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This bug weas related to games where player couldn't unlock certain sin, because it was greyed-out while not unlocking anything for some time (but I still couldn't locate the real issue than maybe Alt+Tab the game or just not opening VoE for some time). Another person reported the issue.

"Lvl 8 is bruken alot of the sin points cant be used to unlock alot of the stuff withhttps://steamcommunity.com/id/kasi_q2/screenshot/772851539771675593"

Taken from: https://steamcommunity.com/sharedfiles/filedetails/?id=1370976566 (also he stated another issue in this topic, which is very crucial bug, related to not executing end-game scripts that appeared since 2.0.7, please take a look on this).

I was able to recreate the bug in the same level. I had to however load a save state in before destroying enemy's dungeon core. I can see one of them appearing one tile away from the pile and than going again and again to the pile (as you can see on the picture below a Beat Master was captured during making this "sudden move").

BTW, it seems angry enemy creature are still angry even if locked in prison and BTW2: after loading the game rally flag is ignored if it was placed before saving the game). I was however able to save the game during whole play, so maybe I'll get "more lucky" in other older custom maps.

Sending save file and log in attachment.

output_log.txt
nevergrim_20190529181045.meta
nevergrim_20190529181045

A save file after that happened - unfortunately after loading it prisoners get unstuck, so I attach a save file before an direct attack on enemy dungeon core:

nevergrim_20190529180133
nevergrim_20190529180133.meta

Just load the game, order all minions to attack enemy dungeon core putting a rally flag on it and that watch the Prison, soon you'll see this happen. In the beginning prisoners look like they suddenly want to attack one of my creatures passing by, trying to walk through prison bars, than they go to the corner trying again to walk through prison bars.

Map: Nevergrim from dungeon keeper 1 remake custom campaign.

EDIT: Actually you can just load the 20190529180133 save file and wait patiently, this bug should happen soon in the prison. I didn't have to destroy enemy's dungeon core. Around 31:50, just before enemy is casting an Uprising.

It was a 2.0 custom map from on of the custom campaigns. It was 1vs1 level.

To recreate described situation would be to fight 1vs.1 with hostile Underlord and imprison some of his creatures, than beat him.

I would need to make some further tests to find out the root of that issue. I don't have a save file with that unfortunately because I couldn't save the game (that happens while playing older custom maps, it goes back to menu immediately after you click save).

PS. Why being sorry about something that isn't your direct fault or is intentional? Sounds more artificial than empathic to me. ;)

It worked in the same way on any map:
1. Pick up all your beasts with the hand of evil, than drop somewhere far away from any Beastmaster current location.
2. After that, pick up all your beasts again with the hand of evil (or simply turn all of them to gold where you dropped them).
3. Having all beasts in your hand of evil, search for any Beastmaster that is heading the place where you picked up your beasts again. It won't stop until it reach it's target - and when it does - unable to fulfil the task it will just do the next task.
You might notice that, unless you drop one of the beast your Beastmaster targeted (in order to cast a spell on that beast) it won't stop heading to the point, where it's targeted beast had been picked up by you last time. Now imagine a Beast Master, that want to put a spell on a beast, actually residing on the other side of map - yes, it will seek out that beast no matter what.

Originally, I was trying to figure out why Beastmaster or Witch Doctor were the ones who are so often mad about unsatisfied needs. I figured out, that they are creatures who have supporting spells, they can cast on ally creature that is currently not being even occupied with battle, but doing common things. So i.e. a Beastmaster may even go to the other side of the map to put it's spell on targeted beast, so it's running around the map may take enough time to get it mad about unsatisfied needs.
My solution for a support type creature like Beastmaster would be - to limit the range of an area, in which supporting-type units would search for a creature to put a spell on, so it won't need to go any further than area of that set range.

It's still happening in 2.0.7. If you pick up creatures, cast a recall spell or turn them into the gold, than if there was a creature that was aimed by a buffer - for example a Skarg by a Beast Master (BM), than this BM will be still following that Skarg to put a buff on it, until it get to the point, were that Skarg was located, so before it was picked up by our hand or turned into the gold. Dropping that Skarg somewhere or finishing recall on it will cancel buffer's (BM) willing to buff - so cancel current BM's task to put a buff on a Skarg.

Maybe game still thinks target creature is still in that place? I noticed that when you pick up a creature (or even an artefact) with a hand it is still visible on the mini-map, at the same place it was picked up from.

I think this may be the main reason why creatures that can cast buffs or healing spell on ally creatures are the one that gets annoyed most often. They sometimes need to make a long trip to their target - so what if the range of buffers seeking for an ally target to put a buff on it could be limited, for example to 20 tiles within buffer's radius?

After loading the map than again and again that issue reappears.

No - still exists for older maps, where they where marked as custom instead of scenario.

Yes - it doesn't exist for newer maps.

EDIT: It seems that issue no longer exist when saving the game while playing the custom campaign level made after patch 2.0.

Still happens in v2.0.7, either after exiting to menu or finishing the level, but it seems only with custom campaign levels that were made before patch 2.0.