Version 0.42.1
Inventory bugs:
1. Bag bug. have one bag on the equipment inventory, and put another bag inside the equipped bag.
Take the bag inside eq bag, and try to swap. It will generate a crash. Most likely due to the code fix with items not sticking to the mouse anymore after "inventory closes" in this case the eq bag inv.
^This also extends to NPCs (Although it does fix the NPC free item glitch, I don't think you intended the crash the game ;p) perhaps you can handle it through the shop Counters. Either have an invisible shop counter placed on top of the visible shop counter, and link them together with a tab for buying and a tab for selling. Or use two shop counters and link them. Both are essentially the same, it's just a matter of aesthetics. That allows you to disable even being allowed to drag a "buyable" item if you don't have the money which gets rid of the bug NPC side and it lessens the tetris puzzle selling.
2. Some NPC shop counters doesn't work like the one in brink for weapons, I'm not sure whether that extends to other towns but I'll check when I get home.
QuickLoad bugs
1. Probably already mentioned, quickloading will sometimes generate invisible walls.
2. Multiple save/load will despawn the entire map population save your own units, and remove buildings evetually. Haven't quite figured out the trigger point yet, just spamming loads and it bugs eventually.
3. Some research queued when reloaded, allows me to complete it before it's pre-quesite. The queue order for some tech changed. I successfully researched weapon smithing 8 before weapon smithing 7. (Although both were in queue at the time). I haven't spotted any other oddities so far.
Buildings
1. Not sure how your collision works but, if you build in a neat little 3x3 matrix of whatever say power generators. delete the middle ones, you will be unable to build it in the same exact location. It simply won't let you.
Maybe in a couple releases down the line, allow us to snap to objects relative to each other?
2. When there's a building with multiple doors, pathfinding doesn't seem to like the second door. Taking brink's double house as an example. if you have both doors open pathfinding will operate fine.
The problem comes when one door or both doors is closed. Both doors closed; it prefers one door, one door open; it ignores the closed door. In both cases even if it's the door further away/longest distance from destination.