The Software seems to have issues for pathfinding of Units in battle situations where the AI can not "decide" where to send a unit on the Battlefield. It occurs somewhat repeatable in battle situations where a Forward unit, eg a summoned Skeleton, is the natural (Primary) target for all of the enemies Units, but not accessible from all sides.
Symptons are Walking back and forth, "battle freezes" and actually putting a second unit onto the same "hex".
In the Freeze Situation all controls are still available, therefore I would assume the pathfinding algorythm is only operating in an endless decision loop of alternating between two (or more) sub-optimal alternatives which are never taken. (The Situation can be continued by auto-resolving the battle, but that can be a huge disadvantage for the experienced Player.)
Putting the same unit type, in my case a rider, on the same "hex", so far only occured once. In this case really the exact same unit type was twice on the "hex", same Name etc. Attacks onto the "hex" decimated the unit with the higher remaining hp, until both Units where destroyed.
As stated at the beginning the pathfinding algorythm would seem to be the issue, eg it:
- misses a Termination counter for Looking for better alternatives
- might have one or two spots where names instead of unit IDs are used to verify a Situations ?