Monsters killed while a knockdown effect is active will stand back up before falling down dead.
If a risen warrior is lured away from its spawn location the corpse will sometimes teleport back to that location mid harvest
Risen warriors will shamble all over the place during combat. Sometimes they'll shamble toward you to engage, othertimes they'll shamble in the opposite direction.
Chantrelle mushrooms in particular often spawn mid-air when placed on/near slopes. Issue sometimes affects other plants/basic rocks as well.
Monsters attacked w a leap will maintain position relative to Champion by scuttling along the landscape in sync. Probably direction/distance from Champion should change during leap.
Dead monsters near resources often cause harvesting issues. In the following picture, attempting to skin the shadow wolf in the foreground produced the results of trying to skin the limestone node in the background: Link to example image bc the in forum uploader is being a pita
As shown in the above image, the effect occurs even at a moderate distance. Annoyingly, if one is a particularly high level (R7 cat) it can block access to the other (R2 copper) entirely.
Might or might not be a bug but sometimes monster nodes will spawn right beside outposts. I've not witnessed an outpost being lost as a result of this but the guards do get locked into an eternal murder cycle. Not a big deal, and kinda amusing in it's own way.
At last check, EK still inaccessible for some reason.
There could be some kind of visible difference between chests in the wild that have just been looted and chests that have not.
Ability to place map markers would be nice - so for that matter would be having outposts names visible from the map as well having a mini-map and shareable group map
If you ESC out of the crafting and spirit bank screens at the same time, it would be nice if opening the inventory didn't automatically bring up bring up the J and B screens as well.
I'd drop the import limit on the spirit bank, personally. Export seems fine.
I think it might work better to make all crafting disciplines minor disciplines to make it easier to multi-craft in the future (or release extra major discipline slots at a moderately low level).
I decided it might be nice to make myself more armour yesterday and the amount of back-and-forth crafting I'd need feels excessive as a new player with only one major discipline slot open. And that's while discipline recipes are essentially free.
Speaking of - and this might be a holdover from previous iterations - to craft leather armour you need the lacing sinews recipe. The lacing sinews recipe can't be learned until you've progressed through the crafting tree. Having half the major recipes for a craft as a Discipline and half as a Skill seems confusing. Maybe have the minor 'X technique' craft skills be replaced by a minor 'X basics' discipline containing component recipes and the major disciplines contain the full recipes (if the crafting recipes do stay as major disciplines) would be a clearer fix? The contents of the 'x technique' discipline could then become the new skill.
If the guard towers were a little higher it might be nice. Makes it easier to see if they're actually taller than the hills. Alternatively, some kind of fix so that - if there's a hill next to a valley - the tower spawns on top of the hill and not down in the valley. That's just fussiness though, doesn't really impact anything.
I feel like armour mitigation values could be a tad higher? Not excessively, but the values feel off somehow. Spitballing, but a 20% increase?
For the dead of winter, the landscape was still fairly fruitful. This might be because player numbers are still relatively low per campaign, but perhaps increase the amount of winter areas a little?
I think chasms need to be marked on the map in a slightly different colour. They're kinda hard to differentiate rn. Bridges over them could be cool on a graphic level too, even if that does kinda defeat the purpose of a chasm - although it might also serve to funnel players towards each other. Objection withdrawn if they'll be future-traversable water areas.
I believe hovertext is planned but a 'mouse-over button' might be nice too (if not already also planned). The ability to push ... I think ALT isn't used atm? And bring up my mouse to hover over hotbar items/manually scroll chat/etc sounds convenient.
Flying as a Crow was a disaster. Controls didn't feel intuitive at all, or perhaps simple weren't working? Whatever I tried, I could barely stop myself nosediving into the landscape.