I've not installed today's patch (3.0.15.252) yet, but didn't see these mentioned in the notes, so here's a few from the version immediately prior (I think this is 3.0.5.530).

Bugs

- A rogue behind an enemy on slightly raised/lowered ground (steps, rubble) cannot backstab, only a regular attack is possible. I *think* it only happens when there's a well defined 'step' rather than just a slope.
- The white 'backstab zone' lines are really hard to see on some light coloured surfaces (light grey rocks or tiles)
- The very first time I played with Sebille and ate that first lizard's leg (by double-clicking on it in my inventory), I didn't learn the fortify spell. It's only happened once, and have tested (this and the other one that gives you levitation) double-clicking and using the right-click menu to get the 'Consume' action a few times since and it's been OK, so perhaps an occasional issue (or maybe I screwed up somehow that one time)

UI issues (maybe bugs?)

- Dragging items around the inventory or rearranging the combat bar icons is often a tedious experience, because quite often the act of clicking and dragging the icon doesn't actually pick it up. I think it has something to do with how the mouse down/drag actions are captured, but if you don't click and then pause momentarily before you start dragging, you find you're dragging nothing. It's possibly frame-rate related (I believe many computer games are built around the frame-rate, so UI interactions like this often suffer if you're not getting 60+fps to capture the "mouse over with button up" to highlight it, then "mouse button down" to say you're interacting somehow, then "drag slightly but not outside the object" to decide you're moving rather than clicking on it... at lower frame-rates that might be 200ms or so. I like to think that there is a way of capturing those events between frames, at least on the UI elements like inventory, toolbars, menus, etc.
- The same bug as above happens a lot when I'm using special arrows with a ranger (happens a bit with other actions, but that's by far the worst offender, so maybe something to do with animations?)
- The camera re-centres on my character after every action in combat. I get the idea is to make sure I'm not losing my place, but it's a pain for using rangers; often I have to scroll sideways to target. Even when my character is still visible on screen, the camera re-centres and I have to re-scroll for every arrow.
- When a target is close to the top of the screen, just below the row of characters in combat (top centre), I cannot target them. There's a dead space below that 'combat row' of about the same height as the combat row itself, as if there's an invisible UI element below it that can't be clicked through.

Suggestions

- Eating flesh with Sebille is generally a bit of a disappointing experience because the inventory and character panels basically cover the whole screen, so there's a lot of fiddling with UI elements to actually see what she says, especially if you collect a few hunks of flesh and want to eat them in succession. I mostly end up not really getting to read what she has to say about the dead, or if I do it really breaks any immersion because I'm also managing the UI at the same time. I can't think of a particularly elegant solution that fits with the current UI, but have always thought some kind of automatic 'arrow bag' would make sense for rangers in combat, and maybe a 'body bag' concept would make sense for elves? Whether it's a literal bag or a kind of "minimalist inventory filter" that looks and operates a bit like a bag, I think it'd allow for a more engaging way of chowing down on cadavers.
- Eating flesh should make you smell (even if the smell status has no impact on gameplay mechanics). If there are mechanics behind the smell status, perhaps a stink-bomb could be a thing.
- I know you're still working on the inventory management, especially around crafting, but I'm rather hopeful that there'll be a way to avoid having to have all the crafting components held by one character. Right now you kind of have to have a "primary looter" character, who is the crafting character, or suffer much inventory tedium.
- I dislike the 'unique' or named item border colour, the kind of brownish-gold. It's not especially noticeable compared to regular items or junk. When you have really bright and vivid green>blue>purple>orange indicators of increasing quality... perhaps the gold(?) should stand out a bit more, or just be orange but their name tells you it's a unique artefact rather than a 'random' amazing item?
- For some reason it took me *ages* to discover/notice Ifran my first play-through. I don't really know why, but he was really not obvious, maybe he could stand out in some way a bit more compared to Griff's gang (he looks a lot like them IMO), e.g. by pacing around muttering about needing to get a fix, or shaking, huddled in the corner, rocking back and forth. I do vaguely recall there being a spoon (presumably that's the drug paraphernalia?) but still didn't notice him standing there for some reason.

All in all it's quite fun so far, and am looking forward to having another go on the new patch. I quite like the new approach to the whole armor/magic armor/bodybuilding/etc. I quite like the idea of combat vs social skills (though there doesn't seem to be much trading off in this, you basically pick one of the key values per character and max it).