A few Bugs i encountered in r38774 and can still reproduce when loading in latest Steam build (r53270).
The release of the new version motivated me to finally report them.
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. Shock, horror!
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 planet 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.
Gifted Human colonists come from fargone Outpost: (no save file attached)
Description: A tiny inconsistency I see often is when allied with the Human race (which I always try to do, poor guys) they will at one point send over some interested settlers to live on my worlds. The transports are sent from fargone Outpost, as this is counted as their capital. Most times I get it before they build a colony on the rock that is there. Perhaps it is a human law or tradition to say goodbye when passing the antique human memorial that is the fargone outpost, reminding all humans exiting the empire of the hardship their species has endured. Perhaps it is was just overlooked when coding, that there cannot possibly be settlers in that system. Perhaps both.
Expected behaviour: Allied Human settlers gifted to Players empire are sent from the closest colonised system that has colonists to spare
Actual behaviour: Allied Human settlers gifted to Players empire are sent from fargone (Outpost-only) system.