I have played a few games of Time of Fury v1.0 and noticed what I think are bugs. I do not yet see them in the proposed 1.01 patch, so I thought I'd list them here in case this helps.
Bug: rivers do not provide defense bonus
Bug: in 1942 scen, USA is not at war with Bulgaria/ Hungary/ Romenia/ Slovakia and thus cannot invade the country or attack those units.
Bug: in 1940 scen as Germany, USSR offered peace (something like "If you turn this down, offer will be repeated next month"). Turned down, but peace offer was not repeated despite USSR being even worse off.
Bug: if unit draws limited supply from a non-connected city, this supply level does not drop with the unit's distance from the city (eg level 20 despite distance from city). This is unlike supply from connected cities.
Bug: click on the minimap to move the main map, move mouse cursor to the main screen and scroll up or down (to zoom the map). Often the main map will then jump wildly, as if you had clicked the minimap again.
Bug (or Design): in 1942 scen, Germany fights on despite having lost all its German mainland victory points. Perhaps because in 1942 Germany actually starts as owner of the victory cities of Crete and Norway?
Bug (or Design): AI does not seem to be affected by FOW
Bug (or Design): in 1941 scen, USSR seems to get hit by multiple stacking events dropping readiness (I think because of German invasion choices as well as the Red Army losses event) which means for the at least first 10 turns readiness is 1% - so no unit will survive combat at all, even when dug-in in a city. Should these penalties stack?
Bug (or Design): in 1940 scen, to my surprise as Germany I had hardly any partisan activity in Russia in 1941/1942, just the occasional 10PP pay-off to prevent them in some areas. However there was the expected level in annexed France and Poland.
Bug (or Design): the screen does not always centre on a combat during the AI phase (thus leaving the player to guess).
Bug (or Design): bad weather affects attacking strenght as expected, but also defensive strength so that the odds seem to stay the same rather than being lower in bad weather. Is this expected to happen?
Bug (or Design): a unit on low supply has lower readiness the next turn than an unit on no supply at all.
I might have some savegames showing these; please let me know if you need more information.
I hope this helps and I look forward to the next patch!