Cheers! I'll keep poking around and see what I find in the mean time on my playthrough. If something I mention has already been patched, feel free to simply disregard it.
Thus far, got the following:
The Arbalist lists Dex as adding to its damage, when Dex isn't a stat. Should be Finesse?
An exception occurs when using the Leylight Fountain in Glacier Fields. Seems to prevent some enemies respawning (I only ever got one to respawn, but that one respawned every time), but healing still occurs. No exception for the Glacier Tower Leylight, but I couldn't find any enemies that respawned, either.
InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x0000b] in <a6266edc72ee4a578659208aefcdd5e1>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00013] in <a6266edc72ee4a578659208aefcdd5e1>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x0004a] in <a6266edc72ee4a578659208aefcdd5e1>:0
at DungeonController.Camping () [0x00746] in C:\Projects\Unity\Towergirls\Towergirls\Assets\Scripts\DungeonController.cs:1502
at DungeonController.Update () [0x00001] in C:\Projects\Unity\Towergirls\Towergirls\Assets\Scripts\DungeonController.cs:1214
Speaking to the Kobold Councillor after killing the three scouts results in her calling you "Char0".
Not sure how I managed it, but the Ser Knight's level in the HUD is 2, while it's actually 3 (and displayed as such in the character screen). Possibly related to the Jack of All Trades talent, as that is the last one I took?
Deleting multiple files from the save menu seems to have left one in a bugged state; attempts to delete or save over it fail, with every save shifting down a slot. The first attempt caused a FileNotFound, which is probably the root cause; may need a try-catch to handle this scenario. Also it seems to be looking for a "save,txt" with a comma instead of a dot, which is interesting.
FileNotFoundException: C:/Users/JordanPC/AppData/LocalLow/Chivalric Games/Towergirls\save,txt does not exist
at System.IO.File.Move (System.String sourceFileName, System.String destFileName) [0x000bb] in <a6266edc72ee4a578659208aefcdd5e1>:0
at SaveController.SaveMe () [0x000ed] in C:\Projects\Unity\Towergirls\Towergirls\Assets\Scripts\SaveController.cs:291
at UnityEngine.Events.InvokableCall.Invoke () [0x00011] in <8015ab56f7e04f71ba206edc0fdf5339>:0
at UnityEngine.Events.UnityEvent.Invoke () [0x00023] in <8015ab56f7e04f71ba206edc0fdf5339>:0
at UnityEngine.UI.Button.Press () [0x0002d] in C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\UI\Core\Button.cs:66
at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00012] in C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\UI\Core\Button.cs:108
at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:50
at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00073] in C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:261
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:265)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:195)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:644)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:552)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:532)
UnityEngine.EventSystems.StandaloneInputModule:Process() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:289)
UnityEngine.EventSystems.EventSystem:Update() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\EventSystem.cs:377)
Mousing over a talent, then hitting ESC to close the screen, results in the talent description being stuck on screen. Reopening the menu and hovering on-and-off a talent fixes this.
Ser Knight's level-up-plus icon always seems to be covered by his character portrait in the character screen.
It is possible to wall-hug just north of the east doorway in the Glacier Tower Leylight room, and skip the door transition, walking down the corridor and being able to fall into the inescapable void. It may be worth putting a wide teleport zone under the whole map to prevent this issue.
There is also a doorway in Glacier Tower that simply leads to an inescapable void. Said door is to the south, in the room 1 south and 1 east of the second floor of the Leylight room. This one seems different, as it appears to be an issue with the transition itself, and the character is seemingly frozen in place rather than being able to "run" in the void.
The room to the east of the third floor of the Glacier Tower Leylight room has a blood puddle, which has no hit box and you just fall into with no apparent way out. Running around in the puddle-pit enough also drops you into the void.
Foes hitting the party often seem to do decimal damage (eg. 2.13). Possibly supposed to be rounded?
Two instances of the "Call Courier" spell exist in the Magic Talents. Also the Lover of All talent should probably be removed until it's ready to go.
One of the doorways throws NullReferenceException and doesn't take you anywhere. This door is in a room on the left side of Glacier Tower, with an altar with some sort of frozen corpse on it, leading south.
NullReferenceException: Object reference not set to an instance of an object
at SerDungeon+<ExecuteAfterTime>d__73.MoveNext () [0x00089] in C:\Projects\Unity\Towergirls\Towergirls\Assets\Dungeon\Scripts\SerDungeon.cs:1209
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <8015ab56f7e04f71ba206edc0fdf5339>:0
A small one: There's a corpse (a knight with a bucket for a helmet?) in the room just to the north of the "prison" room. If you walk up to the ice wall behind him, your character always remains in front of him.
Another minor one: The log for spider swarm says "<target> was hit!" even if the spell was resisted. The message next to the die results correctly reads failed/applied, however.
If you hug the south-west wall of the room where you find Kobold Princess, you can clip through the wall.
The "Most Attacks Avoided" count on the Princess Rescued screen seems incorrect; reads as N/A and 0, when I know I've dodged multiple attacks.
After rescuing Kobold Princess, the "A Good Knight" quest tip is empty. As well, the "Tipping the Scales" tip has an unformatted newline (i.e. /n) visible.
Clicking "Krest" after the "Molted" encounter results in a test dialog, though I'm sure you're aware of that.
Guessing we're finished at this point; no way to progress until it's possible to enter Krest. Will have to wait until the next patch for more bug testing.