As it just released, I've no doubt some bugs might crop up and since I already noticed some (mostly related to AI pathfinding), I'll gladly list them here.
1. The German soldier that's supposed to enter the room when you begin to escape Castle Wolfenstein proper (in the room where the Germans below start shooting through the floorboard) doesn't enter it like he's supposed. If you exit back to the courtyard, you'll see he spawned at the window outside the tower instead of in front of the door like he's supposed to.
2: At the beginning of the Village once you leave Kessler's basement and before you attack the Germans speaking in the bar, the officer and a regular soldier are usually supposed to walk over to the table below the balcony and stand there after they finish their conversation (if you don't attack them immediately). Instead, they start randomly walking around and bumping into each other. Most likely a pathfinding bug much like the previous soldier.
3. In the crypt, the 2nd flame zombie is supposed to be actively moving towards the soldiers firing at it and burning them alive. Instead, it seems to be stuck in an animation where it keeps moving in one place because the zombies next to it aren't actively attacking the soldiers either, thereby blocking the flame zombie's path.
4. Continuing from my last playthrough. The game actually ends up throwing up a console error literally saying that there's an AI scripting error when you get lifted up the crypt on the pillar. It doesn't seem like anything was actually broken (I had solved the trap room puzzle though for the secret). The error is related to 2 specific zombies, although their actual names aren't given. I can only assume it's either related to the 2 that spawn when you complete the secret or the ones where the grail room is.
5. One of the Elite Guard that's suppose to run out of the room where the Elite Guard above her throws down grenades doesn't, instead sticking around inside the room, forcing you to enter it and possibly get killed by the grenades above if you don't quickly run out.
6. Helga and Zemph's conversation seems to be slightly sped up, as Zemph will say his next line before Helga has completely finished her line and vice versa.
7. Can no longer dual wield or pick up another Colt 45 for some reason. Most noticeable when escaping the rocket base and it won't let you pick up another 45, even if you have one already in your inventory.
8. In Kuegalstadt, the flamethrower enemy hangs back by the rocks on the right side when you go through the bombed ruins, instead of running in after BJ like he normally would. Or at least would be to his left.
9. In the Bombed Factory, a soldier that normally runs into the hallway with the light lamp on the floor next to a couple of boxes now instead waits in the spot he spawned in.
10. Perhaps not a bug but definitely an issue. Mission 5 Malta gives you both loadouts with a Snooper Rifle, but said rifle gets replaced with the Johnson rifle, which is loud, which would obviously discourage a stealth approach with that mission. And stealth is favorable. While the return of the Sten gun with one of the loadouts is welcome, it seems unfair that the Snooper Rifle gets "upgraded" to a Johnson just because someone has the DLC.
11. Upon reloading a save, the character's view starts zoomed in (as if you had the right mouse button pressed for the simple zoom) and you have to press it to return the view to normal.
Not really a bug, but not sure if it's intentional either. More of the Elite Guard now have their outfits zipped up, no longer showing cleavage. I don't mind, as that would be more professional, but I'm just making sure it's intentional. I always assumed their decision to show their cleavage was to simply rebel against the Nazi regime's female social norms (as they're a "witch's coven", so wouldn't really care for such things.
That's all so far.