(v18, linux, VI)
Sam is in a killer mood overwatching with upgraded Patriot, Normal mode. Ray is peaceful, overwatching with SMG, triple shot mode. SlumConstruction1, config:0, churchers.
One of the enemies (full HP) is interrupted during his movement when an overwatch triggers from both (seems at the same time). First Sam shoots and deals damage then Ray. Ray's burst finished the target, but the game freezes at that point (still during the target's turn). The target stays standing and its tooltip is still on the front, yet the loot is dropped.
Around the error in the log:
CharMainScript.StartRangedAttack. Attack has succeeded. Hit miss count: 3 attack damage list: 3
CharacterMainScript.ReduceHP. Method called. is overwatch: False /is AOO: False
CharacterMainScript.HandleWoundedState. Health %: -0.5031 < Heavy: 0.25 < Light: 0.5
CharacterContainer.SetWoundedState. Method called. Wounded state is: 2
Item.ApplyDeteriorationFromUse. Method called. Item condition %: 1
CombatQueueManager.UpdateCombatantIcon. Method called for character ID: 2 health is: -5.031
NullReferenceException: Object reference not set to an instance of an object
at CombatQueueManager.UpdateCombantantIcon (Int32 characterIDIn, Single currentHealthIn, Int32 currentMaxHealthIn, Single healthPercentIn) [0x00000] in <filename unknown>:0
at CharacterMainScript.ReduceHP (Single hpIn, Int32 minLethalityIn, Int32 armourDamageTypeIn, Int32 injuryDamageTypeIn, System.Collections.Generic.List`1 appliedStatusEffectsIn, Boolean attackIsCriticalIn, .CharacterMainScript attackerScriptIn, Boolean isFireDamageIn, Boolean isMessageSent, Boolean isOverwatchAttackIn, Boolean isAOOIn) [0x00000] in <filename unknown>:0
at CharacterMainScript+<StartRangedSingleTargetAttack>c__Iterator3A.MoveNext () [0x00000] in <filename unknown>:0
Will revisit later. No thoughts on reproducibility or factors yet.
PS: I saw Ray push an enemy one tile back as a side-effect of a HtH attack. That was so cool! It would be awesome to be able to do that deliberately.