All of these are being written as I play the new 1.07 build. This is a new game, no custom sovereigns or factions, no mods, just the stock game.
1) New game as Pariden. One technology researched, Equipment under Warfare. If I choose 'New' in the Design Units area I am not offered anything under Boots in Equipment. If, however, I select the Peasant and upgrade it, I _AM_ offered the boots category with Traveling Boots. Pressing the randomize button above the unit's cost panel removes the boots as a viable selection. If the boots were already selected, they are maintained in place and the cost and speed are appropriate. Selecting cosmetic boots will NOT remove the traveling boots. Unit speed and cost is as if wearing the boots. Deselecting the cosmetic boots WILL then remove the hidden travelers boots as well, setting the unit back to appropriate cost and stats. User is still unable to reselect the traveler's boots.
2) Upgrading from the peasant design provides a free +1 base attack to any unit. The base attack should either not be carried forward or should be provided to units created from 'New' as well.
3) Upgrading from the pioneer design provides a free +1 base attack to any unit. The base attack should either not be carried forward or should be provided to units created from 'New' as well.
4) The tooltip on SGHT during Unit Design says 'Base Sight 3', 'No Special Equipment: 0', '= 5 Sight'. There is some bonus or other modifier providing an additional two sight and it should be itemized appropriately.
5) In cloth map mode, a figure representing a Magnar pioneer disappeared after the turn process. Pointing at the square it was previously in shows a city card in the lower right for 'Nanepp'. Zooming into 3d view caused the city creation particle effect to play in the target square, but no city visible. Mouseover still shows the city card. Moving a unit in the area caused the phantom city to appear. This behavior is not isolated to fresh cities, it also happens when technology exposes new resources or sites. The mouseover information will be accurate and the depicted map will NOT be.
6) In cloth map mode some squares will look traversable, but will actually not be enterable. Units ordered to move there will automove until they reach an adjacent square. This seems to happen the most on 90 degree coast segments. Zooming in on such an area, the grid will NOT be displayed on the impassable squares, so the engine is aware of the impassibility already.
7) In cloth map mode, large mountain areas are often depicted with a graphic that covers four or more squares. Casting lower land on one of these four squares will cause the four to be replaced with a single smaller mountain image and three clear looking squares. ONLY the square into which lower land was cast will actually be passable. This never updates that I've seen, meaning that use of terraforming will leave areas of the cloth map permanently wrong. Expected behavior would be to cover all three remaining segments of the previous large segment with the smaller 'mountain' image. Further, a lowered mountain should become a hill tile, not outright clear, as it is NOT flat in the 3d view and this is a further disconnect between the two.
8) Units do not path intelligently. Given an order two squares away that could be resolved as two single movement point terrain costs, it will instead opt to walk into a forest. Along those lines, units will take a straight path that ignores a road one square away, even when use of that road would shave multiple movement points off the total cost of movement from A to B. In an extreme case of:
ERE
EFR
EFR
ERE
Here you have a road going around two forest squares. A unit starting at the bottom road square and given an order to move to the top road square will attempt to path thru both forests at a cost of 5 movement points (2+2+1) instead of going around at a cost of 1.5 (.5+.5+.5).
9) Incorrect displayed unit stats. I was just attacked by Verga. His defense was listed as 25. Shooting him with a stab of ice caused his displayed defense to increase to 34! He did not change squares, so this can't be underlying terrain at work. After losing the fight, examining him shows 34 defense. Selecting one of my own units and selecting him again shows 25 defense again (my selected unit had 0 defense). Examining his details shows 17.1 defense and 14 dexterity. Examining vitals and hovering over Defense shows 17.15 +50% for hills, which is 25.7. Getting a 100% bonus would account for having 34 defense in the combat, leading me to believe that his stats did not actually change as a result of stab of ice, but rather updated to the correct +50% for strategic square and +50% for tactical square which he was already receiving. The bug here then would be a failure to update the unit card promptly after a change in statistics caused by movement.
10) Unit lists don't update when they change. Summoning a unit into a stack, or having a city selected as the turn flips over and a new unit is produced, these things cause the units to be invisible to the user until they select something else and come back to that location/stack.
11) Yarga has been standing outside my settlement doing nothing since #9. Attacked him with a unit of 4 axemen, 28 strength 20 defense. I got 50% each from hills in tactical and strategic, giving me 40 strength. His minion took 10 of the 20 hitpoints of the axe group, but their strength was undiminished. I maintained a full 28 str and 40 defense on my tactical hill. After the minion died and varga had wasted all his mana against an invulnerable 40 defense, I walked into a valley and let him swing at me awhile before he died of retaliation attacks. His 17 attack only overcame my two units 30 defense once, for 3 points. Clearly my two remaining men of the full 40 are not defending as individuals, because he should not have scored only three damage in eight swings at 17 attack if it was going against what should have been 7.5 per figure. I retried this fight a few times and the results continued to be that 17 attack could not pose a threat to a damaged party of low tech axemen with a measly 5 defense each baseline.
12) Related to the above, I reloaded and attacked Yarga again, this time causing the axemen to attack his tile from an adjacent flat tile instead of from a hills tile. My axemen lost their +50%, and Varga kept his. It seems counter intuitive that attacking from a hill should give my attackers a defensive bonus in the strategic tile of the defender.
13) Recruited Kasartah the Administrator. Boosts city production by 10%. Stationed her in a town, and near as I can tell there is no effect. Drilling into all the city goods, none list a 10% increase. Unit training times seem unaffected, still taking 10 turns to build a fast axeman party, a selection of 4 buildings were queued with and without her in town and it took 14 turns both ways. I see no actual effect from having an administrator in my town.
OK stopping there for now. Guess I'll just edit any further 1.07 bugs into this post, and make a new one when 1.08 drops.