I am experiencing this fairly regularly in 0.92 while using the same personal strategies and tactics I have in previous versions, and in Elemental: Fallen Enchantress (before LH), but never before had I encountered this, so it seems highly probably something changed in 0.92 has introduced this bug.
The bug does not trigger consistently, but when it does occur, it seems to occur with the following conditions:
- There are four or more enemy units (it could be fewer than 4, but 4 is the number I notice it occurring)
- At least two of the enemy units are Beasts
- I +Tame all beasts (could be two iexcept the last, and as the +Tame command
- I cast +Slow to lower the initiative of the beasts aside from the first one if I can +Tame the first beast before it has its first turn
- If this bug does trigger, it always triggers near the end of the last +Tame cooldown (just before I would be able to +Tame the last Beast ... whether there were four tameable beasts or only two plus two non-Beasts that were also in the army that I had killed earlier).
Its inconsistent, unfortunately -- I can initiate combat with my Beastlord sovereign's army against a 4-or-larger army of enemy Beasts without triggering the bug (specifically I recollect at least two instances of engaging in combat against armies consisting of one Ravenous Harridan and three Black Widows and the bug not triggering despite following my +Tame-and-+Slow each one and passing turns while waiting for the +Tame cooldowns to expire .... however there have been at least two other instances of doing the same tactics against the same Beast composition [1 Ravenous Harridan + 3 Black Widow spiders] but the bug does trigger).
I have noticed also an irregular but frequent occurrence of weird Initiative-turn-glitchs involving using the 'Rush' skill ... a unit that Rushes (call it on turn 1 when +Rush is cast) seems to lose its normal next turn (call it turn 2, not occurring) after the Rush, going seemingly double the normal span of tactical turns without getting a tactical turn, but the next tactical turn they do get (call it turn 3) often has a very short subsequent span to its subsequent turn (turn 4).