(v16, linux, HB, 24 July, map 4 conf 2: B&E mission)
Looks like the game will freeze when enemies try to flee this map, see the attached image where the Mafia guy ended reaching the wall. In the log it says like he fled but he didn't. Well, the battle area is closed. Despite the self-preservation call he cannot into scaling wall.
Some log output:
BattleControlScript.EndCharacterTurn. An enemy HAS just fled.
BattleControlScript.FindNextActiveCharacter. AI character at pos 8 is combat capable?: True is involved in combat:? True
CharMainScript.CheckIfBleedingReturnKilledAndApplyDamage. Method called. Checking for: Dino Genovese
CharacterMainScript.CalculateHealthPercent. Health percent: 0.8363636
CharacterMainScript.CalculateHealthPercent. Health percent: 0.8363636
CharacterMainScript.HandleWoundedState. Health %: 0.8363636 < Heavy: 0.25 < Light: 0.5
CharacterContainer.SetWoundedState. Method called. Wounded state is: 0
CharacterMainScript.ReduceHP. No status effects to apply
CharMainScript.ReduceHP. This character is in combat. Updating combatant icons
Item.ApplyDeteriorationFromUse. Method called. Item condition %: 1
CombatQueueManager.UpdateCombatantIcon. Method called for character ID: 9 health is: 46
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) [0x00000] in <filename unknown>:0
at CharacterMainScript.CheckIfFireDamagReturnKilledAndApplyDamage () [0x00000] in <filename unknown>:0
at BattleControlScript.FindNextActiveCharacter () [0x00000] in <filename unknown>:0
at BattleControlScript.EndCharacterTurn (Boolean requestedByPlayerIn) [0x00000] in <filename unknown>:0
at CharacterAIScript.EndCharacterTurn () [0x00000] in <filename unknown>:0
at CharacterAIScript.RemoveFleeingCharacterFromPlay () [0x00000] in <filename unknown>:0
at CharacterMovementScript.HandleEndOfMovement () [0x00000] in <filename unknown>:0
at CharacterMovementScript.HandleMovement () [0x00000] in <filename unknown>:0
at CharacterMovementScript.Update () [0x00000] in <filename unknown>:0
An interesting thing is that this happens to me on danger 2 & 3 tiles but not when I undertook this mission on danger 1 tile (enemies fleeing just fine). Still, I dunno if really related to danger or number of enemies. Other things to consider: enemies being on fire, potentially blocking the path (not sure how big the fleeing area is), smoke...