A few Bugs i encountered in r38774 and can still reproduce when loading in latest Steam build (r53270).
Savegames:
https://limewire.com/d/Thnro#WgWxtO3YFf
Bug_Scavengercolony:
Description: Misam II could start in system colony base as >=2M transportable colonists were present when starting the build. During building these colonists have been removed and only non-transportable colonists remained in >=2M population quantity.
Expected behaviour: Colony base build cancels during next turn and production on next item in queue proceeds with labor used on the next item in the queue.
Actual behaviour: Production on colony base continues until completion of Misam I. If <2M transportable colonists of the same species are present the non-transportable colonists (in this case the Scavengers) will build the in-system colony. I am pretty sure the same would happen with other non-transportable colonists and colony ships, making it theoretically possible to spread the Viscids to the entire galaxy.
Additional note: In the fix the production should only stop if there is <1.25M transportable colonists available, as 0.25M is also the minimum to stay behind on a planet. The same should go for being able to build colony bases and colony ships (1.25M transportable colonists available).
Bug_Transport_People:
Description: Harpy Repellant and Star Gates are researched and deployed, however travel is not instantaneous and Harpies block travel.
Expected behaviour: Transport ships moving colonists via the "Move colonists" option to a system with unprovoked Harpies (either from in-system or from off-system with connected Star Gates) should arrive in 0 turns, that means they should land as soon as the connected planed to move to is selected.
Actual behaviour: Transports are stuck in the targeted system the unprovoked Harpies occupy until the next turn.
VisualBugWhenRaiding:
Description: Just a visual bug when having losses during a raid.
Expected behaviour: Raiding Formalhaut shows my forces as their respective species in the Raid summary screen.
Actual behaviour: Raiding Formalhaut shows my forces which have losses as human slaves in the Raid summary screen, even though they are different species.