when moving the throne room, the keeper does not count as having moved. they will graphically move, but if an invader steps into the old throne room, the keeper will engage them and stand there after. i have not yet tried building a new building on that spot.
connected with this, moving the throne room to the old tile again caused an instant loss when the invader reached it.
this issue did seem to sort itself out after some time.
equipping weapons still seems to take two from inventory, if available.
bonuses and penalties to servant sell price is not accurate. example: a character had one -750 penalty for one week, they sold at 750 that week. the next week they had no bonuses or penalties but still sold for 750.
damage estimates in combat (hovering over attack card) do not take mastery into account. i have a staff master using a staff. the damage estimate is lower than the actual damage by a factor of 4 or 5. for this example, the estimate was ~20, and i did 80-100.
not strictly a bug, but "enchant room" needs to be more "targeted." example, my last 5 attempts: on a gold mine i got fertile, the next attempt replaced this with the new "super inspiring one," the next attempt cleared all enchantments. then, on tavern: first attempt added mineral poor, second attempt added the "noxious" modifier. note that in the mine, the effects were replaced, but in the tavern they were added. instead of what seems to be an equal random chance for /any/ modifier, make it "contextual, selecting upgrade types based off of the room being enchanted such that you do not get useless bonuses, like inspiration on a gold mine. furthermore, cordon off all negative modifiers to be "critical failures." i'm already spending a resource, don't make it a coin flip on if i'm getting any benefit, let alone getting penalized.
not bugs, but things that have bothered me for a while:
it would be nice to have more control over keeper creation/ starting scenario. for example your mental type seems either locked to keeper class or is random, not sure which, but i know i would like to have manual control. i'd also like to be able to select a surname manually. against this theme, though, i'd also like a name randomizer button.
starting servants is also something i'd like more control over. i usually play a lustspell witch, which means i start with "pet" and "snoo." pet is pretty much perfect, aside from the frigid personality. snoo, however, has to go. my keeper is the only male/ futa in the dungeon for any real length of time, so starting with a futa servant just does not work for me.
there's no way to craft or dye clothing. this means it's up to RNG to get the items you need, if you do a "dungeon uniform" as i do. the store only really loads up on items if you are buying that item. this is a broader problem, because this can leave you stranded without shackles to capture anyone for months at a time, ingame. (the shackle problem is compounded by the seemingly random nature of when crafting recipes become available.) for this reason i suggest implementing a room for clothing item creation, and a separate one for item coloring.
i appreciate that you implemented the item menu outside of the throne room, but this solution is still deficient. you must still enter the throne room and start a talk to get a character to remove clothing. please implement a way for us to add /and/ remove clothing without visiting the throne room.