And gotta a bug to report.
Game seems to get stuck like if it was on an infinite loop, triggered apparently by trying to counter the spells of, I guess one or more of the undead around, when we move south near a group of them. Countering every spell after a while triggers said loop-like freeze.
When the games locked up and you're running under the debugger, select break option from the debugging menu. It will suspend the game for introspection. Then look for a window or tab called "call stack". Look at it, select all the rows, copy and paste them. It will give the state of the program, what lines it is at in the different functions. The save game still helps for more dynamic recreation of the program, but the call stack gives a instant insight into where the code is, when there is a program.
Here:
> Incursion.exe!NArray<long,1000,10>::operator[](long index) Line 53 + 0x1d bytes C++
Incursion.exe!Map::VisionThing(short pn, Creature * c, bool do_clear) Line 358 + 0x51 bytes C++
Incursion.exe!Player::CalcVision() Line 261 C++
Incursion.exe!TextTerm::ShowMap() Line 911 C++
Incursion.exe!Map::Update(short x, short y) Line 751 + 0x3e bytes C++
Incursion.exe!Map::VUpdate(short x, short y) Line 732 C++
Incursion.exe!Creature::StatiOn(Status s) Line 631 C++
Incursion.exe!Thing::GainTempStati(short n, Thing * t, short Duration, char Cause, short Val, short Mag, unsigned long eID, char clev) Line 201 + 0x3a bytes C++
Incursion.exe!Thing::GainPermStati(short n, Thing * t, char Cause, short Val, short Mag, unsigned long eID, char clev) Line 232 C++
Incursion.exe!Creature::Hide(EventInfo & e) Line 2777 C++
Incursion.exe!Creature::Event(EventInfo & e) Line 847 + 0x16 bytes C++
Incursion.exe!ThrowTo(EventInfo & e, Object * t) Line 284 + 0xc bytes C++
Incursion.exe!ThrowEvent(EventInfo & e) Line 243 + 0x2b bytes C++
Incursion.exe!RealThrow(EventInfo & e) Line 343 + 0x9 bytes C++
Incursion.exe!ThrowVal(short Ev, short n, Object * p1, Object * p2, Object * p3, Object * p4) Line 476 + 0x18 bytes C++
Incursion.exe!Monster::ChooseAction() Line 1132 + 0x1f bytes C++
Incursion.exe!Game::Play() Line 292 + 0x12 bytes C++
Incursion.exe!Game::StartMenu() Line 2181 C++
Incursion.exe!main(int argc, char * * argv) Line 395 C++
Incursion.exe!__tmainCRTStartup() Line 278 + 0x19 bytes C
Incursion.exe!mainCRTStartup() Line 189 C
kernel32.dll!76ad338a()
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
ntdll.dll!777c9f72()
ntdll.dll!777c9f45()
Incursion.exe!ResourceHasFlag(unsigned long xID, short fl) Line 771 + 0x1b bytes C++
On a directly related note: Further in-game testing seems to indicate it's related to counter spelling, setting it to never bypass the issue, but even if it's set to ask, as long as you counter at least one, even if you answer no to every request to counter afterwards it still seems to get stuck into a loop until the game freezes.
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And on an unrelated bug report, bug that still uses the same save:
Alignment and god issues with merciless attacks and the like: It
really shouldn't apply to mindless, specially mindless abominations like zombies and other mindless undead. For example, if an undead survives the turning and you proceed to kill them and/or use turn again to finish them off (possible in cases of multiple enemies), the game acts as if this is an evil and chaotic act for attacking fleeing opponents. I'm guessing it's due to how zombies and skeletones are actually templates over other creatures that might be otherwise sapient, but it does create quite some trouble for a good character, specially clerics and paladins, who would theoretically focus on cleansing the world from the walking dead.
For reproduction, on the room the character is in in the save I submitted for the counter-spell issue, just use turn undead once and it should kill most, but leave at least one zombie alive. Then using turn undead again (or two times at most, if the rolls are unlucky), should destroy it and cause the character to feel guilty and Xavias angry with the character.
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Edit: Correction, the undead in question that is tending to survive the first turning is a crypt thing, not a mindless skeleton, so that's probably the issue. On the other hand, I do find troubling lore wise how so many undead are neutral and protected by chivalry while all the good gods offer the ability to downright blast them to bits by turning, with no ability to discriminate between the ones you want to turn and the ones you want to just kill.
Which also calls one thing to mind: It could be interesting if on the issue of attacking fleeing enemies for the purpose of alignment and angering most good gods (Erich aside probably) to differentiate from natural fear from magically created fear. The latter probably shouldn't eliminate them from the valid target list.
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And since I seem to be rather talkative today, on a quick suggestion mostly related to mounted combat focused paladins: Prone enemies: Mounted charges tend to knock down your opponents, and paladins are pretty much blocked from attacking such save against rather rare exception of enemies. As such, it'd be interested to allow at least some leeway on such instead, even if just relaxing the chivalry issue exclusively on the matter of prone opponents, but maybe even keeping trip attacks as not allowed.
Edit: And for a completely different bug report: Enemies that get paralyzed but due to some characteristic don't count as "helpless" can't be targeted for normal attacks. Here's a save, just try to attack the paladin to the immediate south:
https://www.dropbox.com/s/34cm9jmkyb93ki0/Charinida.7z?dl=0