Starcraft Bugs, some old, but all still active, as of patch 1.16.1
I'm thrilled that StarCraft is still being patched, so here are some bugs, as of the latest patch 1.16.1
1) Mind-control unit-hold bug:
If a Dark Archon mind-controls an enemy unit, while at the same time, that enemy unit was already under attack by your units in the Hold-position, those units will continue to attack their new-found mind-controlled ally, until it is either dead, or until you manually break off the attack. This problem will not occur if the attacking units were not in Hold-position; in such a case, the friendly ai would know to stop the attack on its own.
2) Arbiter auto-Cloak erases Terran cloak-icon:
If a Terran unit with switchable cloak, such as a Ghost or Wraith, falls within a friendly Protoss Arbiter's auto-cloaking field, then the cloaking icon (icon at the lower-left of that unit's action choices) will vanish. Furthermore, the "C" (cloak / decloak) hotkey will no longer have any effect. If the unit arrived within the Arbiter's field with its cloaking already on, then mana will continue to drain, with no way to turn it off. These effects will persist for as long as the Terran unit remains within the Arbiter's field. Once the Terran unit leaves the Arbiter's field, normal behavior will resume.
2.5) Arbiter auto-cloak inhibits double-click group select:
Any group of identical units fall partially within an Arbiter's field, so that some of the units are within the field (and thus cloaked by it), while some are not. If you double-click on any unit within the field, only identical units within the field and cloaked units outside the field will be selected. Identical units that are uncloaked and outside the field will not be selected. However, if you double-click on a unit outside the Arbiter's field, all identical units (cloaked and uncloaked, both inside and outside the field) will be selected.
This can cause odd behavior, unexpectedly splitting up ah-hoc groups of double-clicked Seige Tanks and Dragoons, for example; or causing unexpected groups with cloakable units, such as Wraiths.
3) Broken "control-number" groups with shuttles, bunkers, lockdown:
If you set a group with "control-number", and then use it with "number", this group can be broken, or reduced in number, if you bunker or shuttle some of its members, or if a group member is locked down (Ghost ability). If you press "number" while a group member is bunkered, shuttled, or locked down, then the group will be permanently reduced by that member, until it is manually rejoined to the group (shift-click) or if the group is remade. If you avoid pressing "number" during the bunkered, shuttled, or lockdown period, and only press "number" once that condition has passed, then the group will remain at full strength.
4) Save-games and some "use map settings" custom AI breaks Replays:
If you use the save-game feature (F10 -> Save Game) or if you play against certain custom AIs with "use map settings" (for example: the Schezar campaign map: Starcraft\maps\campaign\Enslavers03a.scm), then the Replay will be corrupted. Specifically certain units will fail to be created or move to their locations, causing an "alternate reality" to unfold during the replay. In extreme cases, especially with effected builder units (SCVs, probes, drones) at the beginning of the replay, the "wrong" side will win, resulting in the replay carrying on for some time (the set time of the original game), even though one side, often the wrong side, has been completely eliminated.