Battle Brothers - Early Access - Build: 0.4.0.36
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Script file "scripts/ui/screens/menu/modules/campaign_menu_datasource_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/menu/modules/load_campaign_menu_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/menu/modules/main_menu_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/menu/modules/new_campaign_menu_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/menu/modules/save_campaign_menu_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/menu/modules/scenario_menu_module.cnut" loaded successfully.
09:00:32
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Script file "scripts/ui/screens/menu/tactical_menu_screen.cnut" loaded successfully.
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Script file "scripts/ui/screens/menu/world_menu_screen.cnut" loaded successfully.
09:00:32
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Script file "scripts/ui/screens/tactical/modules/orientation_overlay/orientation_overlay.cnut" loaded successfully.
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Script file "scripts/ui/screens/tactical/modules/topbar/tactical_screen_topbar_event_log.cnut" loaded successfully.
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Script file "scripts/ui/screens/tactical/modules/topbar/tactical_screen_topbar_options.cnut" loaded successfully.
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Script file "scripts/ui/screens/tactical/modules/topbar/tactical_screen_topbar_round_information.cnut" loaded successfully.
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Script file "scripts/ui/screens/tactical/modules/turn_sequence_bar/turn_sequence_bar.cnut" loaded successfully.
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Script file "scripts/ui/screens/tactical/tactical_combat_result_screen.cnut" loaded successfully.
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Script file "scripts/ui/screens/tactical/tactical_flee_screen.cnut" loaded successfully.
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Script file "scripts/ui/screens/tooltip/tooltip_screen.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/dialogs/world_screen_combat_dialog_module.cnut" loaded successfully.
09:00:32
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Script file "scripts/ui/screens/world/modules/topbar/world_screen_topbar_assets_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/topbar/world_screen_topbar_datasource_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/topbar/world_screen_topbar_daytime_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/topbar/world_screen_topbar_options_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/world_contract_screen/world_contract_datasource_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/world_contract_screen/world_contract_screen_dialog_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/world_game_finish_screen/world_game_finish_screen_datasource_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/world_game_finish_screen/world_game_finish_screen_dialog_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/world_town_screen/world_town_screen_hire_dialog_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/world_town_screen/world_town_screen_main_dialog_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/world_town_screen/world_town_screen_shop_dialog_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/world_contract_screen.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/world_event_popup_screen.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/world_game_finish_screen.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/world_screen.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/world_town_screen.cnut" loaded successfully.
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Script file "scripts/preload.cnut" loaded successfully.
09:00:32
Renderer
Vendor: NVIDIA Corporation
09:00:32
Renderer
Device: GeForce GTX 660 Ti/PCIe/SSE2
09:00:32
Renderer
Version: 4.5.0 NVIDIA 347.52
09:00:32
Renderer
Shader Version: 4.50 NVIDIA
09:00:32
Renderer
Framebuffer Support: Yes
09:00:33
Texture
Texture "gfx/fonts/cinzel_bold_20.png" took up approximately 256kb in video memory.
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Resource
Loading: gfx/ui.png
09:00:33
Texture
Texture "gfx/ui.png" took up approximately 2730kb in video memory.
09:00:33
Resource
Finished loading Resource Package "preload/on_start.txt".
09:00:33
UI
Screen "RootScreen" successfully registered.
09:00:33
UI
Screen "ConsoleScreen" successfully registered.
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UI
Screen "LoadingScreen" successfully registered.
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UI
Screen "TooltipScreen" successfully registered.
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UI
Screen "TacticalScreen" successfully registered.
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UI
Screen "TacticalCombatResultScreen" successfully registered.
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UI
Screen "TacticalFleeScreen" successfully registered.
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UI
Screen "WorldScreen" successfully registered.
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UI
Screen "WorldTownScreen" successfully registered.
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UI
Screen "WorldContractScreen" successfully registered.
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UI
Screen "WorldGameFinishScreen" successfully registered.
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UI
Screen "WorldEventPopupScreen" successfully registered.
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UI
Screen "MainMenuScreen" successfully registered.
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UI
Screen "WorldMenuScreen" successfully registered.
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UI
Screen "TacticalMenuScreen" successfully registered.
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UI
Screen "WorldCharacterScreen" successfully registered.
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UI
Screen "TacticalCharacterScreen" successfully registered.
09:00:34
SQ
Map Template: tactical.patch.bones (Script: scripts/mapgen/templates/tactical/patches/patch_bones) registered.
09:00:34
SQ
Map Template: tactical.patch.clearing (Script: scripts/mapgen/templates/tactical/patches/patch_clearing) registered.
09:00:34
SQ
Map Template: tactical.patch.clearing_leveled (Script: scripts/mapgen/templates/tactical/patches/patch_clearing_leveled) registered.
09:00:34
SQ
Map Template: tactical.patch.forest (Script: scripts/mapgen/templates/tactical/patches/patch_forest) registered.
09:00:34
SQ
Map Template: tactical.patch.forest_fern_sea (Script: scripts/mapgen/templates/tactical/patches/patch_forest_fern_sea) registered.
09:00:34
SQ
Map Template: tactical.patch.forest_mushrooms (Script: scripts/mapgen/templates/tactical/patches/patch_forest_mushrooms) registered.
09:00:34
SQ
Map Template: tactical.patch.hill (Script: scripts/mapgen/templates/tactical/patches/patch_hill) registered.
09:00:34
SQ
Map Template: tactical.patch.hill_forest (Script: scripts/mapgen/templates/tactical/patches/patch_hill_forest) registered.
09:00:34
SQ
Map Template: tactical.patch.marshland (Script: scripts/mapgen/templates/tactical/patches/patch_marshland) registered.
09:00:34
SQ
Map Template: tactical.patch.mound (Script: scripts/mapgen/templates/tactical/patches/patch_mound) registered.
09:00:34
SQ
Map Template: tactical.patch.ritual_site (Script: scripts/mapgen/templates/tactical/patches/patch_ritual_site) registered.
09:00:34
SQ
Map Template: tactical.patch.stone_circle (Script: scripts/mapgen/templates/tactical/patches/patch_stone_circle) registered.
09:00:34
SQ
Map Template: tactical.patch.stone_sea (Script: scripts/mapgen/templates/tactical/patches/patch_stone_sea) registered.
09:00:34
SQ
Map Template: tactical.forest (Script: scripts/mapgen/templates/tactical/tactical_forest) registered.
09:00:34
SQ
Map Template: tactical.forest_leaves (Script: scripts/mapgen/templates/tactical/tactical_forest_leaves) registered.
09:00:34
SQ
Map Template: tactical.plains (Script: scripts/mapgen/templates/tactical/tactical_plains) registered.
09:00:34
SQ
Map Template: tactical.swamp (Script: scripts/mapgen/templates/tactical/tactical_swamp) registered.
09:00:34
SQ
Map Template: tactical.canyon (Script: scripts/mapgen/templates/tactical/test/template_canyon) registered.
09:00:34
SQ
Map Template: tactical.clear_hill (Script: scripts/mapgen/templates/tactical/test/template_clear_hill) registered.
09:00:34
SQ
Map Template: tactical.combat_basics (Script: scripts/mapgen/templates/tactical/test/template_combat_basics) registered.
09:00:34
SQ
Map Template: tactical.defend_the_hill (Script: scripts/mapgen/templates/tactical/test/template_defend_the_hill) registered.
09:00:34
SQ
Map Template: tactical.swipe (Script: scripts/mapgen/templates/tactical/test/template_swipe) registered.
09:00:34
SQ
Map Template: tactical.test_clearing (Script: scripts/mapgen/templates/tactical/test/test_clearing) registered.
09:00:34
SQ
Map Template: tactical.test_dry_marshland (Script: scripts/mapgen/templates/tactical/test/test_dry_marshland) registered.
09:00:34
SQ
Map Template: tactical.test_forest (Script: scripts/mapgen/templates/tactical/test/test_forest) registered.
09:00:34
SQ
Map Template: tactical.test_hill (Script: scripts/mapgen/templates/tactical/test/test_hill) registered.
09:00:34
SQ
Map Template: tactical.test_hunting_grounds (Script: scripts/mapgen/templates/tactical/test/test_hunting_grounds) registered.
09:00:34
SQ
Map Template: tactical.test_marshland (Script: scripts/mapgen/templates/tactical/test/test_marshland) registered.
09:00:34
SQ
Map Template: tactical.test_plains (Script: scripts/mapgen/templates/tactical/test/test_plains) registered.
09:00:34
SQ
Map Template: tactical.test_plains_clearing (Script: scripts/mapgen/templates/tactical/test/test_plains_clearing) registered.
09:00:34
SQ
Map Template: tactical.test_plains_clearing_leveled (Script: scripts/mapgen/templates/tactical/test/test_plains_clearing_leveled) registered.
09:00:34
SQ
Map Template: tactical.test_road (Script: scripts/mapgen/templates/tactical/test/test_road) registered.
09:00:34
SQ
Map Template: tactical.test_template (Script: scripts/mapgen/templates/tactical/test/test_template) registered.
09:00:34
SQ
Map Template: tactical.tile.earth (Script: scripts/mapgen/templates/tactical/tiles/earth) registered.
09:00:34
SQ
Map Template: tactical.tile.forest (Script: scripts/mapgen/templates/tactical/tiles/forest) registered.
09:00:34
SQ
Map Template: tactical.tile.grass (Script: scripts/mapgen/templates/tactical/tiles/grass) registered.
09:00:34
SQ
Map Template: tactical.tile.grass_forest (Script: scripts/mapgen/templates/tactical/tiles/grass_forest) registered.
09:00:34
SQ
Map Template: tactical.tile.road (Script: scripts/mapgen/templates/tactical/tiles/road) registered.
09:00:34
SQ
Map Template: tactical.tile.swamp (Script: scripts/mapgen/templates/tactical/tiles/swamp) registered.
09:00:34
SQ
Map Template: world.tile.badlands (Script: scripts/mapgen/templates/world/tiles/tile_badlands) registered.
09:00:34
SQ
Map Template: world.tile.farmland (Script: scripts/mapgen/templates/world/tiles/tile_farmland) registered.
09:00:34
SQ
Map Template: world.tile.forest (Script: scripts/mapgen/templates/world/tiles/tile_forest) registered.
09:00:34
SQ
Map Template: world.tile.forest_leaves (Script: scripts/mapgen/templates/world/tiles/tile_forest_leaves) registered.
09:00:34
SQ
Map Template: world.tile.heath (Script: scripts/mapgen/templates/world/tiles/tile_heath) registered.
09:00:34
SQ
Map Template: world.tile.highlands (Script: scripts/mapgen/templates/world/tiles/tile_highlands) registered.
09:00:34
SQ
Map Template: world.tile.hills (Script: scripts/mapgen/templates/world/tiles/tile_hills) registered.
09:00:34
SQ
Map Template: world.tile.marshland (Script: scripts/mapgen/templates/world/tiles/tile_marshland) registered.
09:00:34
SQ
Map Template: world.tile.mountains (Script: scripts/mapgen/templates/world/tiles/tile_mountains) registered.
09:00:34
SQ
Map Template: world.tile.plains (Script: scripts/mapgen/templates/world/tiles/tile_plains) registered.
09:00:34
SQ
Map Template: world.tile.snow (Script: scripts/mapgen/templates/world/tiles/tile_snow) registered.
09:00:34
SQ
Map Template: world.tile.swamp (Script: scripts/mapgen/templates/world/tiles/tile_swamp) registered.
09:00:34
SQ
Map Template: world.worldmap_generator (Script: scripts/mapgen/templates/world/worldmap_generator) registered.
09:00:34
SQ
RootState::onShow()
09:00:35
Resource
Parsed Resource Package "preload/on_running.txt" with 213 items.
09:00:35
Resource
Started loading Resource Package "preload/on_running.txt".
09:00:35
Resource
Loading: gfx/entity_0.png
09:00:35
UI
RootScreen::REGISTER
09:00:35
UI
RootScreenVersionModule::REGISTER
09:00:35
Texture
Texture "gfx/entity_0.png" took up approximately 21845kb in video memory.
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Resource
Loading: music/title.music
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Resource
Loading: gfx/entity_icons.png
09:00:35
UI
LoadingScreen::REGISTER
09:00:35
UI
TooltipScreen::REGISTER
09:00:35
Texture
Texture "gfx/entity_icons.png" took up approximately 5461kb in video memory.
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Resource
Loading: gfx/effects_0.png
09:00:35
UI
MainMenuScreen::REGISTER
09:00:35
UI
MainMenuModule::REGISTER
09:00:35
UI
LoadCampaignMenuModule::REGISTER
09:00:35
UI
NewCampaignMenuModule::REGISTER
09:00:35
UI
ScenarioMenuModule::REGISTER
09:00:35
UI
OptionsMenuModule::REGISTER
09:00:35
UI
OptionsMenuModuleVideoPanel::REGISTER
09:00:35
UI
OptionsMenuModuleAudioPanel::REGISTER
09:00:35
UI
OptionsMenuModuleControlsPanel::REGISTER
09:00:35
UI
OptionsMenuModuleGameplayPanel::REGISTER
09:00:35
Texture
Texture "gfx/effects_0.png" took up approximately 21845kb in video memory.
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Resource
Loading: gfx/world_detail.png
09:00:36
Texture
Texture "gfx/world_detail.png" took up approximately 43690kb in video memory.
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Resource
Loading: gfx/world_entity_0.png
09:00:36
Texture
Texture "gfx/world_entity_0.png" took up approximately 10922kb in video memory.
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Resource
Loading: sounds/body_fall_1.ogg
09:00:36
Resource
Loading: sounds/shield_broken.ogg
09:00:36
Resource
Loading: sounds/combat/aimed_shot_01.wav
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Loading: sounds/combat/aimed_shot_02.wav
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Loading: sounds/combat/armor_chainmail_impact_01.wav
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Loading: sounds/combat/armor_halfplate_impact_01.wav
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09:00:36
Resource
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09:00:36
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09:00:36
Resource
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09:00:36
Resource
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09:00:36
Resource
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09:00:36
Resource
Loading: sounds/combat/quick_shot_01.wav
09:00:36
Resource
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09:00:36
Resource
Loading: sounds/combat/quick_shot_03.wav
09:00:36
Resource
Loading: sounds/combat/reload_01.wav
09:00:36
Resource
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Resource
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09:00:36
Resource
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09:00:36
Resource
Loading: sounds/combat/slash_hit_02.wav
09:00:36
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Loading: sounds/combat/slash_hit_03.wav
09:00:36
Resource
Loading: sounds/combat/split_01.wav
09:00:36
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09:00:36
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09:00:36
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09:00:36
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Loading: sounds/combat/split_hit_02.wav
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Loading: sounds/combat/split_hit_03.wav
09:00:36
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Loading: sounds/combat/stab_01.wav
09:00:36
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Loading: sounds/combat/stab_02.wav
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Resource
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09:00:36
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Loading: sounds/combat/swing_03.wav
09:00:36
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09:00:36
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Loading: sounds/combat/swing_hit_02.wav
09:00:36
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Loading: sounds/combat/swing_hit_03.wav
09:00:36
Resource
Loading: sounds/combat/thrust_01.wav
09:00:36
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Loading: sounds/combat/thrust_02.wav
09:00:36
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Loading: sounds/combat/thrust_03.wav
09:00:36
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Loading: sounds/combat/thrust_hit_01.wav
09:00:36
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Loading: sounds/combat/thrust_hit_02.wav
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Loading: sounds/combat/thrust_hit_03.wav
09:00:36
Resource
Loading: sounds/combat/hook_01.wav
09:00:36
Resource
Loading: sounds/combat/hook_02.wav
09:00:36
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Loading: sounds/combat/hook_03.wav
09:00:36
Resource
Loading: sounds/combat/hook_hit_01.wav
09:00:36
Resource
Loading: sounds/combat/hook_hit_02.wav
09:00:36
Resource
Loading: sounds/combat/hook_hit_03.wav
09:00:36
Resource
Loading: sounds/combat/knockback_01.wav
09:00:36
Resource
Loading: sounds/combat/knockback_02.wav
09:00:36
Resource
Loading: sounds/combat/knockback_03.wav
09:00:36
Resource
Loading: sounds/combat/knockback_hit_01.wav
09:00:36
Resource
Loading: sounds/combat/knockback_hit_02.wav
09:00:36
Resource
Loading: sounds/combat/knockback_hit_03.wav
09:00:36
Resource
Loading: sounds/combat/puncture_01.wav
09:00:36
Resource
Loading: sounds/combat/puncture_02.wav
09:00:36
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Loading: sounds/combat/puncture_03.wav
09:00:36
Resource
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09:00:36
Resource
Loading: sounds/combat/puncture_hit_02.wav
09:00:36
Resource
Loading: sounds/combat/puncture_hit_03.wav
09:00:36
Resource
Loading: sounds/combat/riposte_01.wav
09:00:36
Resource
Loading: sounds/combat/riposte_02.wav
09:00:36
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Loading: sounds/combat/riposte_03.wav
09:00:36
Resource
Loading: sounds/combat/spearwall_01.wav
09:00:36
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Loading: sounds/combat/spearwall_02.wav
09:00:36
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Loading: sounds/combat/spearwall_03.wav
09:00:36
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Loading: sounds/combat/shieldwall_01.wav
09:00:36
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Loading: sounds/combat/shieldwall_02.wav
09:00:36
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Loading: sounds/combat/shieldwall_03.wav
09:00:36
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Loading: sounds/combat/split_shield_01.wav
09:00:36
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Loading: sounds/combat/split_shield_02.wav
09:00:36
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Loading: sounds/combat/split_shield_03.wav
09:00:36
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Loading: sounds/combat/bro_damage_taken_01.wav
09:00:36
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09:00:36
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Loading: sounds/combat/bro_damage_taken_soft_02.wav
09:00:36
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Loading: sounds/combat/bro_damage_taken_soft_03.wav
09:00:36
Resource
Loading: sounds/combat/bro_dying_01.wav
09:00:36
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09:00:36
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Loading: sounds/combat/bro_dying_04.wav
09:00:36
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Loading: sounds/combat/bro_dying_05.wav
09:00:36
Resource
Loading: sounds/combat/cleave_01.wav
09:00:36
Resource
Loading: sounds/combat/cleave_02.wav
09:00:36
Resource
Loading: sounds/combat/cleave_03.wav
09:00:36
Resource
Loading: sounds/combat/cleave_hit_hitpoints_01.wav
09:00:36
Resource
Loading: sounds/combat/cleave_hit_hitpoints_02.wav
09:00:36
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Loading: sounds/combat/cleave_hit_hitpoints_03.wav
09:00:36
Resource
Loading: sounds/combat/crush_armor_01.wav
09:00:36
Resource
Loading: sounds/combat/crush_armor_02.wav
09:00:36
Resource
Loading: sounds/combat/crush_armor_03.wav
09:00:36
Resource
Loading: sounds/combat/crush_armor_hit_01.wav
09:00:36
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Loading: sounds/combat/crush_armor_hit_02.wav
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Loading: sounds/combat/crush_armor_hit_03.wav
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Resource
Loading: sounds/combat/decapitate_hit_01.wav
09:00:36
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Loading: sounds/combat/decapitate_hit_02.wav
09:00:36
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Loading: sounds/combat/decapitate_hit_03.wav
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Resource
Loading: sounds/combat/hammer_strike_01.wav
09:00:36
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Loading: sounds/combat/hammer_strike_02.wav
09:00:36
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Loading: sounds/combat/hammer_strike_03.wav
09:00:36
Resource
Loading: sounds/combat/hammer_strike_hit_01.wav
09:00:36
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Loading: sounds/combat/hammer_strike_hit_02.wav
09:00:36
Resource
Loading: sounds/combat/hammer_strike_hit_03.wav
09:00:36
Resource
Loading: sounds/combat/round_swing_01.wav
09:00:36
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Loading: sounds/combat/round_swing_02.wav
09:00:36
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Loading: sounds/combat/round_swing_03.wav
09:00:36
Resource
Loading: sounds/combat/round_swing_hit_01.wav
09:00:36
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Loading: sounds/combat/round_swing_hit_02.wav
09:00:36
Resource
Loading: sounds/combat/round_swing_hit_03.wav
09:00:36
Resource
Loading: sounds/combat/javelin_throw_01.wav
09:00:36
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Loading: sounds/combat/javelin_throw_02.wav
09:00:36
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Loading: sounds/combat/javelin_throw_03.wav
09:00:36
Resource
Loading: sounds/combat/javelin_miss_01.wav
09:00:36
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Loading: sounds/combat/javelin_miss_02.wav
09:00:36
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Loading: sounds/combat/javelin_miss_03.wav
09:00:36
Resource
Loading: sounds/combat/javelin_hit_01.wav
09:00:36
Resource
Loading: sounds/combat/javelin_hit_02.wav
09:00:36
Resource
Loading: sounds/combat/javelin_hit_03.wav
09:00:36
Resource
Loading: sounds/combat/thresh_01.wav
09:00:36
Resource
Loading: sounds/combat/thresh_02.wav
09:00:36
Resource
Loading: sounds/combat/thresh_03.wav
09:00:36
Resource
Loading: sounds/combat/thresh_hit_01.wav
09:00:36
Resource
Loading: sounds/combat/thresh_hit_02.wav
09:00:36
Resource
Loading: sounds/combat/thresh_hit_03.wav
09:00:36
Resource
Loading: sounds/combat/pound_01.wav
09:00:36
Resource
Loading: sounds/combat/pound_02.wav
09:00:36
Resource
Loading: sounds/combat/pound_03.wav
09:00:36
Resource
Loading: sounds/combat/pound_hit_01.wav
09:00:36
Resource
Loading: sounds/combat/pound_hit_02.wav
09:00:36
Resource
Loading: sounds/combat/pound_hit_03.wav
09:00:36
Resource
Loading: sounds/combat/flail_01.wav
09:00:36
Resource
Loading: sounds/combat/flail_02.wav
09:00:36
Resource
Loading: sounds/combat/flail_03.wav
09:00:36
Resource
Loading: sounds/combat/flail_hit_01.wav
09:00:36
Resource
Loading: sounds/combat/flail_hit_02.wav
09:00:36
Resource
Loading: sounds/combat/flail_hit_03.wav
09:00:36
Resource
Loading: sounds/combat/lash_01.wav
09:00:36
Resource
Loading: sounds/combat/lash_02.wav
09:00:36
Resource
Loading: sounds/combat/lash_03.wav
09:00:36
Resource
Loading: sounds/combat/lash_hit_01.wav
09:00:36
Resource
Loading: sounds/combat/lash_hit_02.wav
09:00:36
Resource
Loading: sounds/combat/lash_hit_03.wav
09:00:36
Resource
Loading: sounds/combat/weapon_break_01.wav
09:00:36
Resource
Loading: sounds/combat/rotation_01.wav
09:00:36
Resource
Loading: sounds/combat/footwork_01.wav
09:00:36
Resource
Loading: sounds/combat/return_favor_01.wav
09:00:36
Resource
Loading: sounds/combat/perfect_focus_01.wav
09:00:36
Resource
Loading: sounds/combat/rally_the_troops_01.wav
09:00:36
Resource
Loading: sounds/new_round_01.wav
09:00:36
Resource
Loading: sounds/new_round_02.wav
09:00:36
Resource
Loading: sounds/new_round_03.wav
09:00:36
Resource
Loading: sounds/scribble.wav
09:00:40
SQ
Init World State!
09:00:40
SQ
Load campaign: autosave
09:00:40
Scene
Finished loading scene.
09:00:40
SQ
contract activated: contract.destroy_bandit_camp
09:00:40
SQ
contract added: contract.errant
09:00:40
SQ
contract added: contract.destroy_inactive_location
09:00:40
SQ
contract added: contract.errant
09:00:40
SQ
contract added: contract.escort_caravan
09:00:40
SQ
contract added: contract.errant
09:00:40
SQ
contract added: contract.escort_caravan
09:00:40
SQ
contract added: contract.discover_location
09:00:40
SQ
contract added: contract.errant
09:00:40
SQ
contract added: contract.errant
09:00:40
Resource
Loading: gfx/world_weather.png
09:00:41
Texture
Texture "gfx/world_weather.png" took up approximately 43690kb in video memory.
09:00:41
UI
WorldScreen::REGISTER
09:00:41
UI
WorldScreenTopbarOptionsModule::REGISTER
09:00:41
UI
WorldScreenTopbarDayTimeModule::REGISTER
09:00:41
UI
WorldScreenTopbarAssetsModule::REGISTER
09:00:41
UI
WorldScreenActiveContractPanelModule::REGISTER
09:00:41
UI
WorldContractContentModule::REGISTER
09:00:41
UI
CombatDialogModule::REGISTER
09:00:41
UI
WorldContractScreen::REGISTER
09:00:41
UI
WorldContractScreenDialogModule::REGISTER
09:00:41
UI
WorldContractContentModule::REGISTER
09:00:41
UI
WorldContractButtonsModule::REGISTER
09:00:41
UI
WorldTownScreen::REGISTER
09:00:41
UI
WorldTownScreenMainDialogModule::REGISTER
09:00:41
UI
WorldTownScreenHireDialogModule::REGISTER
09:00:41
UI
WorldTownScreenShopDialogModule::REGISTER
09:00:41
UI
WorldContractScreenDialogModule::REGISTER
09:00:41
UI
WorldContractContentModule::REGISTER
09:00:41
UI
WorldContractButtonsModule::REGISTER
09:00:41
UI
WorldEventPopupScreen::REGISTER
09:00:41
UI
IngameMenuScreen::REGISTER
09:00:41
UI
MainMenuModule::REGISTER
09:00:41
UI
LoadCampaignMenuModule::REGISTER
09:00:41
UI
SaveCampaignMenuModule::REGISTER
09:00:41
UI
OptionsMenuModule::REGISTER
09:00:41
UI
OptionsMenuModuleVideoPanel::REGISTER
09:00:41
UI
OptionsMenuModuleAudioPanel::REGISTER
09:00:41
UI
OptionsMenuModuleControlsPanel::REGISTER
09:00:41
UI
OptionsMenuModuleGameplayPanel::REGISTER
09:00:41
UI
WorldGameFinishScreen::REGISTER
09:00:41
UI
WorldGameFinishScreenDialogModule::REGISTER
09:00:41
UI
CharacterScreen::REGISTER
09:00:41
UI
CharacterScreenLeftPanelModule::REGISTER
09:00:41
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
09:00:41
UI
CharacterScreenPaperdollModule::REGISTER
09:00:41
UI
CharacterScreenSkillsModule::REGISTER
09:00:41
UI
CharacterScreenStatsModule::REGISTER
09:00:41
UI
CharacterScreenRightPanelModule::REGISTER
09:00:41
UI
CharacterScreenRightPanelHeaderModule::REGISTER
09:00:41
UI
CharacterScreenInventoryListModule::REGISTER
09:00:41
UI
CharacterScreenPerksModule::REGISTER
09:00:41
UI
CharacterScreenBrothersListModule::REGISTER
09:00:41
UI
CharacterScreenBattleStartFooterModule::REGISTER
09:00:44
Resource
Loading: music/worldmap_03.music
09:00:44
Resource
Unloading: music/title.music
09:00:46
SQ
Save campaign: autosave
09:00:46
Scene
Finished saving scene.
09:00:46
SQ
WorldState::onHide
09:00:46
UI
TacticalScreen::REGISTER
09:00:46
UI
TacticalScreenTurnSequenceBarModule::REGISTER
09:00:46
UI
TacticalScreenOrientationOverlayModule::REGISTER
09:00:46
UI
TacticalScreenTopbarEventLogModule::REGISTER
09:00:46
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
09:00:46
UI
TacticalScreenTopbarOptionsModule::REGISTER
09:00:46
Resource
Loading: gfx/detail.png
09:00:46
Texture
Texture "gfx/detail.png" took up approximately 5461kb in video memory.
09:00:46
Resource
Loading: gfx/object_0.png
09:00:46
Texture
Texture "gfx/object_0.png" took up approximately 2730kb in video memory.
09:00:46
Resource
Loading: gfx/orientation_overlay.png
09:00:46
Texture
Texture "gfx/orientation_overlay.png" took up approximately 512kb in video memory.
09:00:47
SQ
inspiring presence: on combat started!
09:00:47
SQ
TACTICAL: STASH LOCKED: true
09:00:47
SQ
INFO: Next round issued: 1
09:00:47
Resource
Started loading Resource Package "Temporary Tactical Resources".
09:00:47
UI
CharacterScreen::REGISTER
09:00:47
UI
CharacterScreenLeftPanelModule::REGISTER
09:00:47
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
09:00:47
UI
CharacterScreenPaperdollModule::REGISTER
09:00:47
UI
CharacterScreenSkillsModule::REGISTER
09:00:47
UI
CharacterScreenStatsModule::REGISTER
09:00:47
UI
CharacterScreenRightPanelModule::REGISTER
09:00:47
UI
CharacterScreenRightPanelHeaderModule::REGISTER
09:00:47
UI
CharacterScreenInventoryListModule::REGISTER
09:00:47
UI
CharacterScreenPerksModule::REGISTER
09:00:47
UI
CharacterScreenBrothersListModule::REGISTER
09:00:47
UI
CharacterScreenBattleStartFooterModule::REGISTER
09:00:47
UI
TacticalFleeScreen::REGISTER
09:00:47
UI
IngameMenuScreen::REGISTER
09:00:47
UI
MainMenuModule::REGISTER
09:00:47
UI
LoadCampaignMenuModule::REGISTER
09:00:47
UI
SaveCampaignMenuModule::REGISTER
09:00:47
UI
OptionsMenuModule::REGISTER
09:00:47
UI
OptionsMenuModuleVideoPanel::REGISTER
09:00:47
UI
OptionsMenuModuleAudioPanel::REGISTER
09:00:47
UI
OptionsMenuModuleControlsPanel::REGISTER
09:00:47
UI
OptionsMenuModuleGameplayPanel::REGISTER
09:00:47
UI
TacticalCombatResultScreen::REGISTER
09:00:47
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
09:00:47
UI
TacticalCombatResultScreenLootPanel::REGISTER
09:00:50
Resource
Loading: music/battle.music
09:00:50
Resource
Unloading: music/worldmap_03.music
09:00:52
SQ
Adelbert Commander has died.
09:00:52
SQ
Volker has died.
09:00:52
SQ
Volker has died.
09:00:52
SQ
Siegfried Captain has died.
09:00:52
SQ
Alfgeir has died.
09:00:52
SQ
Ser Sigismund has died.
09:00:52
SQ
Skill [Nighttime] removed from [Hagen].
09:00:52
SQ
Skill [Nighttime] removed from [Hermann Bullseye].
09:00:52
SQ
Skill [Hidden] removed from [Siegfried The Juggernaut].
09:00:52
SQ
Skill [Nighttime] removed from [Siegfried The Juggernaut].
09:00:52
SQ
Skill [Nighttime] removed from [Alfred].
09:00:52
SQ
Skill [Nighttime] removed from [Niels].
09:00:52
SQ
Skill [Nighttime] removed from [Angels Swordmaster].
09:00:56
Resource
Loading: music/defeat_01.music
09:00:56
Resource
Unloading: music/battle.music
09:01:07
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
09:01:07
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
09:01:07
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
09:01:07
SQ
World::onCombatFinished
09:01:07
SQ
TacticalState::onFinish
09:01:07
Resource
Unloading: gfx/orientation_overlay.png
09:01:07
Resource
Unloading: gfx/object_0.png
09:01:07
Resource
Unloading Resource Package "Temporary Tactical Resources".
09:01:07
Resource
Unloading: gfx/detail.png
09:01:07
UI
IngameMenuScreen::UNREGISTER
09:01:07
UI
MainMenuModule::UNREGISTER
09:01:07
UI
LoadCampaignMenuModule::UNREGISTER
09:01:07
UI
SaveCampaignMenuModule::UNREGISTER
09:01:07
UI
OptionsMenuModule::UNREGISTER
09:01:07
UI
OptionsMenuModuleVideoPanel::UNREGISTER
09:01:07
UI
OptionsMenuModuleVideoPanel::UNREGISTER
09:01:07
UI
OptionsMenuModuleControlsPanel::UNREGISTER
09:01:07
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
09:01:07
UI
TacticalFleeScreen::UNREGISTER
09:01:07
UI
CharacterScreen::UNREGISTER
09:01:07
UI
CharacterScreenLeftPanelModule::UNREGISTER
09:01:07
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
09:01:07
UI
CharacterScreenPaperdollModule::UNREGISTER
09:01:07
UI
CharacterScreenSkillsModule::UNREGISTER
09:01:07
UI
CharacterScreenStatsModule::UNREGISTER
09:01:07
UI
CharacterScreenRightPanelModule::UNREGISTER
09:01:07
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
09:01:07
UI
CharacterScreenInventoryListModule::UNREGISTER
09:01:07
UI
CharacterScreenPerksModule::UNREGISTER
09:01:07
UI
CharacterScreenBrothersListModule::UNREGISTER
09:01:07
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
09:01:08
UI
TacticalScreen::UNREGISTER
09:01:08
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
09:01:08
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
09:01:08
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
09:01:08
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
09:01:08
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
09:01:08
UI
TacticalCombatResultScreen::UNREGISTER
09:01:08
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
09:01:08
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
09:01:11
Resource
Loading: music/worldmap_06.music
09:01:11
Resource
Unloading: music/defeat_01.music
09:01:14
SQ
Load campaign: autosave
09:01:14
Resource
Unloading: gfx/world_weather.png
09:01:14
Scene
Finished loading scene.
09:01:15
SQ
contract activated: contract.destroy_bandit_camp
09:01:15
SQ
contract added: contract.errant
09:01:15
SQ
contract added: contract.destroy_inactive_location
09:01:15
SQ
contract added: contract.errant
09:01:15
SQ
contract added: contract.escort_caravan
09:01:15
SQ
contract added: contract.errant
09:01:15
SQ
contract added: contract.escort_caravan
09:01:15
SQ
contract added: contract.discover_location
09:01:15
SQ
contract added: contract.errant
09:01:15
SQ
contract added: contract.errant
09:01:15
Resource
Loading: gfx/world_weather.png
09:01:15
Texture
Texture "gfx/world_weather.png" took up approximately 43690kb in video memory.
09:01:18
Resource
Loading: music/worldmap_07.music
09:01:18
Resource
Unloading: music/worldmap_06.music
09:01:26
SQ
Save campaign: autosave
09:01:26
Scene
Finished saving scene.
09:01:26
SQ
WorldState::onHide
09:01:26
UI
TacticalScreen::REGISTER
09:01:26
UI
TacticalScreenTurnSequenceBarModule::REGISTER
09:01:26
UI
TacticalScreenOrientationOverlayModule::REGISTER
09:01:26
UI
TacticalScreenTopbarEventLogModule::REGISTER
09:01:26
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
09:01:26
UI
TacticalScreenTopbarOptionsModule::REGISTER
09:01:26
Resource
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09:01:26
Texture
Texture "gfx/detail.png" took up approximately 5461kb in video memory.
09:01:26
Resource
Loading: gfx/object_0.png
09:01:26
Texture
Texture "gfx/object_0.png" took up approximately 2730kb in video memory.
09:01:26
Resource
Loading: gfx/orientation_overlay.png
09:01:26
Texture
Texture "gfx/orientation_overlay.png" took up approximately 512kb in video memory.
09:01:27
SQ
inspiring presence: on combat started!
09:01:27
SQ
TACTICAL: STASH LOCKED: true
09:01:27
SQ
INFO: Next round issued: 1
09:01:27
Resource
Started loading Resource Package "Temporary Tactical Resources".
09:01:27
UI
CharacterScreen::REGISTER
09:01:27
UI
CharacterScreenLeftPanelModule::REGISTER
09:01:27
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
09:01:27
UI
CharacterScreenPaperdollModule::REGISTER
09:01:27
UI
CharacterScreenSkillsModule::REGISTER
09:01:27
UI
CharacterScreenStatsModule::REGISTER
09:01:27
UI
CharacterScreenRightPanelModule::REGISTER
09:01:27
UI
CharacterScreenRightPanelHeaderModule::REGISTER
09:01:27
UI
CharacterScreenInventoryListModule::REGISTER
09:01:27
UI
CharacterScreenPerksModule::REGISTER
09:01:27
UI
CharacterScreenBrothersListModule::REGISTER
09:01:27
UI
CharacterScreenBattleStartFooterModule::REGISTER
09:01:27
UI
TacticalFleeScreen::REGISTER
09:01:27
UI
IngameMenuScreen::REGISTER
09:01:27
UI
MainMenuModule::REGISTER
09:01:27
UI
LoadCampaignMenuModule::REGISTER
09:01:27
UI
SaveCampaignMenuModule::REGISTER
09:01:27
UI
OptionsMenuModule::REGISTER
09:01:27
UI
OptionsMenuModuleVideoPanel::REGISTER
09:01:27
UI
OptionsMenuModuleAudioPanel::REGISTER
09:01:27
UI
OptionsMenuModuleControlsPanel::REGISTER
09:01:27
UI
OptionsMenuModuleGameplayPanel::REGISTER
09:01:27
UI
TacticalCombatResultScreen::REGISTER
09:01:27
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
09:01:27
UI
TacticalCombatResultScreenLootPanel::REGISTER
09:01:30
Resource
Loading: music/battle.music
09:01:30
Resource
Unloading: music/worldmap_07.music
09:01:31
SQ
[Hermann Bullseye] executes skill [Quick Shot] on target [Bandit Raider]
09:01:31
SQ
Hermann Bullseye uses skill Quick Shot
09:01:32
SQ
[Hermann Bullseye] executes skill [Quick Shot] on target [Bandit Raider]
09:01:32
SQ
Hermann Bullseye uses skill Quick Shot
09:01:33
SQ
*
09:01:33
SQ
* Bandit Marksman: Starting turn.
09:01:33
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:01:33
SQ
-> Behaviors to pick from:
Engage.Ranged (200)(*), Attack.Bow (66.987)(*), Idle (1), Roam (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Rotation (0), Flee (0)
09:01:33
SQ
-> Behavior picked: Attack.Bow (66.987)
09:01:33
SQ
* Bandit Marksman: Using Aimed Shot against Landsknecht Veteran!
09:01:33
SQ
Bandit Marksman uses skill Aimed Shot
09:01:33
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)
09:01:33
SQ
-> Behavior picked: Idle (1)
09:01:33
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:01:33
SQ
* ---------------------------------------------------
09:01:33
SQ
*
09:01:33
SQ
* Bandit Marksman: Starting turn.
09:01:33
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (36.689)(*), Idle (1), Roam (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Rotation (0), Flee (0)
09:01:33
SQ
-> Behavior picked: Engage.Ranged (80)
09:01:33
SQ
* Bandit Marksman: Engaging into firing range over 3 tiles at Landsknecht Veteran (visible)
09:01:33
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)
09:01:33
SQ
-> Behavior picked: Idle (1)
09:01:33
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
09:01:33
SQ
* ---------------------------------------------------
09:01:34
SQ
*
09:01:34
SQ
* Bandit Marksman: Starting turn.
09:01:34
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:01:34
SQ
-> Behaviors to pick from:
Engage.Ranged (244.444)(*), Attack.Bow (97.8339)(*), Idle (1), Roam (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Rotation (0), Flee (0)
09:01:34
SQ
-> Behavior picked: Engage.Ranged (244.444)
09:01:34
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Landsknecht (visible)
09:01:34
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:01:34
SQ
-> Behaviors to pick from:
Attack.Bow (51.7582)(*), Idle (1), SwitchTo.Ranged (0), Flee (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Rotation (0), Roam (0), Engage.Ranged (0)
09:01:34
SQ
-> Behavior picked: Attack.Bow (51.7582)
09:01:34
SQ
* Bandit Marksman: Using Quick Shot against Landsknecht!
09:01:34
SQ
Bandit Marksman uses skill Quick Shot
09:01:34
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:01:34
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Attack.Puncture (0), Defend (0), Attack.Default (0), SwitchTo.Melee (0), Flee (0), Defend.Rotation (0), Roam (0), Engage.Ranged (0), Attack.Bow (0)
09:01:34
SQ
-> Behavior picked: Idle (1)
09:01:34
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
09:01:34
SQ
* ---------------------------------------------------
09:01:40
SQ
*
09:01:40
SQ
* Bandit Marksman: Starting turn.
09:01:40
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)
09:01:40
SQ
-> Behavior picked: Roam (10)
09:01:40
SQ
* Bandit Marksman: Roaming.
09:01:40
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)
09:01:40
SQ
-> Behavior picked: Idle (1)
09:01:40
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
09:01:40
SQ
* ---------------------------------------------------
09:01:41
SQ
*
09:01:41
SQ
* Bandit Marksman: Starting turn.
09:01:41
SQ
-> Behaviors to pick from:
Engage.Ranged (100)(*), Idle (1), Roam (0), SwitchTo.Ranged (0), Defend (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Rotation (0), Flee (0)
09:01:41
SQ
-> Behavior picked: Engage.Ranged (100)
09:01:41
SQ
* Bandit Marksman: Engaging into firing range over 3 tiles at Landsknecht (not visible)
09:01:41
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), Defend (0), Attack.Bow (0), Attack.Puncture (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Rotation (0), Flee (0), Engage.Ranged (0)
09:01:41
SQ
-> Behavior picked: Idle (1)
09:01:41
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
09:01:41
SQ
* ---------------------------------------------------
09:01:41
SQ
*
09:01:41
SQ
* Bandit Marksman: Starting turn.
09:01:41
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:01:41
SQ
-> Behaviors to pick from:
Engage.Ranged (244.444)(*), Attack.Bow (50.8445), Idle (1), Roam (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Rotation (0), Flee (0)
09:01:41
SQ
-> Behavior picked: Engage.Ranged (244.444)
09:01:41
SQ
* Bandit Marksman: Engaging into firing range over 3 tiles at Landsknecht Veteran (visible)
09:01:41
SQ
Skill [Hidden] removed from [Bandit Marksman].
09:01:41
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)
09:01:41
SQ
-> Behavior picked: Idle (1)
09:01:41
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
09:01:41
SQ
* ---------------------------------------------------
09:01:42
SQ
*
09:01:42
SQ
* Sergeant: Starting turn.
09:01:42
SQ
defend after inertia: 1
09:01:42
SQ
defend after distance?: 1
09:01:42
SQ
defend after tactical value?: 0.678571
09:01:42
SQ
defend after tactical value of engage target?: 0.933036
09:01:42
SQ
defend after allyVSOpponent: 0.149286
09:01:42
SQ
defend after allyRangedVSOpponentRanged: 0.0373214
09:01:42
SQ
defend after everyone engaged?: 0.0373214
09:01:42
SQ
defend after formation pos VS engage target: 0.0590923
09:01:42
SQ
defend after opponents?: 0.0590923
09:01:42
SQ
-> Behaviors to pick from:
Engage.Melee (73.92)(*), Defend (7.97746), 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)
09:01:42
SQ
-> Behavior picked: Engage.Melee (73.92)
09:01:42
SQ
* Sergeant: Engaging to melee range with Bandit Marksman (not visible), accepted_distance=0
09:01:42
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Spearwall (0), Attack.Default (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend (0), Defend.Knockback (0), Attack.Swing (0), Flee (0), Engage.Melee (0)
09:01:42
SQ
-> Behavior picked: Idle (1)
09:01:42
SQ
* Sergeant: Ending Turn with 2 of 9 AP left.
09:01:42
SQ
* ---------------------------------------------------
09:01:42
SQ
*
09:01:42
SQ
* Bandit Thug: Starting turn.
09:01:42
SQ
defend after inertia: 0.7
09:01:42
SQ
defend after distance?: 0.7
09:01:42
SQ
defend after tactical value?: 0.25
09:01:42
SQ
defend after tactical value of engage target?: 0.196429
09:01:42
SQ
defend after allyVSOpponent: 0.0103383
09:01:42
SQ
defend after allyRangedVSOpponentRanged: 0.0413534
09:01:42
SQ
defend after everyone engaged?: 0.0413534
09:01:42
SQ
defend after formation pos VS engage target: 0.0827068
09:01:42
SQ
defend after opponents?: 0.0827068
09:01:42
SQ
-> Behaviors to pick from:
Engage.Melee (207.9)(*), 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)
09:01:42
SQ
-> Behavior picked: Engage.Melee (207.9)
09:01:42
SQ
* Bandit Thug: Engaging to melee range with Hermann Bullseye (not visible), accepted_distance=0
09:01:43
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)
09:01:43
SQ
-> Behavior picked: Idle (1)
09:01:43
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:01:43
SQ
* ---------------------------------------------------
09:01:44
SQ
*
09:01:44
SQ
* Bandit Thug: Starting turn.
09:01:44
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)
09:01:44
SQ
-> Behavior picked: Idle (1)
09:01:44
SQ
* Bandit Thug: Ending Turn with 9 of 9 AP left.
09:01:44
SQ
* ---------------------------------------------------
09:01:45
SQ
*
09:01:45
SQ
* Bandit Raider: Starting turn.
09:01:45
SQ
defend after inertia: 0.7
09:01:45
SQ
defend after distance?: 0.466667
09:01:45
SQ
defend after tactical value?: 0.491667
09:01:45
SQ
defend after tactical value of engage target?: 0.649702
09:01:45
SQ
defend after allyVSOpponent: 0.102585
09:01:45
SQ
defend after allyRangedVSOpponentRanged: 0.410338
09:01:45
SQ
defend after everyone engaged?: 0.410338
09:01:45
SQ
defend after formation pos VS engage target: 0.923261
09:01:45
SQ
defend after opponents?: 0.923261
09:01:45
SQ
-> Behaviors to pick from:
Engage.Melee (154)(*), Defend (83.0935)(*), Defend.Shieldwall (1.79123), Idle (1), Attack.Split (0), Defend.Rotation (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0)
09:01:45
SQ
-> Behavior picked: Defend (83.0935)
09:01:45
SQ
* Bandit Raider: Going for defensive position.
09:01:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Roam (0), Attack.Split (0), Defend.Rotation (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Defend (0), Flee (0), Engage.Melee (0)
09:01:45
SQ
-> Behavior picked: Idle (1)
09:01:45
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
09:01:45
SQ
* ---------------------------------------------------
09:01:45
SQ
*
09:01:45
SQ
* Bandit Thug: Starting turn.
09:01:45
SQ
defend after inertia: 0.7
09:01:45
SQ
defend after distance?: 0.583333
09:01:45
SQ
defend after tactical value?: 0.427083
09:01:45
SQ
defend after tactical value of engage target?: 0.221168
09:01:45
SQ
defend after allyVSOpponent: 0.0232809
09:01:45
SQ
defend after allyRangedVSOpponentRanged: 0.0931234
09:01:45
SQ
defend after everyone engaged?: 0.0494896
09:01:45
SQ
defend after formation pos VS engage target: 0.0461903
09:01:45
SQ
defend after opponents?: 0.0461903
09:01:45
SQ
-> Behaviors to pick from:
Engage.Melee (483.398)(*), Defend (4.15713), 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)
09:01:45
SQ
-> Behavior picked: Engage.Melee (483.398)
09:01:45
SQ
* Bandit Thug: Engaging to melee range with Landsknecht Veteran (visible), accepted_distance=0
09:01:46
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)
09:01:46
SQ
-> Behavior picked: Idle (1)
09:01:46
SQ
* Bandit Thug: Ending Turn with 5 of 9 AP left.
09:01:46
SQ
* ---------------------------------------------------
09:01:46
SQ
*
09:01:46
SQ
* Bandit Thug: Starting turn.
09:01:46
SQ
defend after inertia: 0.7
09:01:46
SQ
defend after distance?: 0.583333
09:01:46
SQ
defend after tactical value?: 0.333333
09:01:46
SQ
defend after tactical value of engage target?: 0.440476
09:01:46
SQ
defend after allyVSOpponent: 0.023183
09:01:46
SQ
defend after allyRangedVSOpponentRanged: 0.0927318
09:01:46
SQ
defend after everyone engaged?: 0.0927318
09:01:46
SQ
defend after formation pos VS engage target: 0.150689
09:01:46
SQ
defend after opponents?: 0.150689
09:01:46
SQ
-> Behaviors to pick from:
Engage.Melee (187)(*), Defend (13.562), 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)
09:01:46
SQ
-> Behavior picked: Engage.Melee (187)
09:01:46
SQ
* Bandit Thug: Engaging to melee range with Landsknecht Veteran (visible), accepted_distance=0
09:01:46
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)
09:01:46
SQ
-> Behavior picked: Idle (1)
09:01:46
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
09:01:46
SQ
* ---------------------------------------------------
09:01:46
SQ
*
09:01:46
SQ
* Bandit Thug: Starting turn.
09:01:47
SQ
defend after inertia: 0.7
09:01:47
SQ
defend after distance?: 0.7
09:01:47
SQ
defend after tactical value?: 0.325
09:01:47
SQ
defend after tactical value of engage target?: 0.220536
09:01:47
SQ
defend after allyVSOpponent: 0.0232143
09:01:47
SQ
defend after allyRangedVSOpponentRanged: 0.0928571
09:01:47
SQ
defend after everyone engaged?: 0.0310977
09:01:47
SQ
defend after formation pos VS engage target: 0.0673783
09:01:47
SQ
defend after opponents?: 0.0673783
09:01:47
SQ
-> Behaviors to pick from:
Engage.Melee (168.3)(*), Defend (6.06404), 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)
09:01:47
SQ
-> Behavior picked: Engage.Melee (168.3)
09:01:47
SQ
* Bandit Thug: Engaging to melee range with Landsknecht Veteran (not visible), accepted_distance=0
09:01:47
SQ
Skill [Hidden] removed from [Bandit Thug].
09:01:47
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)
09:01:47
SQ
-> Behavior picked: Idle (1)
09:01:47
SQ
* Bandit Thug: Ending Turn with 2 of 9 AP left.
09:01:47
SQ
* ---------------------------------------------------
09:01:47
SQ
*
09:01:47
SQ
* Bandit Raider: Starting turn.
09:01:47
SQ
defend after inertia: 0.7
09:01:47
SQ
defend after distance?: 0.7
09:01:47
SQ
defend after tactical value?: 0.25
09:01:47
SQ
defend after tactical value of engage target?: 0.223214
09:01:47
SQ
defend after allyVSOpponent: 0.0587406
09:01:47
SQ
defend after allyRangedVSOpponentRanged: 0.234962
09:01:47
SQ
defend after everyone engaged?: 0.00367129
09:01:47
SQ
defend after opponents?: 0.00367129
09:01:47
SQ
-> Behaviors to pick from:
Engage.Melee (123.75)(*), Defend.Shieldwall (2.51493), Idle (1), Defend (0.330416), Attack.Split (0), Defend.Rotation (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0)
09:01:47
SQ
-> Behavior picked: Engage.Melee (123.75)
09:01:47
SQ
* Bandit Raider: Engaging to melee range with Sergeant (not visible), accepted_distance=0
09:01:47
SQ
Skill [Hidden] removed from [Bandit Raider].
09:01:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Roam (0), Attack.Split (0), Defend.Spearwall (0), Attack.Swing (0), Defend (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0), Engage.Melee (0)
09:01:48
SQ
-> Behavior picked: Idle (1)
09:01:48
SQ
* Bandit Raider: Ending Turn with 2 of 9 AP left.
09:01:48
SQ
* ---------------------------------------------------
09:01:48
SQ
*
09:01:48
SQ
* Bandit Raider: Starting turn.
09:01:48
SQ
defend after inertia: 0.7
09:01:48
SQ
defend after distance?: 0.7
09:01:48
SQ
defend after tactical value?: 0.25
09:01:48
SQ
defend after tactical value of engage target?: 0.223214
09:01:48
SQ
defend after allyVSOpponent: 0.0234962
09:01:48
SQ
defend after allyRangedVSOpponentRanged: 0.093985
09:01:48
SQ
defend after everyone engaged?: 0.0167273
09:01:48
SQ
defend after formation pos VS engage target: 0.0167273
09:01:48
SQ
defend after opponents?: 0.0167273
09:01:48
SQ
-> Behaviors to pick from:
Engage.Melee (168.3)(*), Defend (1.50546), 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)
09:01:48
SQ
-> Behavior picked: Engage.Melee (168.3)
09:01:48
SQ
* Bandit Raider: Engaging to melee range with Hermann Bullseye (not visible), accepted_distance=0
09:01:49
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)
09:01:49
SQ
-> Behavior picked: Idle (1)
09:01:49
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:01:49
SQ
* ---------------------------------------------------
09:01:50
SQ
*
09:01:50
SQ
* Bandit Thug: Starting turn.
09:01:50
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)
09:01:50
SQ
-> Behavior picked: Roam (10)
09:01:50
SQ
* Bandit Thug: Roaming.
09:01:50
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)
09:01:50
SQ
-> Behavior picked: Idle (1)
09:01:50
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:01:50
SQ
* ---------------------------------------------------
09:01:50
SQ
*
09:01:50
SQ
* Bandit Raider: Starting turn.
09:01:51
SQ
defend after inertia: 0.7
09:01:51
SQ
defend after distance?: 0.583333
09:01:51
SQ
defend after tactical value?: 0.583333
09:01:51
SQ
defend after tactical value of engage target?: 0.645833
09:01:51
SQ
defend after allyVSOpponent: 0.0339912
09:01:51
SQ
defend after allyRangedVSOpponentRanged: 0.135965
09:01:51
SQ
defend after everyone engaged?: 0.135965
09:01:51
SQ
defend after formation pos VS engage target: 0.203947
09:01:51
SQ
defend after opponents?: 0.203947
09:01:51
SQ
-> Behaviors to pick from:
Engage.Melee (386.719)(*), Defend (18.3553), 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)
09:01:51
SQ
-> Behavior picked: Engage.Melee (386.719)
09:01:51
SQ
* Bandit Raider: Engaging to melee range with Landsknecht Veteran (not visible), accepted_distance=0
09:01:51
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)
09:01:51
SQ
-> Behavior picked: Idle (1)
09:01:51
SQ
* Bandit Raider: Ending Turn with 2 of 9 AP left.
09:01:51
SQ
* ---------------------------------------------------
09:01:52
SQ
*
09:01:52
SQ
* Bandit Raider: Starting turn.
09:01:52
SQ
defend after inertia: 0.7
09:01:52
SQ
defend after distance?: 0.7
09:01:52
SQ
defend after tactical value?: 0.25
09:01:52
SQ
defend after tactical value of engage target?: 0.223214
09:01:52
SQ
defend after allyVSOpponent: 0.0587406
09:01:52
SQ
defend after allyRangedVSOpponentRanged: 0.234962
09:01:52
SQ
defend after everyone engaged?: -1.#IND
09:01:52
SQ
defend after formation pos VS engage target: -1.#IND
09:01:52
SQ
defend after opponents?: -1.#IND
09:01:52
SQ
-> Behaviors to pick from:
Engage.Melee (176)(*), Defend (-1.#IND)(*), Defend.Shieldwall (1.9283), Attack.Split (0), Idle (1), Defend.Rotation (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0)
09:01:52
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