00:41:07 SQ inspiring presence: on combat started! 00:41:07 SQ TACTICAL: STASH LOCKED: true 00:41:07 SQ INFO: Next round issued: 1 00:41:07 Resource Started loading Resource Package "Temporary Tactical Resources". 00:41:07 UI CharacterScreen::REGISTER 00:41:07 UI CharacterScreenLeftPanelModule::REGISTER 00:41:07 UI CharacterScreenLeftPanelHeaderModule::REGISTER 00:41:07 UI CharacterScreenPaperdollModule::REGISTER 00:41:07 UI CharacterScreenSkillsModule::REGISTER 00:41:07 UI CharacterScreenStatsModule::REGISTER 00:41:07 UI CharacterScreenRightPanelModule::REGISTER 00:41:07 UI CharacterScreenRightPanelHeaderModule::REGISTER 00:41:07 UI CharacterScreenInventoryListModule::REGISTER 00:41:07 UI CharacterScreenPerksModule::REGISTER 00:41:07 UI CharacterScreenBrothersListModule::REGISTER 00:41:07 UI CharacterScreenBattleStartFooterModule::REGISTER 00:41:07 UI TacticalFleeScreen::REGISTER 00:41:07 UI IngameMenuScreen::REGISTER 00:41:07 UI MainMenuModule::REGISTER 00:41:07 UI LoadCampaignMenuModule::REGISTER 00:41:07 UI SaveCampaignMenuModule::REGISTER 00:41:07 UI OptionsMenuModule::REGISTER 00:41:07 UI OptionsMenuModuleVideoPanel::REGISTER 00:41:07 UI OptionsMenuModuleAudioPanel::REGISTER 00:41:07 UI OptionsMenuModuleControlsPanel::REGISTER 00:41:07 UI OptionsMenuModuleGameplayPanel::REGISTER 00:41:07 UI TacticalCombatResultScreen::REGISTER 00:41:07 UI TacticalCombatResultScreenStatisticsPanel::REGISTER 00:41:07 UI TacticalCombatResultScreenLootPanel::REGISTER 00:41:10 Resource Loading: music/battle.music 00:41:10 Resource Unloading: music/worldmap_06.music 00:41:16 SQ * 00:41:16 SQ * Bandit Marksman: Starting turn. 00:41:16 SQ -> Behaviors to pick from: Idle (1)(*), Defend (0), Attack.Bow (0), Roam (0), Engage.Ranged (0), Attack.Default (0), Defend.Rotation (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0) 00:41:16 SQ -> Behavior picked: Idle (1) 00:41:16 SQ * Bandit Marksman: Ending Turn with 9 of 9 AP left. 00:41:16 SQ * --------------------------------------------------- 00:41:18 SQ Skill [Hidden] removed from [Adelbert Commander]. 00:41:22 SQ * 00:41:22 SQ * Bandit Marksman: Starting turn. 00:41:22 SQ * Bandit Marksman: It's important that I get some distance from my opponents.. 00:41:22 SQ -> Behaviors to pick from: Engage.Ranged (266.667)(*), Attack.Bow (39.1457), Idle (1), Roam (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Rotation (0), Flee (0) 00:41:22 SQ -> Behavior picked: Engage.Ranged (266.667) 00:41:22 SQ * Bandit Marksman: Engaging into firing range over 2 tiles at Landsknecht Veteran (visible) 00:41:22 SQ * Bandit Marksman: In fact, I would prefer to remain where I am 00:41:22 SQ -> Behaviors to pick from: Idle (1)(*), Defend (0), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Bow (0), Engage.Ranged (0) 00:41:22 SQ -> Behavior picked: Idle (1) 00:41:22 SQ * Bandit Marksman: Ending Turn with 2 of 9 AP left. 00:41:22 SQ * --------------------------------------------------- 00:41:23 SQ * 00:41:23 SQ * Bandit Marksman: Starting turn. 00:41:23 SQ -> Behaviors to pick from: Idle (1)(*), Defend (0), Attack.Bow (0), Roam (0), Engage.Ranged (0), Attack.Default (0), Defend.Rotation (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0) 00:41:23 SQ -> Behavior picked: Idle (1) 00:41:23 SQ * Bandit Marksman: Ending Turn with 9 of 9 AP left. 00:41:23 SQ * --------------------------------------------------- 00:41:23 SQ * 00:41:23 SQ * Bandit Marksman: Starting turn. 00:41:23 SQ -> Behaviors to pick from: Roam (10)(*), Idle (1), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0) 00:41:23 SQ -> Behavior picked: Roam (10) 00:41:23 SQ * Bandit Marksman: Roaming. 00:41:23 SQ -> Behaviors to pick from: Idle (1)(*), SwitchTo.Melee (0), Attack.Default (0), Defend (0), Attack.Bow (0), Attack.Puncture (0), Engage.Ranged (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Roam (0) 00:41:23 SQ -> Behavior picked: Idle (1) 00:41:23 SQ * Bandit Marksman: Ending Turn with 1 of 9 AP left. 00:41:23 SQ * --------------------------------------------------- 00:41:24 SQ * 00:41:24 SQ * Bandit Marksman: Starting turn. 00:41:24 SQ -> Behaviors to pick from: Roam (10)(*), Idle (1), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0) 00:41:24 SQ -> Behavior picked: Roam (10) 00:41:24 SQ * Bandit Marksman: Roaming. 00:41:24 SQ -> Behaviors to pick from: Idle (1)(*), SwitchTo.Melee (0), Attack.Default (0), Defend (0), Attack.Bow (0), Attack.Puncture (0), Engage.Ranged (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Roam (0) 00:41:24 SQ -> Behavior picked: Idle (1) 00:41:24 SQ * Bandit Marksman: Ending Turn with 0 of 9 AP left. 00:41:24 SQ * --------------------------------------------------- 00:41:24 SQ * 00:41:24 SQ * Bandit Marksman: Starting turn. 00:41:25 SQ -> Behaviors to pick from: Idle (1)(*), Defend (0), Attack.Bow (0), Roam (0), Engage.Ranged (0), Attack.Default (0), Defend.Rotation (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0) 00:41:25 SQ -> Behavior picked: Idle (1) 00:41:25 SQ * Bandit Marksman: Ending Turn with 9 of 9 AP left. 00:41:25 SQ * --------------------------------------------------- 00:41:25 SQ * 00:41:25 SQ * Bandit Raider: Starting turn. 00:41:25 SQ -> Behaviors to pick from: Idle (1)(*), Roam (0), Attack.Default (0), Defend (0), Defend.Rotation (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), Flee (0) 00:41:25 SQ -> Behavior picked: Idle (1) 00:41:25 SQ * Bandit Raider: Ending Turn with 9 of 9 AP left. 00:41:25 SQ * --------------------------------------------------- 00:41:25 SQ * 00:41:25 SQ * Sergeant: Starting turn. 00:41:26 SQ -> Behaviors to pick from: Roam (10)(*), Idle (1), Defend (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Shieldwall (0), Engage.Melee (0), Flee (0) 00:41:26 SQ -> Behavior picked: Roam (10) 00:41:26 SQ * Sergeant: Roaming. 00:41:26 SQ -> Behaviors to pick from: Roam (10)(*), Idle (1), Attack.Default (0), Attack.SplitShield (0), Defend (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), Flee (0), Attack.Split (0), Attack.KnockOut (0) 00:41:26 SQ -> Behavior picked: Roam (10) 00:41:26 SQ * Sergeant: Roaming. 00:41:26 SQ -> Behaviors to pick from: Idle (1)(*), Attack.Default (0), Engage.Melee (0), Defend (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), Flee (0), Attack.Split (0), Attack.SplitShield (0), Roam (0) 00:41:26 SQ -> Behavior picked: Idle (1) 00:41:26 SQ * Sergeant: Ending Turn with 0 of 9 AP left. 00:41:26 SQ * --------------------------------------------------- 00:41:26 SQ * 00:41:26 SQ * Bandit Raider: Starting turn. 00:41:26 SQ -> Behaviors to pick from: Roam (10)(*), Idle (1), Defend (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), Flee (0) 00:41:26 SQ -> Behavior picked: Roam (10) 00:41:26 SQ * Bandit Raider: Roaming. 00:41:27 SQ -> Behaviors to pick from: Roam (10)(*), Idle (1), Defend.Rotation (0), Attack.Default (0), Defend (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Flee (0), Attack.Decapitate (0) 00:41:27 SQ -> Behavior picked: Roam (10) 00:41:27 SQ * Bandit Raider: Roaming. 00:41:27 SQ -> Behaviors to pick from: Idle (1)(*), Defend.Rotation (0), Attack.SplitShield (0), Defend (0), Defend.Spearwall (0), Attack.Swing (0), Flee (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Riposte (0), Attack.Split (0), Attack.Default (0), Attack.Decapitate (0), Roam (0) 00:41:27 SQ -> Behavior picked: Idle (1) 00:41:27 SQ * Bandit Raider: Ending Turn with 0 of 9 AP left. 00:41:27 SQ * --------------------------------------------------- 00:41:27 SQ * 00:41:27 SQ * Bandit Thug: Starting turn. 00:41:27 SQ -> Behaviors to pick from: Roam (10)(*), Idle (1), Defend (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), Flee (0) 00:41:27 SQ -> Behavior picked: Roam (10) 00:41:27 SQ * Bandit Thug: Roaming. 00:41:28 SQ -> Behaviors to pick from: Idle (1)(*), Defend (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Flee (0), Roam (0) 00:41:28 SQ -> Behavior picked: Idle (1) 00:41:28 SQ * Bandit Thug: Ending Turn with 0 of 9 AP left. 00:41:28 SQ * --------------------------------------------------- 00:41:28 SQ * 00:41:28 SQ * Bandit Raider: Starting turn. 00:41:28 SQ -> Behaviors to pick from: Idle (1)(*), Roam (0), Attack.Default (0), Defend (0), Defend.Rotation (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), Flee (0) 00:41:28 SQ -> Behavior picked: Idle (1) 00:41:28 SQ * Bandit Raider: Ending Turn with 9 of 9 AP left. 00:41:28 SQ * --------------------------------------------------- 00:41:28 SQ * 00:41:28 SQ * Bandit Thug: Starting turn. 00:41:29 SQ -> Behaviors to pick from: Roam (10)(*), Idle (1), Defend (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), Flee (0) 00:41:29 SQ -> Behavior picked: Roam (10) 00:41:29 SQ * Bandit Thug: Roaming. 00:41:29 SQ Skill [Hidden] removed from [Bandit Thug]. 00:41:29 SQ -> Behaviors to pick from: Idle (1)(*), Defend (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Flee (0), Roam (0) 00:41:29 SQ -> Behavior picked: Idle (1) 00:41:29 SQ * Bandit Thug: Ending Turn with 0 of 9 AP left. 00:41:29 SQ * --------------------------------------------------- 00:41:29 SQ * 00:41:29 SQ * Bandit Thug: Starting turn. 00:41:29 SQ defend after inertia: 0.7 00:41:29 SQ defend after distance?: 0.7 00:41:29 SQ defend after tactical value?: 0.25 00:41:29 SQ defend after tactical value of engage target?: 0.196429 00:41:29 SQ defend after allyVSOpponent: 0.0103383 00:41:29 SQ defend after allyRangedVSOpponentRanged: 0.0413534 00:41:29 SQ defend after everyone engaged?: 0.0413534 00:41:29 SQ defend after formation pos VS engage target: 0.0827068 00:41:29 SQ defend after opponents?: 0.0827068 00:41:29 SQ -> Behaviors to pick from: Engage.Melee (148.5)(*), Defend (7.44361), Idle (1), Attack.Split (0), Defend.Rotation (0), Roam (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0) 00:41:29 SQ -> Behavior picked: Engage.Melee (148.5) 00:41:29 SQ * Bandit Thug: Engaging to melee range with Landsknecht Veteran (not visible), accepted_distance=0 00:41:29 SQ Skill [Hidden] removed from [Bandit Thug]. 00:41:30 SQ -> Behaviors to pick from: Idle (1)(*), Roam (0), Attack.KnockOut (0), Defend.Rotation (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0), Engage.Melee (0) 00:41:30 SQ -> Behavior picked: Idle (1) 00:41:30 SQ * Bandit Thug: Ending Turn with 0 of 9 AP left. 00:41:30 SQ * --------------------------------------------------- 00:41:30 SQ * 00:41:30 SQ * Bandit Thug: Starting turn. 00:41:30 SQ -> Behaviors to pick from: Roam (10)(*), Idle (1), Defend (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), Flee (0) 00:41:30 SQ -> Behavior picked: Roam (10) 00:41:30 SQ * Bandit Thug: Roaming. 00:41:30 SQ -> Behaviors to pick from: Idle (1)(*), Defend (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Flee (0), Roam (0) 00:41:30 SQ -> Behavior picked: Idle (1) 00:41:30 SQ * Bandit Thug: Ending Turn with 1 of 9 AP left. 00:41:30 SQ * --------------------------------------------------- 00:41:31 SQ * 00:41:31 SQ * Bandit Raider: Starting turn. 00:41:31 SQ -> Behaviors to pick from: Roam (10)(*), Idle (1), Defend (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), Flee (0) 00:41:31 SQ -> Behavior picked: Roam (10) 00:41:31 SQ * Bandit Raider: Roaming. 00:41:31 SQ -> Behaviors to pick from: Idle (1)(*), Defend (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Flee (0), Roam (0) 00:41:31 SQ -> Behavior picked: Idle (1) 00:41:31 SQ * Bandit Raider: Ending Turn with 3 of 9 AP left. 00:41:31 SQ * --------------------------------------------------- 00:41:31 SQ * 00:41:31 SQ * Bandit Thug: Starting turn. 00:41:32 SQ -> Behaviors to pick from: Idle (1)(*), Roam (0), Attack.Default (0), Defend (0), Defend.Rotation (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), Flee (0) 00:41:32 SQ -> Behavior picked: Idle (1) 00:41:32 SQ * Bandit Thug: Ending Turn with 9 of 9 AP left. 00:41:32 SQ * --------------------------------------------------- 00:41:32 SQ * 00:41:32 SQ * Bandit Raider: Starting turn. 00:41:32 SQ -> Behaviors to pick from: Roam (10)(*), Idle (1), Defend (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), Flee (0) 00:41:32 SQ -> Behavior picked: Roam (10) 00:41:32 SQ * Bandit Raider: Roaming. 00:41:32 SQ -> Behaviors to pick from: Idle (1)(*), Defend (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Flee (0), Roam (0) 00:41:32 SQ -> Behavior picked: Idle (1) 00:41:32 SQ * Bandit Raider: Ending Turn with 3 of 9 AP left. 00:41:32 SQ * --------------------------------------------------- 00:41:33 SQ * 00:41:33 SQ * Bandit Thug: Starting turn. 00:41:33 SQ -> Behaviors to pick from: Idle (1)(*), Roam (0), Attack.Default (0), Defend (0), Defend.Rotation (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), Flee (0) 00:41:33 SQ -> Behavior picked: Idle (1) 00:41:33 SQ * Bandit Thug: Ending Turn with 9 of 9 AP left. 00:41:33 SQ * --------------------------------------------------- 00:41:33 SQ * 00:41:33 SQ * Bandit Thug: Starting turn. 00:41:34 SQ -> Behaviors to pick from: Roam (10)(*), Idle (1), Defend (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), Flee (0) 00:41:34 SQ -> Behavior picked: Roam (10) 00:41:34 SQ * Bandit Thug: Roaming. 00:41:34 SQ -> Behaviors to pick from: Idle (1)(*), Defend (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Flee (0), Roam (0) 00:41:34 SQ -> Behavior picked: Idle (1) 00:41:34 SQ * Bandit Thug: Ending Turn with 1 of 9 AP left. 00:41:34 SQ * --------------------------------------------------- 00:41:34 SQ * 00:41:34 SQ * Landsknecht Veteran: Starting turn. 00:41:34 SQ -> Behaviors to pick from: Roam (10)(*), Idle (1), Defend (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Shieldwall (0), Engage.Melee (0), Flee (0) 00:41:34 SQ -> Behavior picked: Roam (10) 00:41:34 SQ * Landsknecht Veteran: Roaming. 00:41:35 SQ -> Behaviors to pick from: Idle (1)(*), Defend (0), Defend.Knockback (0), Attack.Default (0), Attack.SplitShield (0), Flee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.KnockOut (0), Roam (0) 00:41:35 SQ -> Behavior picked: Idle (1) 00:41:35 SQ * Landsknecht Veteran: Ending Turn with 0 of 9 AP left. 00:41:35 SQ * --------------------------------------------------- 00:41:35 SQ * 00:41:35 SQ * Landsknecht: Starting turn. 00:41:35 SQ defend after inertia: 1 00:41:35 SQ defend after distance?: 0.833333 00:41:35 SQ defend after tactical value?: 0.699405 00:41:35 SQ defend after tactical value of engage target?: 0.287256 00:41:35 SQ defend after allyVSOpponent: 0.0114902 00:41:35 SQ defend after allyRangedVSOpponentRanged: 0.0114902 00:41:35 SQ defend after everyone engaged?: -1.#IND 00:41:35 SQ defend after formation pos VS engage target: -1.#IND 00:41:35 SQ defend after opponents?: -1.#IND 00:41:35 SQ -> Behaviors to pick from: Engage.Melee (296.484)(*), Defend (-1.#IND)(*), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Roam (0), Defend.Spearwall (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Swing (0), Flee (0) 00:41:35 Script Error the index 'onBeforeExecute' does not exist Function: evaluate -> scripts/ai/tactical/agent.nut : 213 Variables: _entity = Instance, this = Table Function: think -> scripts/ai/tactical/agent.nut : 156 Variables: this = Table Function: updateCurrentEntity -> scripts/states/tactical_state.nut : 1092 Variables: agent = Table, activeEntity = Table, this = Table Function: onUpdate -> scripts/states/tactical_state.nut : 373 Variables: this = Table