Spotted two bugs during my run, although I must say it was on the b.16 bugfix3:
- If you have a raid (usually extrajudicial ones like the CCS or the Intelligence, haven't tried with a police raid) ongoing, that you make one siege breaker squad member wield a spraypaint can, exit the game and restart, then engage with that member, and then try to make a graffiti on a wall, the game will go back to the safehouse management screen and just skip the day; the siege is still in effect, nothing happens, it just skips the day.
- If you send a squad someplace, start a fight with dangerous enemies, and then the leader of the squad gets incapacitated but not killed (like by having their spine broken), the remaining members will hold duplicates of that person until they are all hauling someone, then the game will say that no one could haul the leader and he has to be left to be captured, which will effectively remove that member from the squad (happened while sending the squad to the Intelligence HQ and failed a sneak test).
I don't know what happens if you properly flee since I killed the game before that happening (it would have completely ruined my game), and I couldn't have a save of that since it wholly happened during an action.
I've found the root of both of these issues, they are pretty easy fixes. The former is because it's trying to track events as part of a news story that doesn't exist (this isn't an issue during police raids, which do get news stories), the latter seems to have been an issue with combat paralysis in general but it happens so rarely that I guess nobody ever noticed it before.
Speaking of the first issue, it would be nice if you could also raid your own safehouse "for trouble" just so I don't have to wait for the CCS/mercenaries/the intelligence to raid my own safehouse so I can repaint its walls (kind of like what you can already do with the safehouses you can steal from the CCS)