
~ Stone Walking doesn't update the game area to centre on the player character after successfully using it. It also doesn't properly update your character's vision range; for one turn afterwards you can see tiles from both side of the wall. On a similar note, curing the frozen status effect with an instant usage ability doesn't update the whole-screen graphical effect until you've made another move.
~ It feels very arbitrary and illogical that the status effect 'silenced' prevents the use of the talent Shattering Shout, yet allows War Shout. No wonder the enemies become confused. *rimshot*
~ When standing near invisible enemies, occasionally a large portion of the player UI (minimap and most of the standard top-left display) while be distorted by the same glowy blue effect for a turn or two. I'm not sure what exactly triggers it, but I've noticed it around half a dozen times so far in my current playthrough. There are also frequent cases of stealthed or invisible enemies either a) being graphically unseen but with stats visible to mouse-over or b) being graphically seen at first but then vanishing without stats when mouse-overed. I'm not sure if those are intentional or not, but they're pure interface screw and annoying.
~ On one occasion in the Far East I noticed the minimap being drawn further right and down off the parchment graphic behind it. It happened while walking NW and returned to normal after entering town. Unable to reproduce it though.
~ While exploring the Flooded Cave and its linked dungeon there was a horizontal line across the top of the screen maybe twelve pixels high that was being drawn incorrectly. It appeared to be displaying a sliver of some other location in the level, since the walls and fog didn't match up with the otherwise correctly shown tiles at the top of the screen. It occurred for several levels then was oddly fixed when I happened to toggle UI visibility off and on.
[Meanwhile, nagas were somehow repeatedly setting me on fire. While deep underwater. Haaaaaax.]
~ I bumped 'smooth creatures movement' up a few notches to help keep track and there are some noticeable graphical glitches with it. If you attack or move SE across a corner wall you can see part of your sprite appear over the wall tile originally to your south while also still under the ceiling layer that normally covers their legs from the player POV. If you click to run NE around a corner with your origin and destination adjacent to the walls but a few tiles away from the corner tile then your sprite will briefly display over the wall tiles in a straight line instead of the path around that you actually take. Being cured of blindness can immediately show creatures moving into their current position even when their movement action occurred several turns prior, which can be misleading / disorientating.
~ Occasional visual anomalies (terrain outlines not matching up at points on the world map etc.) may be an acceptable trade-off for pretty tiles in a mostly procedurally generated game, but there are two places where I feel the results are currently outright misleading and harmful for new players. The first is using the exact same colour and effect for rivers as for sea tiles; it's sometimes unclear at a glance what can and can't be crossed and indeed it was a couple of hours into the game before I remembered that rivers could be walked along at all. I suggest a lighter shading for river tiles to make the distinction obvious. The second occurs in certain cave / sandworm type dungeons where two wall tiles placed diagonally from each are visually displayed as connected with a solid chunk of wall between then despite characters being still able to see and step diagonally through them. It's rather counter-intuitive. Less importantly but more annoyingly, it would be nice if diggable / non-diggable walls had altered textures to save the trouble of mousing over everything in vaults and such.
~ The screenshot automatically taken for saved games always includes the confirmation dialog plastered over it. Close the dialog window then take the screenshot then exit the game. Duuuhhh. (Sidenote: I am not a coder. Whether I am making you or myself look stupid right now is still up in the air.)
~ Stone Walking works on all wall-type obstacles, even non-thematic stuff like trees. I'd recommend tweaking the talent's description to make the mechanics clear to the player (eg. "You can target any solid obstacle ...").
~ The generic description for the Sealed Scroll of Last Hope implies that consumable functional scrolls are a thing. You might want to cut that hangover text out.
~ The Blood of Life is an in-universe lore and character-effecting artifact, while 'lives' are an extra-game and meta difficulty setting. So why is it that 'lives' are stamped over your character sheet while having quaffed the Blood of Life is not AFAIK recorded in any player-accessible manner despite being a fairly critical character-state? Why is it that when your character is killed it is the 'lives' that jump in to save you before your character would have permanently perished without them? This is backwards. Perhaps at least add a reminder for the Blood of Life in the character sheet as a normally hidden stat ("Resistances: Finaldeath: 100%"?), please.
[It is hard to fear bandits after having one inflict a "Huge cut that bleeds, doing 0.00 physical damage per turn." ... HUGE.]
~ Several quest descriptions lack any directions or helpful instructions, rendering the quest log rather useless for players who accidentally skimmed text or simply came back after a break from playing. The worst example I've noticed so far was 'There and Back Again' which simply listed its required items without mentioning which dungeons to search, where to locate those dungeons, or that you apparently (I think?) had to speak with the quest giver after finding the first item before the dungeon for the second item even triggered (I might have just missed it though?). Returning to the quest giver empty-handed wasn't even an option as they didn't repeat the locations. I would really recommend going over all the quest log entries and making sure that each stage fully recaps the player's next goal.
~ Many if not most talents add descriptions to the message log even when they are cancelled or otherwise fail. “Foo rushes out!” and the like appear before targeting, which looks stupid when you just change your mind or can be confusing to see when you overlook something between your character and their target then briefly wonder why the skill didn't work even though it says right on screen that it did. A far more aggravating example occurs when you attempt to use a teleport rune in a location that prevents their use (ie. ambushes): This wastes your turn without warning in a dangerous situation and then goes on to claim that it succeeded. It very much comes across as a bug and in that scenario needs replacing with an appropriate 'fails / unable to work here'-type message.
~ Level feelings are generally inappropriate for the worldmap and towns. Worldmap ambushes scale to your character and are outright deadly in the Far East, making the constant "stifling a yawn" messages there highly misleading. Experiencing thrills of terror for friendly towns also breaks immersion. I'd suggest disabling the feelings entirely for those areas, and possible also for dungeon levels that you've already 100% cleared out. Or else give unique messages for each of those cases: "You check your map and keep an eye out for hostile parties." / "You breathe out deeply and stretch at the sight of friendly townsfolk." / "This area is quiet save for your footsteps. You feel there is nothing left to do but to pass through."
~ Enemy AIs with access to many talents (rares basically) will often enable then disable the same skill on the turn they spot you, even several times. This isn't harmful, but is a little silly and clutters the message log.
[A rare wyrm once fired a Steady Shot at me. How do claws even archery this is ridiculous.]
~ Using the Enter key to quickly confirm 'yes' when selling or transing multiple items in a row arbitrarily stops responding to the keypress like a third of the time. And speaking of those dialogs, the position of the 'yes' and 'no' options are inconsistent depending on what is being confirmed. This can be ... vexing when you're used to them one way around then mistarget an attack and nearly sunder your own head off before noticing the buttons have swapped places.
~ Air still isn't being checked as a resource when resting. It's an occasional nuisance and makes the 'all resources full' message inaccurate. I haven't tested this for obvious reasons but I wouldn't be surprised if it were possible for automatic pathing to drown or fatally strand you in deep water as it seems to treat said terrain no differently to empty floor.
~ Let's talk talent UI incongruities. This game is highly inconsistent as to what counts as the player definitely entering their next move. On one end of the scale, simply clicking on a talent will be enough for the game to expend your turn should your character be confused and unlucky, preventing the player from easily checking their possible attack ranges and whatnot. Other times, the game will not expend a turn unless the player has both selected a talent and given it a valid target - this is generally preferable, but open to exploits when fighting stealthed or invisible enemies as it is possible to simply keep clicking eg. Stunning Blow on each tile around your character until it registers a target and carries through with the attack. In the most extreme circumstances of the character being confused in a corridor it is also possible for the player to enter a full valid command - move/attack in a given direction - and the game to not respond at all, presumably as it silently both redirects and then cancels the player's command. Confusion needs to be fixed, ideally by moving the %-fail check to after the valid-target-for-talent check and -> either adding message log feedback for the character hitting a wall while not expending their turn OR looping the confusion-redirection function on cancellation-via-invalid-move a sufficient number of times that it becomes unlikely the player needs to click more than once to stumble in an available direction. As for the targeting invisible enemies exploit ... allow the player to waste at least their turn if not their character's resources by selecting an invalid target. Sucks, but I can't think of any non-exploitable alternatives.
~ This last suggestion isn't really a flaw of the game's, but it did literally get my character killed once so probably worth mentioning. You can't close doors. I understand why you can't, but it seems such an obvious and standard action to take that I managed to accidentally step into a dangerous vault while trying to figure out how to close the door again as a temporary barricade. The solution? A short line in the message log describing your character kicking the door off its hinges. (Perhaps limited to confirmation-required doors to avoid too much repetition.) It would be both amusing heroic and make it crystal clear to newbies that closing doors is not even an option on the table; they have, in fact, kicked the table over and onto a giant's swollen toe.