Only Yithril can create the juggernauts, custom factions cannot, as they cannot research it (the research do not appear in the list). Tested with a master smith, master scouts, plate mail and Trog civ.
Drain life sometimes bugs and restore health to both parties, instead of stealing.
In order to get the water enchantment spell that reduce mana cost for tactical spells (forgot name), you ought to start with water rank II, else it bugs and you don't get it at water rank IV.
After selecting both Cruel and Natural Leader traits for sovereign, champions has a gold cost. A wording change is required (Natural leader reduce cost by 100%?).
Chance to hit (for creeps) seems to be above acc-dodge%. Casting blindness on an enemy and having a lot of dodge should have given enemy units roughly 5% to hit, the amount of hits they had seemed higher (might be RNG).
Bears with maul seem to have an abnormally high rate of hits, compared to previous versions.
Not sure if this is a bug, but it seems attack is more effective than defense. It's quite easy to hit units for a lesser amount, even if their armor is triple of the attack.
Custom civs are unable to create henchmen designs, and are only able to create the pre-made ones.
Using the option to show build-able resources usually bugs, and shows the icon after building, too. It sometimes shows the icon of treasure instead of monsters when a monster is sitting on a treasure, sometimes vice versa.
After killing units, they sometimes bug and visually stay in play, though for every other thing they are dead.
Interactions between tactical combat and strategic map is buggy. Pioneers which are being attacked can build and outpost, if the player time the clicking right (right before or after they are being attacked), or missions being completed before the battle is over (handing the princess, even though you are sill fighting the bandits).
Getting a unit to go to the tile of your choosing is sometimes buggy. I have noticed that mostly mountains cause this shadow, but sometimes other terrains as well. The problem is that clicking on the tile tells the unit to go to a different tiles entirely.
Lower land bugs on cloth map- doesn't show propperly where there are impassable mountains and where are hills that slow movement speed. On strategic map it all looks the same, but you are still unable to tell if it's impassable or not. It seems that casting it on a tile visually lowers surrounding tiles too, but in terms of height they are not lowered, so they still count as mountains.
Splash attacks (sweep?) cause more damage on surrounding units than on main target.
Splash attacks sometimes causes damage to none-neighboring units. An area of damage should be indicated to know exactly where the unit is going to hit.
After taking a save of a turn in which you completed a research, no request for starting a new research is initiated.
If an outpost or resource upgrade is destroyed, there is little to no way to know where it happened. There should be a popup to the right that allows you to look at it, much like how we view enemy units in our land.
Minimum training time of units is 3 turns, even when the production of the city allows to train a unit each turn and more.
Mass curse doesn't seem to be working properly. A) the defense of the units doesn't seem to go down (might be a mistake),
after it's dispelled the debuff stays, blocking further mass curses.
Not sure how it was caused, but I have an enemy stack in sight... the champion is running in place while the rest of the stack watches him.
Enemy NPC factions can demand (or request as part of a deal) more money than the player has. The player may accept, but get into a huge debt. I have been offered a trade agreement for 16,000 gold pieces when I own barely 100...
Interface issue- having too much shards and resources pushes thing one over the other. Usually, it pushes the taxes over the research.
A NPC unit cast a ~-25(maybe more, I don't know) initiative slow, leaving me with 5. My unit then got stuck- it didn't have a turn, while the enemy units with ~18 initiative continued to attack it mercilessly. Nidlessly to say, after 50 turns my hero got down...