I have not seen this, nor has anyone else been able to reproduce it. Any more information you could give about it? If you run the game via a command line like powershell, does it output anything about the crash to the terminal?
I actually got this exact thing set up today for events, though I'm not sure about doing the same for monsters/traps. Possibly.
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Entirely fair.
I agree with this completely, and more AI complexity is on the to-do list somewhere. It's just a very big to-do list.
The issues in this second paragraph are the answer to those last couple of sentences in the first paragraph. If you select a room by clicking it then mouse over the menu at the top of the screen, it shows the room details. I admit that this was tutorialized poorly (it is only mentioned but you're not explicitly made to use it), so I have made a change to the next update where selecting a room automatically pops it down and deselecting makes it collapse back up.
Compulsions are intentionally hidden in order to add more mental load/uncertainty to a player's decision making. Rather than always being able to compute everything that is going to happen, compulsions can create situations like "I know that this character has this or that compulsion due to her having this or that curse, but I don't know if it will necessarily trigger. Do I risk it?"
That said, there will likely be some method for viewing how high a compulsion is on an ally eventually, but it won't be ALWAYS present knowledge (or if it is, there will be some trade-off for it)
And I appreciate such enthusiasm.