**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..