**I've not read any of this thread**
- still too early in my game to read anything that may be about about latter events.
But, risking it being already being reported, I'll add my glitch - it's not a good one, at all.
While escorting Billy (the guy, I assume, later, opens a shop named "Billy's Bizarre Beasts" or something like that) through Mistpeak Valley I 'vaulted' a ridge (in hopes of placing Bill out of danger) and found myself 'floating' (jebbus style) betwixt a rock (boulder) and a rocky fronted slope. I had to 'dashboard' exit. -I lost something like 15 mins of play, so no biggie, but seriously annoying (there is NO way to recover from a fall-hang - you are, upon ( |> ) press, dumped into the blue 'mechanics' menu' while still, in-world, in motion).
So be careful when 'vaulting' with a rocky surface as the vertex (ensure there is no boulder in your way).
I may catch up with this thread, sometime, but I really doubt it, and if I do, it'll be too late to offer any real help, because I'm just too damn methodical about my Molyneux games (wanna make sure I have an over-firm base to work from). Anyway, that's my glitch.
There have been other moments and textures that show the signs of 'tearing' or poor or rushed coding -- a glaring example is the 'texture/face' line in the Mistpeak Valley area [go to the start of the bandit island, then go inland and then (facing upslope) go straight up] there you'll see, to me, a bright line of the disparate map textures coming together. It's just one glaring and easily demonstrable outcomes of the shoddy coding or management on the project..