floor in the tutorial dungeon is simply too dangerous and too difficult to put out with just the water barrels. Several times my characters died within one second after passing over that section of floor *after* I had broken all the water barrels with ranged attack. Even though I carefully avoided any remaining burning embers I would still randomly take fire damage and die. After several reloads I eventually gave in and just used the rain spell.

- How much strength is required to move a water barrel? With a strength of 8 I was unable to budge them in the tutorial. Is that intended?

- Some of the conversations in the dungeons that used to take place between the two characters were removed in this update. Namely, the one that took place regarding the cultists not making it that far after the fireball/lever trap (which is now gone) and the conversation that takes place about being no closer to solving the mystery, prior to leaving the dungeon (which seemed to be missing).

Is there any way to work those conversations back into the tutorial somewhere? I guess I just like seeing my party having frequent conversations, particularly that early in the game. It gives a nice role-playing impression that's missing now.

- While the timing has been improved, the boat-on-fire event in Cyseal is still triggering too early, with the NPCs shouting "Fire, fire!" and running to the dock just before the player is in range to see it. This used to work so perfectly, and while it's better than it was in the last patch it's still not there yet. It's actually easier to see this now from *outside* the city gates (over where the treasure chest is tucked away near the burning ship). Is that the intended/expected way to approach this event?

- The two characters aren't receiving equal "attitude" credit for actions performed while together. For example, if I recover Bertia's sheep corpse and give her the money earned off its demise, one of my characters has +90 attitude with her while my other character retains her starting attitude score. This makes absolutely no sense as both characters worked together on resolving this situation for Bertia and would obviously stress that point to her (e.g. "together, the two of us recovered your missing sheep..") when reporting back in on their progress. Thus, why would she only end up liking one of them?

- There is a missing word in one of your loading screen tips. It scrolls by quickly and is hard to catch, but it's something about tossing fireballs and being up close. I'll try to update this one when I see it again.