I apologize if this is the wrong spot or if I'm supposed to have done something to see if these have already been reported.


* The attack preview for thrown weapons lists 0 damage, though the attack itself seems to do the appropriate amount. Tested with Lae'zel throwing javelins.

* When a character with Extra Attack does a regular attack (such as with a melee weapon or a bow) they're able to make a second attack, including throwing a weapon. When that same character starts out by throwing a weapon, Extra Attack does not kick in and they are not able to make a second attack. Tested with Lae'zel.

* Disadvantage from long range doesn't seem to prevent Sneak Attack. Tested with Astarion and a Rogue PC.

* I found a scroll of Feign Death which appears to have a question mark for an icon.

* Clicking on a party member's portrait (one of the ones on the left side of the screen) when attempting to throw a potion onto a friendly character just causes the current character to throw the potion at the ground behind that portrait.

* When talking to Halsin in the Goblin fortress, there were several points where the conversation didn't automatically continue after he was done saying something. Pressing the skip dialogue button allowed the conversation to continue.

* Abdirak didn't defend himself at all when I attacked him. Tested with and without talking to him first.

* When you kill all the Goblins in the exterior portion of the Goblin fortress, most of the items lying around become unowned, but not all.

* When bartering with a merchant, and I have stuff in the 'to be traded' area, switching characters removes my items from that area but not the merchant's gold they were offering.

* I ran into a situation where my main character leveled up and the inventory screen stopped including my proficiency bonus in the information it provided about my equipped ranged weapon. Unequipping and reequipping the weapon fixed the problem. This probably relates to the fact that my character was only proficient with that weapon because of the Weapon Master feat.

* The game doesn't provide a warning when you attempt to sell something a merchant doesn't have enough gold for.

* When re-entering a previously explored area, most doors appear closed even though the game considers them open and characters are able to walk through them. Interacting with the door changes it to a properly-displayed closed state, and interacting again changes it to a properly-displayed open state.

* When looting corpses after a fight, picking up an enemy's armor but then dropping it back in their inventory seems to have the looting character equip that armor, even if they were already wearing armor.

* If you have a bag open when you close your inventory, the next time you open your inventory the right-click menu for that bag will list "close" instead of "open". Selecting that option will open the bag, and then everything seems to work properly after that.

* If you're moving items from your inventory proper into a container, dragging an item near the top or bottom of your inventory will cause it to scroll (if you have enough items for it to scroll). When it stops scrolling after that, the main inventory will not scroll at all. The only solution I found was to close and re-open the inventory window.

* Gaining new abilities and having them auto-add to your hotbar doesn't seem to have anything to prevent the new abilities from replacing old ones. This happened with the upgraded jump from Fleetfingers and it replaced my off hand attack. If it matters, I had rearranged some of the abilities in there before this happened.

* I dug up a buried chest under the bridge next to the toll station, but no chest appeared. The next time I was in that area, several real-time days later, the chest had appeared and was lootable.

* I found a "Shattered Flail" which was missing an "if" in it's description.

* The Weapon Master feat's suggestions included 3 weapons my Rogue was already proficient with (Hand Crossbow, Longsword, Rapier) and one I wasn't (Greatsword).

* When dual wielding, the melee attack section of the inventory screen seems willing to display the attack bonus from one of my weapons and the damage from the other. Specifically, it seems to just pick whichever is better for each of those two categories separately.

* Hitting quickload seems to make hidden items like traps and diggable spots visible briefly.

* When I'm in turn based mode outside of combat, enemies on the edge of the visible area are able to continue moving as normal (as in, they're still in real time and not in turn-based mode).

* When looking at party members' gear in the shopping menu, items are marked as proficient or not based on the stats of the character talking to the merchant, not based on the character they're equipped on. As in, if I have a Rogue talk to a merchant, then look at Lae'zel's armor (that she's wearing), she will be listed as not being proficient with it because it's medium armor and Rogues aren't proficient with medium armor.

* The conversation after finding out Asterion is a vampire has a loop or something in it. At the final spot where the player gets to pick a dialogue option, I picked one and he responded to it. Then I was presented with that same choice again except that the option I'd picked was gone. I then had to pick the other 2 one after another (listening to his responses to each of them) in order to finish the conversation.

* Party members who are standing at the top or bottom of a ladder very often climb up/down it randomly, which then necessitates them climbing up/down again when I have my selected character walk off somewhere else.

* If you tell a party member to move up and do a ranged attack against an enemy, they don't seem to properly take obstacles into account. They will attempt to move far enough that the shot won't be blocked by the obstacle, but it often will be.

* When moving a character during combat, it's possible for the movement line to end up on one level of a building but the character moves to a spot on the next level up. Tested near the pile of boxes in the main room of the toll collector building.



Plus a few that might be bugs or they might merely be design choices I don't like:
* When you fight the gate guard at the Goblin camp, the guards' corpses are considered owned and so looting them is labeled as stealing.

* Burning spiderwebs with explosive traps in them doesn't set off the traps. Tested with the ones at the edge of the Goblin camp.

* The attack preview doesn't indicate when an attack against a sleeping target will be an automatic crit. Also, the damage shown is for a regular hit, not for the crit that the attack is guaranteed to be.

* There doesn't seem to be an explanation of how the Loading property works when examining a hand crossbow. I haven't tested this with other crossbows.

* When a party member enters combat, only the party members enemies can see enter combat with them. This allows unseen characters to move an unlimited distance during someone else's turn. It's also possible to accidentally exclude party members from a fight because you don't realize that they're not in the turn order.

* There is no warning when you're ending a turn with your action remaining.

* Sending an item to camp makes it no longer marked as 'wares.'

* Enemy perception in combat seems to be entirely limited to their vision cone. I've had Rogues that were in melee combat with an enemy run around behind that enemy, enter stealth, and then get Sneak Attack against them. Maybe give enemies in combat their vision cone plus also a circle around themselves, so a Rogue attempting that would at least need to pass a Stealth roll?

* Off hand attacks don't require that the character make a main hand attack first.

* There doesn't seem to be any way to get Sneak Attack damage on an off hand attack.

* The Prone condition doesn't give advantage on incoming melee attacks.

* The stats screen during character creation seems to default to bumping stats up to even numbers where possible, which is good, but the suggestions when increasing stats at level 4 was happy to suggest 2 bumps up to odd numbers for stats rather than suggesting +2 to one of them.

* I've seen Lae'zel automatically jump up to ledges that are high enough that she'll take falling damage from when jumping back down.

* There doesn't seem to be any way to cancel a lockpicking attempt after that screen has been opened.

* Characters stop moving when the game gets saved or when I move the mouse over an item of interest.

* When upper floors are made transparent, such as when my characters are moving under them, corpses on those upper floors don't seem to be made transparent as well.