I've lost track as to how many bugs I've found so far, but here's a short list of what I remember off the top of my head:
1. Autosave - If a pioneer is just about to be built (1 turn left), when you load an autosave, the pioneer disappears from the queue nowhere to be found.
2. Autosave general - Seems to not resume the correct turn but rather force another turn to take place, with what seems to be arbitrary results. (Has anyone unit tested this? Seems like there's an obvious coding mistake somewhere.)
2. Major exploit: The current upgrade unit system makes no sense. If I choose to build a 3 person unit even though I can build 6 person, I pay proportionately less of all resources. If I UPGRADE the unit count from 3 to 6 after purchase, I pay a tiny money-only sum! So, you can build super costly units as clusters of three and upgrade them virtually using nothing but money. It should of course be proportionate in the other direction too.
3. There still to my knowledge is no way to merge units, only split them, when they stand in a tile. i.e. pick a couple of units, attack adjacent square, choose cancel - units are now split until you move to a common square losing valuable moves for no reason.
4. Save whilst having units with movement points left and laid out routes from previous turns. This results in the units automatically moving when loading the autosave irrespective of configuration settings. Very frustrating as some particular quest squares do not allow for a withdrawal of units before engaging in combat, so the save may be useless and you have to revert to the broken/buggy autosave feature.
5. The AI ignores magic immunity. Leads to easy and pretty inevitable exploits of killing all elementals on a map with any unit with magic immunity (like the 'worm' that you often get early on from medium missions).
6. If you do not run an interactive battle the outcome is different. It would be nice if the auto-combat actually simulates like for like what would normally take place in combat, or have some form of slider option for AI in auto combat as it seems pretty silly at the moment, often delivering hugely varied results from interactive combat - like winning battles you would never win if you run an interactive combat.
... that's it for now. Might remember another batch of bugs later
.
Other than the bugs - thanks for a great game!