Lets continue with more bugs I found:
EDIT: Also you need to check the loading screen text, it is giving out info that is no longer valid for 1.1
Strategy map:
1c. Moving your units into a square at the same time as other creatures move to that square will end with all of them in the same square while combat not starting. Also you cannot attack said creature although putting the mouse in the right position within the square will change the icon to the combat one.
1d. Attacking creatures in the neighbouring square does not expend one movement point. Once the combat ends you still have your full movement although you end up in their square. EDIT: This does not happen everytime. I will test more to see if it only happens in certain situations.
1e. That fire Inferno spell does not work. I select it and the icon changes to the casting one (wand) and when I left click on the square with the creature stack nothing happens and only my icon changes to a normal one. Well by nothing I mean there is no visual indication that a spell was cast, but I do not remember if my mana was still used up. Also if this is due to spell actually having a limited range the games does not tell me so after I try to cast it.
Tactical map:
2c. Using bows against targets that are outside bows range is a pain in the ass. If you right click on them you units will try to move to range automatically. This will use up his actions for that turn although the player (me) would have tried to attack a closer target if I was somehow warned the target is outside of range. Also this action will get remembered for the next round as well and the unit will continue to move into range to fire.
This automatic behaviour might be OK for melee units, but needs to be turned off for units with ranged weapons or some kind of area indicator should be implemented like in HOMM games or like in MoM.
2d. The spellcasting limit of 1 spell per combat round that was implemented is pointless as it is now. Why? Because it does not cost one round but one action. So my caster can with 4 action points attack in melee 3 times and cast one spell or attack with ranged weapon once and then cast one spell. This makes spellcasting even more stupid as balancing them is never going to work. You need to make is so spellcasting costs all attack actions points (only maybe allowing units to move before casting spells) and then balance it to be on par with 2 ranged attacks normal units do per round and for short range spells to be on par with 3-4 attacks melee units do per combat round.