Here is a list of all bug fixes and alterations made.
WARNING!!!! Game spoilers alert!

General Game Fixes
- Created Game Title Graphics
- Created Mission loading screens
- Added Credits
- Improved the quality of the voice-over sound files
- Added subtitles to voice acting
- Added German translations
- Added Russian translations

Mission 1 - Practice
- Added header and titles to newspapers
- Re-designed sky to match fog effect for level.
- Loot objective now counts towards Mission completion.
- Made it easier to mantle onto roofing for overlook area loot.
- Some guards removed on Easy/Normal difficulty

Mission 2 - Mansion
- Added a more natural looking sky.
- Added a new moon effect.
- Amount of loot has been reduced in line with TDS maximum allowing mission completion on Expert difficulty.
- Added header and title to newspaper
- Key sizes increased to make them easier to see.
- Added attic area.
- Added New Objective relating to the attic.
- Added some new story components relating to the changes.
- Moved some loot into the new attic area.

Mission 3 - Auction House
- Re-designed sky box to get rid of visible corners.
- Locked the door by starting position.
- Carts in starting area have been blocked off better to prevent mantling over.
- Chandeliers in auction room don't fall to the ground on contact.
- Fixed plates and vases that caused the game to crash when frobbed.
- Added a light above the Gavel access trap door that illuminates when both switches have been pressed to help guide player. 
- Adjusted Gavel trapdoor in an attempt to prevent player occassionally getting stuck out of level.
- Changed the skins on the "black" plates in the offices.
- Stock check guy no longer panics and stays in the viewing room if loot has been stolen. Instead he runs downstairs to the basement guards.
- Added carpeting to some marble floored areas
- Couple of guards removed on Easy/Normal difficulty

Mission 4 - Framed
- Changed the objective that mentions escaping to the North, to read South.
- Changed the voice over for VO_Framed_Taff.wav to say South instead of North 
- Added headers and titles to newspapers
- Altered text on newspaper about viscious attack & frisking for better conclusion
- Altered zone portals in the walled city area to fix game crash when saving.
- Altered newspaper scripts to prevent secondary reading counting towards objective completion.
- Re-built exit area to reduce size of map.
- Reduced AI patrols in walled city streets.
- Allowed access to the other estate grounds.
- Added more private guards to the estates in walled city area.
- Added more guard Spawn-triggers to reduce overall city traffic.
- Altered scripts to allow the exit door to be used even if unconsious bodies are in the area!
- Adjusted patrol paths of guards in first city area to avoid clustering
- Reduced occurence of Z-Fighting.
- Changed some objects in the walled city area.
- Created a new objective to increase the need to explore the walled city area.
- Changed the exit voice-over.

Mission 5 - Mountain
- Shortened the gap of the jump from the rocks to the sewer tunnel.
- Made Blessing ritual items (Candle, Holy Symbol & Skull) unfrobable until objective requires them.
- Fixed a rip in the wall of zombie tunnels where player arrives in toilets from sewer beneath.
- Increased the frob distance of the key on the belt of the Sibling Mage Male.
- Prevented mantling of statues to access tower before performing ritual.
- Plate loot in Sisters bedroom chest can now be frobbed easily
- Modified lava Potion textures
- Player now dies when falling to the canyon floor.
- Made tower double doors key bigger and changed texture
- Altered diary of sister that refers to dropping key. 
- Added entry to new Warehouse mission

Mission 6 - Warehouse
- Added all new mission

Mission 7 - Nauticle
- Removed default scripts from levers in engine room and at the helm.
- Changed patrol path of pirate at helm to avoid the area where the Captain is spawned.
- Changed lighting in exit areas of dining room, for more shadows around stairs.
- Made some guest quarters doors already unlocked (but still allows knocking first)
- Added a servant walking around guest quarters corridor on Hard/Expert difficulty
- Fixed siuation where knocking too quickly in quick succession on occupied room door doesn't make AI react.
- Added more Captain-on-deck lights to the guest quarters hallway to help notify the player of the captains transition from his quarters to the helm.
- Prevented the captains door from being unlocked prior to Captain-on-deck activation.
- Removed some guards for Easy/Normal difficulty
- Search luggage sound has been softened

Mission 8 - Tracker
- Modified the old fence house doorway to match the new Completion mission.
- Added explosives in exploded wall room for continuity with completion mission.
- Modified the portal to look better
- Wanted poster sound has been softened
- Removed a couple of AI for Easy/Normal difficulty
- Added more Gas and water arrows, more so for Easy/Normal difficulty

Mission 9 - Confrontation
- Modified the portal to match the one in Tracker.
- Fixed the church stairs that were difficult to ascend without getting stuck.
- Changed the Note about obtaining 750G into an Objective, which fixed the exit portal not working.
- Reduced number of Zombies for Easy & Normal difficulties.
- Added full moon to sky.
- Added a landmark near to where Balthesar wanders and refered to it in the diary to help locate him.
- Made Balthesars Wererat key easier to see by increasing its draw scale.
- Added voice-over during lift descent to highlight the need to stop the ritual.
- To demonstrate lower sensory awareness, the world darkens slightly when all aretfacts are highlighted, until rival Were-rat is killed.
- Rival Were-rat now stops performing the ritual when all the artefacts have been highlighted.
- Added mumbling/random vocals to scripts on Wererat after spell fails.
- Artefacts are destroyed after slaying the Wererat.
- Loot total shown on Loot objective now after reaching 800 target.
- Added Entry to New Final Mission

Mission 10 - Home Coming
- Added all new mission and game ending