Here's what I have so far (if I'm missing anything, just add it to this thread, or PM me, and I'll add any new bug reports to this list - I'll start indicating updates with new replies to this thread as well; I may also update later to link bug reports to specific posts...):
BUGS REPORTED PREVIOUS TO v1.04:
- Overwhelming Volley issue - throwing only 7 instead of 8, etc. (from Farwalker - see Minor bug with Overwhelming Volley thread)
- Issues with Entangle spell effects (reported: Broken entangle thread) (also an issue in Book I - see On "Buffing" thread, this post (Entangle section))
- Issues with Cat's Eyes assessment of a 'Darkness penalty' being dependent on an attacker's direction of attack (reported: Eshcalon: Book II version 1,04 BETA, starting this post) (also an issue in Book I - see On "Buffing" thread, this post (Cat's Eyes section))
- Magick Damage (from Bows) "failing" True Ranger challenge (reported: Possible bugs and suggestions thread - see #1 in first post)
- Exploit: Character creation "buy/sell" Skills allows >5 levels (if Axiom/Title is switched during character creation process) (reported: Tiny bug on character creation? --> Skill raising)
- Final score screen with "too many challenges met" display bug (see, for example, Completion score, place them here! thread)
- Forced "Feat" (opening) attack on (friendly) NPCs (i.e. no other choice); no choice for "Feat" attack on objects (see, for example, this post in the What's missing?? thread)
- "Return to Korren" quest (still?) not given after obtaining the Crux of Fire if you skip (or kill) the Sparrow part of the main Quest-line (reported: got Crux of fire but Korren still ask me to for it thread (v1.02), and Why doesn't Korren recognize the Crux of Fire?? thread (v1.03))
- Camping right on top of a loot sack makes it disappear (reported: Fixes for 1.05 thread)
- Can't highlight Sparrow's & Gammen's (among others'...) 'loot sacks' under certain 'drop' conditions - i.e. when 'loot sacks' drop behind wall-torches, wall-paintings or store-signs, etc. (reported: Fixes for 1.05 thread)
- Storm sounds not ending (if storm ends at dawn?...) issue (reported: Fixes for 1.05 thread)
- "Off-screen" mobs (and can't be hit!) (Linux-only?) (reported: Fixes for 1.05 thread)
- 'Ghosting' issue when Grid brought up (via TAB-key) (reported: Fixes for 1.05 thread)
- Hellice Lake cabin book -> a Widget!! (reported: Fixes for 1.05 thread)
- Some dialogues can't be End-ed via keyboard (reported: Fixes for 1.05 thread)
- Avatar "shown equipped when *not* equipped" if equipped weapons/armor placed directly into a container (e.g. a chest) bug (reported: Fixes for 1.05 thread)
- Westwillow sound 'glitch'(?) (reported: Fixes for 1.05 thread)
- Can't take screenshots (via "P" key) when purchasing inventory screen is up (reported: Fixes for 1.05 thread)
- Slow playing "Disarm Traps" (& "Pick Locks"(?)) movies (Mac only) (reported: Fixes for 1.05 thread)
- Issue with previously identified items becoming unidentified if you auto-stack them out of a container (e.g. a chest) with unidentified versions of the same into your inventory (reported here, below)
- Issue with item-types "once ID'ed" (e.g. by merchant) not staying ID'ed (reported: Fixes for 1.05 thread, and here (below))
- Can't sell a stack of unidentified items - the 'Number Slider' won't even pop up (reported: Fixes for 1.05 thread)
- On-screen display still showing "1 GP" item repair cost to 100% "Perfect" items in pretty much all instances (though if you try to purchase the repair you will then be told that "the item does not need to be repaired at this time"...) (reported: Fixes for 1.05 thread)
- Crash in full-screen mode with multiple monitors (Linux only?) (maybe not fixable?...) (reported: Crash with full screen and multiple monitors thread)
- Sometimes Combat Modes 'button' will "stick" (i.e. not work), and player will be unable to switch Combat Modes (reported here, below)
- Occasional 'glitch' in which dungeon corners have a square black "hole" in the corner (reported: Fixes for 1.05 thread)
Exploits: - Exploit: Pressing "T" key for (lighting a) Torch doesn't take a round; but hitting the Torch *Button* does (reported: Question about torch "Flash Attack" thread, starting here) (also an issue in Book I)
- Exploit: Clicking on a recipe that uses an unidentified reagent allows you to use that reagent anyway, despite not knowing what it is! (reported here, below)
- Exploit: Issue with hitting the Space Bar (or the mouse button) in very quick succession passing a player 'multiple turns within a regular game turn' - e.g. allowing exploitably fast regeneration of MP's, and exploitably fast overcoming of Boreheads' 'stun' spell(?) (but issue may only seen with magic-using characters?) (reported: Fixes for 1.05 thread, and here below)
- Exploit: On non-Mac platforms (or Linux only maybe?...) holding CTRL and the right mouse button simultaneously causes the action you're taking to happen over and over again very rapidly in quick succession passing multiple turns for the player, but not for mobs (discussed: in Book I forum Just Finished thead; and here, below) (also an issue in Book I)
- Exploit: Taking something out of your Inventory and "holding it with the cursor" removes that weight from your Encumbrance - if you then hit "W" (or the keyboard keys for moving, or Quick-Travel), you can walk around without that item's weight in your Encumbrance (reported: Carrying more than you should thread, and also here (Book I thread)) (also an issue in Book I)
- Chronometer display: No "Right-click to use." descriptor (reported: Fixes for 1.05 thread)
- NO weather presets for the 'East Raven's Gate' map (i.e. map set to neither "regular" weather nor "winter" weather) - "winter" weather should probably be set to "On" in E Raven's Gate (reported here, below)
- The three 'skeletal remains' at the Farrock Cave entrance (South - i.e. near the monument) are supposed to be clickable, but are "broken" (reported: here (in the "Probably should have been mentioned before" thread))
- A treasure chest on the Yoma River Valley map (at X=71, Y=101) is supposed to be clickable/openable, but is "broken" (reported: here (in the "Probably should have been mentioned before" thread))
- "blocked" grids (i.e. can't enter): e.g. 'trap area' in Port K. sewers just outside Thieves' Arcadia, Talushorn exterior (& others?...) (reported: Fixes for 1.05 thread)
- Hammerlorne, Level 3 - Devilmander chamber - you can still walk directly through the closed right gate, north-side lever of "Devilmander chamber" (Grid: X=41(?), Y=130(?)) (reported: Fixes for 1.05 thread)
- Can't quaff Mana Potions when MP is "full", or Healing Potions when HP is "full" (but can do that with water and "full" Thirst bar...) - should be able to (i.e. just like "pouring a potion (or water) out, on to the ground...") (reported: Fixes for 1.05 thread)
- Powder kegs disappear if picked up when inventory is full (reported: Fixes for 1.05 thread)
- NO auto-stacking when items bought from vendors (also, items sold to vendor don't auto-stack on vendor side either!) (reported: Fixes for 1.05 thread)
- Resistances are supposed to 'cap out' at a 99% maximum, but either casting an Element Armor spell or drinking a Potion of Greater Protection will still raise Elemental Resistance over 100% (reported: here and here)
- Issue with Portal spell in the Spell Book displaying the anchor point locations not on the Portal spell line, but on the line below that (e.g. where the Supernova spell is) meaning that in some case the anchor point locations do NOT get displayed! (reported here, below)
- Issue with Hide in Shadows being "broken" by discovery, and never regenerating! (at least, in Hammerlorne) (reported: Fixes for 1.05 thread)
- Repair is "broken" if Plasma Wand is equipped as main weapon (reported: Not Repairing thread)
- Repair skill "over-repairing" items to 1 GP over their normal item price in some instances (reported: Fixes for 1.05 thread)
- Combat Sound FX 'glitch' (for one of your character's 'Hit!' sounds) (Mac only(?)) (reported: Fixes for 1.05 thread)
- Hunter & Becka combat sounds - male instead of female! (reported: Fixes for 1.05 thread)
- Thrown Weapons ToHit calc. and Demon Oil issue?... (reported: Fixes for 1.05 thread)
- Imbuing multiple Thrown Items issue (reported: Fixes for 1.05 thread)
- Shield "Parry" issue ("You have deflected the projectile with your shield!" when all attacks are deflected!) (reported: Fixes for 1.05 thread)
- Issue with 'Feat: Riposte' and broken/incorrect "countdowns" in Westwillow (and vs. Captain Morgan!) (related to Farwalker's Overwhelming Volley issue?...) (reported: Fixes for 1.05 thread)
- Can't "Parry" (in 'Parry' Combat Mode) with Unarmed Combat (reported: Fixes for 1.05 thread)
- Mobs' death by poison correctly grants XP to player, but Mobs' death by lava trap does not (reported here, below)
Exploits: - Exploit: Can switch weapons/armor (sets) while stunned (e.g. by a Borehead) (see, for example, this post in the Bug while being stunned thread)
- Exploit: Can switch weapons/armor (sets) while in 'Parry' Mode (i.e. it's an 'exploit'!) (see, for example, starting with this post in the Some Questions thread)
- Exploit: The Plasma Wand is considered "Unarmed Combat" in terms of 'Feats', allowing the player to do 4x damage with the Plasma Wand! (I'd say this is an 'exploit'!) (reported: this post in the Best Weapons / Armor EVER thread)
- Issues with Items pricing and Damage/AR - especially involving 'level-scaled' "random" treasure items being undervalued (reported: Fixes for 1.05 thread and Compendium of Locations thread)
- NO key to Security Door on Level 3 of Hammerlorne (reported: Fixes for 1.05 thread)
- Edwin & Gammen, and Big Sal & Keebo, share the exact same character portraits (by design, or not?) (reported: Fixes for 1.05 thread)
- WARNING! - SPOILERS!!... If you kill Korren in the Crius Vindica hideout, but then use the Spyglass at game's end Korren will still appear anyway! (Also, Korren is much easier to kill in the hideout than he is at game's end...) (reported to me via PM)
- If you kill the Sentinel Stalk east of Everdale before talking to Travet the innkeeper in Everdale, you are no longer given the option to complete the "Bath House weed" quest (reported: Weed in the Bathhouse quest thread)
- Issues with Edwin (in Port K.) being too touchy about "seeing a crime" (even just *touching* the door in his office!) (reported: Edwin bug thread)
- Quick Traveling doesn't "expire" turn-dependent spells like it should - e.g. Reveal Map, Gravedigger's Flame, etc. "last beyond" a 'Quick Travel'! (also an issue in Book I, I believe...)
- Is Magi Surami in Port K. supposed to drop the same 'Bluish Key' as Father Tyrus, or is he supposed to drop a *different key* (or is this a bug of some sort?...) (see Magi Surami question thread)
- Possible issue with games in which the "degrade armor/weapons" option is set to "OFF" - in these games, some items (perhaps only starting items?...) can be obtained in less than "Perfect" condition, despite the fact that the game does not display Item Condition in "degrade armor/weapons=OFF" games (reported here, below)
- Make damage for when Hunger/Thirst is at zero "progressive"
- Need 'fixed' merchant 'sale' slot for Empty Flasks and Torches in Eastwillow; # of Empty Flasks for sale needs to be upped generally (in Fixes for 1.05 thread, sort of...)
- Issues with Items ID'ing, INT & Lore (discussed in Fixes for 1.05 thread)
- Fellpine Forest map issues (discussed: Fixes for 1.05 thread)
- Pricing re: recipes (mentioned in Fixes for 1.05 thread)
- No weapons preset hotkey anymore (was: Enter) - in general, more Hotkeys are needed/requested (save for Book III?...)
- Invisibility (and Haste?) potions effects too long?
- Make armor with Elemental resistance themselves resistant to fire/lava as well
- Various weapons suggestions: e.g. Gravedigger's Flame Helm, higher Base Damage staffs and daggers, Cartographer's Sandals, Gloves with Unarmed Combat bonus (e.g. for further imbuing), etc.
- Increase the duration of the Reveal Map spell to a flat 100 or 160 Turns, rather than making the spell's duration dependent on level-cast-at
- Cartography suggestions: Give (open) barrels their own unique Cartography color again, as in Book I. Ditto the walls (i.e. sides) of caves (e.g. Farrock caves). Make torch-stands and lamp-posts 'orange' dots just like wall-torches. Make up/down stairs a more uniquely distinguishable feature (what color tho?...).
- Add a second scroll seller/merchant in Port K (either the innkeeper, or the general store) (discussed in: Spell Vendors! thread)
- Check that the prices for Alchemically-imbued weapons make sense (e.g. only +50 GP for a +1 imbuing?...) (discussed: this post in the Bug & Error Compendium nr. 2 thread)
- Improve weather options (for individual maps) so that some maps can have a random chance of either "regular" weather or "winter" weather (or save for Book III?...)
- Add more purchasable Arrows (esp. "regular" Arrows?...) to the 'endgame' (e.g. the blacksmith at Picaroon Isle)
- minor: Get the Goblin Dice to "work" (with Dice-rolling sound FX!) when "used" by Right-Click
- Add-on expansion: Put the recipe for Potion of Restoration into the expansion! (mentioned in Fixes for 1.05 thread)
- Virtuous Ranger Title "Shepherd" spelled wrong!! (reported: Fixes for 1.05 thread)
- Various typos in 4 of the 5 "Death" (end-of-game) messages (reported: The Death Messages thread) (also an issue in Book I)
- Typos/grammatical errors in a few of the Spell descriptions (reported: Grammatical Errors - Part 5 thread)
- Text report order issue with trapped empty chest in Thieves' Arcadia (reported: Fixes for 1.05 thread)
- Revise Book II Player's Manual for v1.05 (see: Player's Manual typos thread)
- If you load up Book I and Book II (e.g. in 'Windowed' mode), the music from the two applications overlaps each other! (Is there a way to make one app's sounds "dominant" over the other's?!...)