Battle Brothers - Early Access - Build: 0.4.0.38
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Script file "scripts/ui/screens/menu/main_menu_screen.cnut" loaded successfully.
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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/save_campaign_menu_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/menu/modules/scenario_menu_module.cnut" loaded successfully.
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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.
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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/tactical/tactical_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.
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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.
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Renderer
Vendor: NVIDIA Corporation
13:20:50
Renderer
Device: GeForce GTX 660 Ti/PCIe/SSE2
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Renderer
Version: 4.5.0 NVIDIA 347.52
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Renderer
Shader Version: 4.50 NVIDIA
13:20:50
Renderer
Framebuffer Support: Yes
13:20:50
Texture
Texture "gfx/fonts/cinzel_bold_20.png" took up approximately 256kb in video memory.
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Resource
Loading: gfx/ui.png
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Texture
Texture "gfx/ui.png" took up approximately 2730kb in video memory.
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Resource
Finished loading Resource Package "preload/on_start.txt".
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UI
Screen "RootScreen" successfully registered.
13:20:50
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.
13:20:51
SQ
Map Template: tactical.patch.bones (Script: scripts/mapgen/templates/tactical/patches/patch_bones) registered.
13:20:51
SQ
Map Template: tactical.patch.clearing (Script: scripts/mapgen/templates/tactical/patches/patch_clearing) registered.
13:20:51
SQ
Map Template: tactical.patch.clearing_leveled (Script: scripts/mapgen/templates/tactical/patches/patch_clearing_leveled) registered.
13:20:51
SQ
Map Template: tactical.patch.forest (Script: scripts/mapgen/templates/tactical/patches/patch_forest) registered.
13:20:51
SQ
Map Template: tactical.patch.forest_fern_sea (Script: scripts/mapgen/templates/tactical/patches/patch_forest_fern_sea) registered.
13:20:51
SQ
Map Template: tactical.patch.forest_mushrooms (Script: scripts/mapgen/templates/tactical/patches/patch_forest_mushrooms) registered.
13:20:51
SQ
Map Template: tactical.patch.hill (Script: scripts/mapgen/templates/tactical/patches/patch_hill) registered.
13:20:51
SQ
Map Template: tactical.patch.hill_forest (Script: scripts/mapgen/templates/tactical/patches/patch_hill_forest) registered.
13:20:51
SQ
Map Template: tactical.patch.marshland (Script: scripts/mapgen/templates/tactical/patches/patch_marshland) registered.
13:20:51
SQ
Map Template: tactical.patch.mound (Script: scripts/mapgen/templates/tactical/patches/patch_mound) registered.
13:20:51
SQ
Map Template: tactical.patch.ritual_site (Script: scripts/mapgen/templates/tactical/patches/patch_ritual_site) registered.
13:20:51
SQ
Map Template: tactical.patch.stone_circle (Script: scripts/mapgen/templates/tactical/patches/patch_stone_circle) registered.
13:20:51
SQ
Map Template: tactical.patch.stone_sea (Script: scripts/mapgen/templates/tactical/patches/patch_stone_sea) registered.
13:20:51
SQ
Map Template: tactical.forest (Script: scripts/mapgen/templates/tactical/tactical_forest) registered.
13:20:51
SQ
Map Template: tactical.forest_leaves (Script: scripts/mapgen/templates/tactical/tactical_forest_leaves) registered.
13:20:51
SQ
Map Template: tactical.plains (Script: scripts/mapgen/templates/tactical/tactical_plains) registered.
13:20:51
SQ
Map Template: tactical.swamp (Script: scripts/mapgen/templates/tactical/tactical_swamp) registered.
13:20:51
SQ
Map Template: tactical.canyon (Script: scripts/mapgen/templates/tactical/test/template_canyon) registered.
13:20:51
SQ
Map Template: tactical.clear_hill (Script: scripts/mapgen/templates/tactical/test/template_clear_hill) registered.
13:20:51
SQ
Map Template: tactical.combat_basics (Script: scripts/mapgen/templates/tactical/test/template_combat_basics) registered.
13:20:51
SQ
Map Template: tactical.defend_the_hill (Script: scripts/mapgen/templates/tactical/test/template_defend_the_hill) registered.
13:20:51
SQ
Map Template: tactical.swipe (Script: scripts/mapgen/templates/tactical/test/template_swipe) registered.
13:20:51
SQ
Map Template: tactical.test_clearing (Script: scripts/mapgen/templates/tactical/test/test_clearing) registered.
13:20:51
SQ
Map Template: tactical.test_dry_marshland (Script: scripts/mapgen/templates/tactical/test/test_dry_marshland) registered.
13:20:51
SQ
Map Template: tactical.test_forest (Script: scripts/mapgen/templates/tactical/test/test_forest) registered.
13:20:51
SQ
Map Template: tactical.test_hill (Script: scripts/mapgen/templates/tactical/test/test_hill) registered.
13:20:51
SQ
Map Template: tactical.test_hunting_grounds (Script: scripts/mapgen/templates/tactical/test/test_hunting_grounds) registered.
13:20:51
SQ
Map Template: tactical.test_marshland (Script: scripts/mapgen/templates/tactical/test/test_marshland) registered.
13:20:51
SQ
Map Template: tactical.test_plains (Script: scripts/mapgen/templates/tactical/test/test_plains) registered.
13:20:51
SQ
Map Template: tactical.test_plains_clearing (Script: scripts/mapgen/templates/tactical/test/test_plains_clearing) registered.
13:20:51
SQ
Map Template: tactical.test_plains_clearing_leveled (Script: scripts/mapgen/templates/tactical/test/test_plains_clearing_leveled) registered.
13:20:51
SQ
Map Template: tactical.test_road (Script: scripts/mapgen/templates/tactical/test/test_road) registered.
13:20:51
SQ
Map Template: tactical.test_template (Script: scripts/mapgen/templates/tactical/test/test_template) registered.
13:20:51
SQ
Map Template: tactical.tile.earth (Script: scripts/mapgen/templates/tactical/tiles/earth) registered.
13:20:51
SQ
Map Template: tactical.tile.forest (Script: scripts/mapgen/templates/tactical/tiles/forest) registered.
13:20:51
SQ
Map Template: tactical.tile.grass (Script: scripts/mapgen/templates/tactical/tiles/grass) registered.
13:20:51
SQ
Map Template: tactical.tile.grass_forest (Script: scripts/mapgen/templates/tactical/tiles/grass_forest) registered.
13:20:51
SQ
Map Template: tactical.tile.road (Script: scripts/mapgen/templates/tactical/tiles/road) registered.
13:20:51
SQ
Map Template: tactical.tile.swamp (Script: scripts/mapgen/templates/tactical/tiles/swamp) registered.
13:20:51
SQ
Map Template: world.tile.badlands (Script: scripts/mapgen/templates/world/tiles/tile_badlands) registered.
13:20:51
SQ
Map Template: world.tile.farmland (Script: scripts/mapgen/templates/world/tiles/tile_farmland) registered.
13:20:51
SQ
Map Template: world.tile.forest (Script: scripts/mapgen/templates/world/tiles/tile_forest) registered.
13:20:51
SQ
Map Template: world.tile.forest_leaves (Script: scripts/mapgen/templates/world/tiles/tile_forest_leaves) registered.
13:20:51
SQ
Map Template: world.tile.heath (Script: scripts/mapgen/templates/world/tiles/tile_heath) registered.
13:20:51
SQ
Map Template: world.tile.highlands (Script: scripts/mapgen/templates/world/tiles/tile_highlands) registered.
13:20:51
SQ
Map Template: world.tile.hills (Script: scripts/mapgen/templates/world/tiles/tile_hills) registered.
13:20:51
SQ
Map Template: world.tile.marshland (Script: scripts/mapgen/templates/world/tiles/tile_marshland) registered.
13:20:51
SQ
Map Template: world.tile.mountains (Script: scripts/mapgen/templates/world/tiles/tile_mountains) registered.
13:20:51
SQ
Map Template: world.tile.plains (Script: scripts/mapgen/templates/world/tiles/tile_plains) registered.
13:20:51
SQ
Map Template: world.tile.snow (Script: scripts/mapgen/templates/world/tiles/tile_snow) registered.
13:20:51
SQ
Map Template: world.tile.swamp (Script: scripts/mapgen/templates/world/tiles/tile_swamp) registered.
13:20:51
SQ
Map Template: world.worldmap_generator (Script: scripts/mapgen/templates/world/worldmap_generator) registered.
13:20:51
SQ
RootState::onShow()
13:20:51
Resource
Parsed Resource Package "preload/on_running.txt" with 213 items.
13:20:51
Resource
Started loading Resource Package "preload/on_running.txt".
13:20:51
Resource
Loading: gfx/entity_0.png
13:20:51
UI
RootScreen::REGISTER
13:20:51
UI
RootScreenVersionModule::REGISTER
13:20:52
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
13:20:52
UI
LoadingScreen::REGISTER
13:20:52
UI
TooltipScreen::REGISTER
13:20:52
Texture
Texture "gfx/entity_icons.png" took up approximately 5461kb in video memory.
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Resource
Loading: gfx/effects_0.png
13:20:52
UI
MainMenuScreen::REGISTER
13:20:52
UI
MainMenuModule::REGISTER
13:20:52
UI
LoadCampaignMenuModule::REGISTER
13:20:52
UI
NewCampaignMenuModule::REGISTER
13:20:52
UI
ScenarioMenuModule::REGISTER
13:20:52
UI
OptionsMenuModule::REGISTER
13:20:52
UI
OptionsMenuModuleVideoPanel::REGISTER
13:20:52
UI
OptionsMenuModuleAudioPanel::REGISTER
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UI
OptionsMenuModuleControlsPanel::REGISTER
13:20:52
UI
OptionsMenuModuleGameplayPanel::REGISTER
13:20:52
Texture
Texture "gfx/effects_0.png" took up approximately 21845kb in video memory.
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Resource
Loading: gfx/world_detail.png
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Texture
Texture "gfx/world_detail.png" took up approximately 43690kb in video memory.
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Resource
Loading: gfx/world_entity_0.png
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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
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Resource
Loading: sounds/shield_broken.ogg
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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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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
Resource
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
Resource
Loading: sounds/combat/knockback_03.wav
13:20:53
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13:20:53
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Loading: sounds/combat/knockback_hit_02.wav
13:20:53
Resource
Loading: sounds/combat/knockback_hit_03.wav
13:20:53
Resource
Loading: sounds/combat/puncture_01.wav
13:20:53
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Loading: sounds/combat/puncture_02.wav
13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
Resource
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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Loading: sounds/combat/crush_armor_03.wav
13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
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13:20:53
Resource
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13:20:53
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13:20:53
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Loading: sounds/combat/flail_03.wav
13:20:53
Resource
Loading: sounds/combat/flail_hit_01.wav
13:20:53
Resource
Loading: sounds/combat/flail_hit_02.wav
13:20:53
Resource
Loading: sounds/combat/flail_hit_03.wav
13:20:53
Resource
Loading: sounds/combat/lash_01.wav
13:20:53
Resource
Loading: sounds/combat/lash_02.wav
13:20:53
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Loading: sounds/combat/lash_03.wav
13:20:53
Resource
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13:20:53
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Loading: sounds/combat/lash_hit_02.wav
13:20:53
Resource
Loading: sounds/combat/lash_hit_03.wav
13:20:53
Resource
Loading: sounds/combat/weapon_break_01.wav
13:20:53
Resource
Loading: sounds/combat/rotation_01.wav
13:20:53
Resource
Loading: sounds/combat/footwork_01.wav
13:20:53
Resource
Loading: sounds/combat/return_favor_01.wav
13:20:53
Resource
Loading: sounds/combat/perfect_focus_01.wav
13:20:53
Resource
Loading: sounds/combat/rally_the_troops_01.wav
13:20:53
Resource
Loading: sounds/new_round_01.wav
13:20:53
Resource
Loading: sounds/new_round_02.wav
13:20:53
Resource
Loading: sounds/new_round_03.wav
13:20:53
Resource
Loading: sounds/scribble.wav
13:20:56
SQ
Init World State!
13:20:56
SQ
Load campaign: Fekete Sereg
13:20:56
Scene
Finished loading scene.
13:20:57
SQ
contract added: contract.destroy_bandit_camp
13:20:57
SQ
contract added: contract.errant
13:20:57
SQ
contract added: contract.errant
13:20:57
SQ
contract added: contract.escort_caravan
13:20:57
SQ
contract added: contract.destroy_inactive_location
13:20:57
SQ
contract added: contract.destroy_inactive_location
13:20:57
SQ
contract added: contract.escort_caravan
13:20:57
SQ
contract added: contract.discover_location
13:20:57
SQ
contract added: contract.errant
13:20:57
SQ
contract added: contract.errant
13:20:57
SQ
contract added: contract.destroy_orc_camp
13:20:57
SQ
contract added: contract.escort_caravan
13:20:57
SQ
contract added: contract.errant
13:20:57
SQ
contract added: contract.escort_caravan
13:20:57
SQ
contract added: contract.destroy_inactive_location
13:20:57
SQ
contract added: contract.errant
13:20:57
SQ
contract added: contract.destroy_inactive_location
13:20:57
SQ
contract added: contract.errant
13:20:57
SQ
contract added: contract.escort_caravan
13:20:57
SQ
contract added: contract.errant
13:20:57
SQ
contract added: contract.destroy_inactive_location
13:20:57
SQ
contract added: contract.errant
13:20:57
SQ
contract added: contract.errant
13:20:57
SQ
contract added: contract.escort_caravan
13:20:57
SQ
contract added: contract.errant
13:20:57
Resource
Loading: gfx/world_weather.png
13:20:57
Texture
Texture "gfx/world_weather.png" took up approximately 43690kb in video memory.
13:20:57
UI
WorldScreen::REGISTER
13:20:57
UI
WorldScreenTopbarOptionsModule::REGISTER
13:20:57
UI
WorldScreenTopbarDayTimeModule::REGISTER
13:20:57
UI
WorldScreenTopbarAssetsModule::REGISTER
13:20:57
UI
WorldScreenActiveContractPanelModule::REGISTER
13:20:57
UI
WorldContractContentModule::REGISTER
13:20:57
UI
CombatDialogModule::REGISTER
13:20:57
UI
WorldContractScreen::REGISTER
13:20:57
UI
WorldContractScreenDialogModule::REGISTER
13:20:57
UI
WorldContractContentModule::REGISTER
13:20:57
UI
WorldContractButtonsModule::REGISTER
13:20:57
UI
WorldTownScreen::REGISTER
13:20:57
UI
WorldTownScreenMainDialogModule::REGISTER
13:20:57
UI
WorldTownScreenHireDialogModule::REGISTER
13:20:57
UI
WorldTownScreenShopDialogModule::REGISTER
13:20:57
UI
WorldContractScreenDialogModule::REGISTER
13:20:57
UI
WorldContractContentModule::REGISTER
13:20:57
UI
WorldContractButtonsModule::REGISTER
13:20:57
UI
WorldEventPopupScreen::REGISTER
13:20:57
UI
IngameMenuScreen::REGISTER
13:20:57
UI
MainMenuModule::REGISTER
13:20:57
UI
LoadCampaignMenuModule::REGISTER
13:20:58
UI
SaveCampaignMenuModule::REGISTER
13:20:58
UI
OptionsMenuModule::REGISTER
13:20:58
UI
OptionsMenuModuleVideoPanel::REGISTER
13:20:58
UI
OptionsMenuModuleAudioPanel::REGISTER
13:20:58
UI
OptionsMenuModuleControlsPanel::REGISTER
13:20:58
UI
OptionsMenuModuleGameplayPanel::REGISTER
13:20:58
UI
WorldGameFinishScreen::REGISTER
13:20:58
UI
WorldGameFinishScreenDialogModule::REGISTER
13:20:58
UI
CharacterScreen::REGISTER
13:20:58
UI
CharacterScreenLeftPanelModule::REGISTER
13:20:58
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
13:20:58
UI
CharacterScreenPaperdollModule::REGISTER
13:20:58
UI
CharacterScreenSkillsModule::REGISTER
13:20:58
UI
CharacterScreenStatsModule::REGISTER
13:20:58
UI
CharacterScreenRightPanelModule::REGISTER
13:20:58
UI
CharacterScreenRightPanelHeaderModule::REGISTER
13:20:58
UI
CharacterScreenInventoryListModule::REGISTER
13:20:58
UI
CharacterScreenPerksModule::REGISTER
13:20:58
UI
CharacterScreenBrothersListModule::REGISTER
13:20:58
UI
CharacterScreenBattleStartFooterModule::REGISTER
13:21:00
Resource
Loading: music/worldmap_06.music
13:21:00
Resource
Unloading: music/title.music
13:21:43
SQ
contract added: contract.destroy_inactive_location
13:21:50
SQ
Location entered: Overgrown Homestead
13:21:53
SQ
Save campaign: autosave
13:21:53
Scene
Finished saving scene.
13:21:53
SQ
WorldState::onHide
13:21:53
UI
TacticalScreen::REGISTER
13:21:53
UI
TacticalScreenTurnSequenceBarModule::REGISTER
13:21:53
UI
TacticalScreenOrientationOverlayModule::REGISTER
13:21:53
UI
TacticalScreenTopbarEventLogModule::REGISTER
13:21:53
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
13:21:53
UI
TacticalScreenTopbarOptionsModule::REGISTER
13:21:53
Resource
Loading: gfx/object_0.png
13:21:53
Texture
Texture "gfx/object_0.png" took up approximately 2730kb in video memory.
13:21:53
Resource
Loading: gfx/detail.png
13:21:53
Texture
Texture "gfx/detail.png" took up approximately 5461kb in video memory.
13:21:54
Resource
Loading: gfx/entity_2.png
13:21:54
Texture
Texture "gfx/entity_2.png" took up approximately 5461kb in video memory.
13:21:54
Resource
Loading: gfx/orientation_overlay.png
13:21:54
Texture
Texture "gfx/orientation_overlay.png" took up approximately 512kb in video memory.
13:21:54
Resource
Loading: sounds/atmosphere/rain_02.wav
13:21:54
SQ
TACTICAL: STASH LOCKED: true
13:21:54
SQ
INFO: Next round issued: 1
13:21:54
Resource
Started loading Resource Package "Temporary Tactical Resources".
13:21:54
Resource
Loading: sounds/enemies/orc_hurt_01.wav
13:21:54
UI
CharacterScreen::REGISTER
13:21:54
UI
CharacterScreenLeftPanelModule::REGISTER
13:21:54
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
13:21:54
UI
CharacterScreenPaperdollModule::REGISTER
13:21:54
UI
CharacterScreenSkillsModule::REGISTER
13:21:54
UI
CharacterScreenStatsModule::REGISTER
13:21:54
UI
CharacterScreenRightPanelModule::REGISTER
13:21:54
UI
CharacterScreenRightPanelHeaderModule::REGISTER
13:21:54
UI
CharacterScreenInventoryListModule::REGISTER
13:21:54
UI
CharacterScreenPerksModule::REGISTER
13:21:54
UI
CharacterScreenBrothersListModule::REGISTER
13:21:54
UI
CharacterScreenBattleStartFooterModule::REGISTER
13:21:54
UI
TacticalFleeScreen::REGISTER
13:21:54
UI
IngameMenuScreen::REGISTER
13:21:54
UI
MainMenuModule::REGISTER
13:21:54
UI
LoadCampaignMenuModule::REGISTER
13:21:54
UI
SaveCampaignMenuModule::REGISTER
13:21:54
UI
OptionsMenuModule::REGISTER
13:21:54
UI
OptionsMenuModuleVideoPanel::REGISTER
13:21:54
UI
OptionsMenuModuleAudioPanel::REGISTER
13:21:54
UI
OptionsMenuModuleControlsPanel::REGISTER
13:21:54
UI
OptionsMenuModuleGameplayPanel::REGISTER
13:21:54
UI
TacticalCombatResultScreen::REGISTER
13:21:54
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
13:21:54
UI
TacticalCombatResultScreenLootPanel::REGISTER
13:21:54
Resource
Loading: sounds/enemies/orc_hurt_02.wav
13:21:54
Resource
Loading: sounds/enemies/orc_hurt_03.wav
13:21:54
Resource
Loading: sounds/enemies/orc_hurt_04.wav
13:21:54
Resource
Loading: sounds/enemies/orc_hurt_05.wav
13:21:54
Resource
Loading: sounds/enemies/orc_death_01.wav
13:21:54
Resource
Loading: sounds/enemies/orc_death_02.wav
13:21:54
Resource
Loading: sounds/enemies/orc_death_03.wav
13:21:54
Resource
Loading: sounds/enemies/orc_death_04.wav
13:21:54
Resource
Loading: sounds/enemies/orc_death_05.wav
13:21:54
Resource
Loading: sounds/enemies/orc_death_06.wav
13:21:54
Resource
Loading: sounds/enemies/orc_flee_03.wav
13:21:54
Resource
Loading: sounds/enemies/orc_flee_05.wav
13:21:54
Resource
Loading: sounds/enemies/orc_flee_06.wav
13:21:54
Resource
Loading: sounds/enemies/orc_idle_01.wav
13:21:54
Resource
Loading: sounds/enemies/orc_idle_02.wav
13:21:54
Resource
Loading: sounds/enemies/orc_idle_03.wav
13:21:54
Resource
Loading: sounds/enemies/orc_idle_04.wav
13:21:54
Resource
Loading: sounds/enemies/orc_idle_05.wav
13:21:54
Resource
Loading: sounds/enemies/orc_idle_06.wav
13:21:54
Resource
Loading: sounds/enemies/orc_charge_01.wav
13:21:54
Resource
Loading: sounds/enemies/orc_charge_02.wav
13:21:54
Resource
Loading: sounds/enemies/orc_charge_03.wav
13:21:54
Resource
Loading: sounds/enemies/orc_charge_04.wav
13:21:57
Resource
Loading: music/orcs_02.music
13:21:57
Resource
Unloading: music/worldmap_06.music
13:22:07
SQ
*
13:22:07
SQ
* Orc Young: Starting turn.
13:22:07
SQ
-> Behaviors to pick from:
Engage.Melee (190.667)(*), Defend (9.68591), Idle (1), Attack.Split (0), Charge (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Flee (0)
13:22:07
SQ
-> Behavior picked: Engage.Melee (190.667)
13:22:07
SQ
* Orc Young: Engaging to melee range with Reinhold (not visible), accepted_distance=0
13:22:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Shieldwall (0), Charge (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0)
13:22:08
SQ
-> Behavior picked: Idle (1)
13:22:08
SQ
* Orc Young: Ending Turn with 0 of 9 AP left.
13:22:08
SQ
* ---------------------------------------------------
13:22:14
SQ
*
13:22:14
SQ
* Orc Young: Starting turn.
13:22:15
SQ
-> Behaviors to pick from:
Engage.Melee (87.4359)(*), Defend (10.1471), Idle (1), Attack.Split (0), Charge (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Flee (0)
13:22:15
SQ
-> Behavior picked: Engage.Melee (87.4359)
13:22:15
SQ
* Orc Young: Engaging to melee range with Engelbert (not visible), accepted_distance=0
13:22:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Shieldwall (0), Charge (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0)
13:22:16
SQ
-> Behavior picked: Idle (1)
13:22:16
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
13:22:16
SQ
* ---------------------------------------------------
13:22:47
SQ
*
13:22:47
SQ
* Orc Young: Starting turn.
13:22:47
SQ
-> Behaviors to pick from:
Engage.Melee (108)(*), Defend (16.1432), Idle (1), Attack.Split (0), Charge (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Flee (0)
13:22:47
SQ
-> Behavior picked: Engage.Melee (108)
13:22:47
SQ
* Orc Young: Engaging to melee range with Reinhold (not visible), accepted_distance=0
13:22:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Shieldwall (0), Charge (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0)
13:22:48
SQ
-> Behavior picked: Idle (1)
13:22:48
SQ
* Orc Young: Ending Turn with 2 of 9 AP left.
13:22:48
SQ
* ---------------------------------------------------
13:22:49
SQ
*
13:22:49
SQ
* Orc Young: Starting turn.
13:22:49
SQ
-> Behaviors to pick from:
Engage.Melee (146.667)(*), Defend (11.5308), Idle (1), Attack.Split (0), Charge (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Flee (0)
13:22:49
SQ
-> Behavior picked: Engage.Melee (146.667)
13:22:49
SQ
* Orc Young: Engaging to melee range with Reinhold (not visible), accepted_distance=0
13:22:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Shieldwall (0), Charge (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0)
13:22:50
SQ
-> Behavior picked: Idle (1)
13:22:50
SQ
* Orc Young: Ending Turn with 0 of 9 AP left.
13:22:50
SQ
* ---------------------------------------------------
13:22:54
SQ
*
13:22:54
SQ
* Orc Young: Starting turn.
13:22:54
SQ
-> Behaviors to pick from:
Engage.Melee (143.229)(*), Idle (1), Defend.Shieldwall (0.749004), Defend (0.738807), Attack.Split (0), Charge (0), Roam (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Flee (0)
13:22:54
SQ
-> Behavior picked: Engage.Melee (143.229)
13:22:55
SQ
* Orc Young: Engaging to melee range with Reinhold (visible), accepted_distance=0
13:22:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Roam (0), Attack.Split (0), Charge (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0)
13:22:56
SQ
-> Behavior picked: Idle (1)
13:22:56
SQ
* Orc Young: Ending Turn with 0 of 9 AP left.
13:22:56
SQ
* ---------------------------------------------------
13:22:56
SQ
*
13:22:56
SQ
* Orc Young: Starting turn.
13:22:57
SQ
-> Behaviors to pick from:
Engage.Melee (176)(*), Defend (2.02488), Idle (1), Attack.Split (0), Charge (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Flee (0)
13:22:57
SQ
-> Behavior picked: Engage.Melee (176)
13:22:57
SQ
* Orc Young: Engaging to melee range with Engelbert (not visible), accepted_distance=0
13:22:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Shieldwall (0), Charge (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0)
13:22:57
SQ
-> Behavior picked: Idle (1)
13:22:57
SQ
* Orc Young: Ending Turn with 0 of 9 AP left.
13:22:57
SQ
* ---------------------------------------------------
13:23:01
SQ
Skill [Hidden] removed from [Alderich the Slow].
13:23:13
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Orc Young]
13:23:13
SQ
Lienhard the Bear uses skill Quick Shot
13:23:13
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Orc Young]
13:23:13
SQ
Lienhard the Bear uses skill Quick Shot
13:23:24
SQ
TurnSequenceBar::initNextTurn(Locked: true First: 10 Last: 16 Entities: 18)
13:24:12
SQ
Skill [Hidden] removed from [Rollo].
13:24:23
SQ
INFO: Next round issued: 2
13:24:30
SQ
[Hilmar] executes skill [Quick Shot] on target [Orc Young]
13:24:30
SQ
Hilmar uses skill Quick Shot
13:24:30
SQ
[Hilmar] executes skill [Quick Shot] on target [Orc Young]
13:24:30
SQ
Hilmar uses skill Quick Shot
13:24:36
SQ
*
13:24:36
SQ
* Orc Young: Starting turn.
13:24:36
SQ
-> Behaviors to pick from:
Engage.Melee (227.7)(*), Idle (1), Defend (0.18065), Attack.Default (0), Attack.Swing (0), Defend.Shieldwall (0), Flee (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Charge (0), Roam (0)
13:24:36
SQ
-> Behavior picked: Engage.Melee (227.7)
13:24:36
SQ
* Orc Young: Engaging to melee range with Engelbert (not visible), accepted_distance=0
13:24:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Charge (0), Roam (0), Engage.Melee (0)
13:24:36
SQ
-> Behavior picked: Idle (1)
13:24:36
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
13:24:36
SQ
* ---------------------------------------------------
13:24:45
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Orc Young]
13:24:45
SQ
Lienhard the Bear uses skill Quick Shot
13:24:45
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Orc Young]
13:24:45
SQ
Lienhard the Bear uses skill Quick Shot
13:24:45
SQ
Orc Young has died.
13:24:50
SQ
*
13:24:50
SQ
* Orc Young: Starting turn.
13:24:51
SQ
-> Behaviors to pick from:
Engage.Melee (143.683)(*), Idle (1), Defend (0.128249), Attack.Default (0), Attack.Swing (0), Defend.Shieldwall (0), Flee (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Charge (0), Roam (0)
13:24:51
SQ
-> Behavior picked: Engage.Melee (143.683)
13:24:51
SQ
Orc Young uses skill Charge
13:24:53
SQ
-> Behaviors to pick from:
Attack.Default (72.5351)(*), Idle (1), Attack.Swing (0), Defend.Shieldwall (0), Defend (0), Charge (0), Roam (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Attack.CrushArmor (0), Engage.Melee (0)
13:24:53
SQ
-> Behavior picked: Attack.Default (72.5351)
13:24:53
SQ
* Orc Young: Using Cleave against Engelbert!
13:24:53
SQ
Orc Young uses skill Cleave
13:24:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Roam (0), Defend (0), Charge (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.Default (0)
13:24:53
SQ
-> Behavior picked: Idle (1)
13:24:54
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
13:24:54
SQ
* ---------------------------------------------------
13:25:04
SQ
*
13:25:04
SQ
* Orc Young: Starting turn.
13:25:04
SQ
-> Behaviors to pick from:
Engage.Melee (226.515)(*), Idle (1), Defend (0.236356), Attack.Default (0), Attack.Swing (0), Defend.Shieldwall (0), Flee (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Charge (0), Roam (0)
13:25:04
SQ
-> Behavior picked: Engage.Melee (226.515)
13:25:04
SQ
* Orc Young: Engaging to melee range with Engelbert (not visible), accepted_distance=0
13:25:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Charge (0), Roam (0), Engage.Melee (0)
13:25:05
SQ
-> Behavior picked: Idle (1)
13:25:05
SQ
* Orc Young: Ending Turn with 2 of 9 AP left.
13:25:05
SQ
* ---------------------------------------------------
13:25:13
SQ
*
13:25:13
SQ
* Orc Young: Starting turn.
13:25:14
SQ
-> Behaviors to pick from:
Engage.Melee (150.974)(*), Defend.Shieldwall (1.76472), Idle (1), Defend (0.486958), Charge (0), Attack.Default (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), Roam (0), Flee (0), Defend.Knockback (0), Attack.Split (0)
13:25:14
SQ
-> Behavior picked: Engage.Melee (150.974)
13:25:14
SQ
* Orc Young: Engaging to melee range with Kunold (visible), accepted_distance=0
13:25:15
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.SplitShield (0), Charge (0), Flee (0), Attack.CrushArmor (0), Defend (0), Attack.KnockOut (0), Attack.Swing (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Split (0), Engage.Melee (0)
13:25:15
SQ
-> Behavior picked: Idle (1)
13:25:15
SQ
* Orc Young: Ending Turn with 2 of 9 AP left.
13:25:15
SQ
* ---------------------------------------------------
13:25:16
SQ
*
13:25:16
SQ
* Orc Young: Starting turn.
13:25:16
SQ
-> Behaviors to pick from:
Engage.Melee (145.667)(*), Idle (1), Defend (0.0980922), Attack.Default (0), Attack.Swing (0), Defend.Shieldwall (0), Flee (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Charge (0), Roam (0)
13:25:16
SQ
-> Behavior picked: Engage.Melee (145.667)
13:25:16
SQ
* Orc Young: Engaging to melee range with Engelbert (not visible), accepted_distance=0
13:25:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Charge (0), Roam (0), Engage.Melee (0)
13:25:17
SQ
-> Behavior picked: Idle (1)
13:25:17
SQ
* Orc Young: Ending Turn with 0 of 9 AP left.
13:25:17
SQ
* ---------------------------------------------------
13:25:18
SQ
Skill [Stunned] removed from [Engelbert].
13:25:18
UI
ERROR: Failed to update entity. Reason: Entity id: 2361037 not found.
13:25:18
UI
ERROR: Failed to update entity. Reason: Entity id: 2361037 not found.
13:25:34
SQ
[Kunold] executes skill [Chop] on target [Orc Young]
13:25:34
SQ
Kunold uses skill Chop
13:25:35
SQ
[Kunold] executes skill [Chop] on target [Orc Young]
13:25:35
SQ
Kunold uses skill Chop
13:25:45
Navigator
Can't find path - start and dest identical!
13:32:55
Resource
Loading: music/orcs_01.music
13:32:55
Resource
Unloading: music/orcs_02.music
13:38:17
Resource
Loading: music/orcs_02.music
13:38:17
Resource
Unloading: music/orcs_01.music
13:39:14
SQ
Skill [Hidden] removed from [Rollo].
14:10:52
SQ
INFO: Next round issued: 3
14:11:00
SQ
*
14:11:00
SQ
* Orc Young: Starting turn.
14:11:01
SQ
-> Behaviors to pick from:
Engage.Melee (197.5)(*), Idle (1), Defend (0.396748), Defend.Shieldwall (0), Attack.CrushArmor (0), Flee (0), Roam (0), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Charge (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0)
14:11:01
SQ
-> Behavior picked: Engage.Melee (197.5)
14:11:01
SQ
* Orc Young: Engaging to melee range with Engelbert (not visible), accepted_distance=0
14:11:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Roam (0), Attack.CrushArmor (0), Flee (0), Attack.Split (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Knockback (0), Charge (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Engage.Melee (0)
14:11:01
SQ
-> Behavior picked: Idle (1)
14:11:01
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:11:01
SQ
* ---------------------------------------------------
14:11:11
SQ
[Hilmar] executes skill [Quick Shot] on target [Orc Young]
14:11:11
SQ
Hilmar uses skill Quick Shot
14:11:11
SQ
[Hilmar] executes skill [Quick Shot] on target [Orc Young]
14:11:11
SQ
Hilmar uses skill Quick Shot
14:11:15
SQ
*
14:11:15
SQ
* Orc Young: Starting turn.
14:11:15
SQ
-> Behaviors to pick from:
Engage.Melee (288.75)(*), Idle (1), Defend (0.536116), Defend.Shieldwall (0), Attack.CrushArmor (0), Flee (0), Roam (0), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Charge (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0)
14:11:15
SQ
-> Behavior picked: Engage.Melee (288.75)
14:11:15
SQ
* Orc Young: Engaging to melee range with Rollo (not visible), accepted_distance=0
14:11:15
SQ
Skill [Hidden] removed from [Orc Young].
14:11:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Roam (0), Attack.CrushArmor (0), Flee (0), Attack.Split (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Knockback (0), Charge (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Engage.Melee (0)
14:11:16
SQ
-> Behavior picked: Idle (1)
14:11:16
SQ
* Orc Young: Ending Turn with 0 of 9 AP left.
14:11:16
SQ
* ---------------------------------------------------
14:11:21
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Orc Young]
14:11:21
SQ
Lienhard the Bear uses skill Quick Shot
14:11:21
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Orc Young]
14:11:21
SQ
Lienhard the Bear uses skill Quick Shot
14:11:22
SQ
*
14:11:22
SQ
* Orc Young: Starting turn.
14:11:22
SQ
-> Behaviors to pick from:
Engage.Melee (183.382)(*), Defend.Shieldwall (2.36775), Idle (1), Defend (0.373218), Flee (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.Swing (0), Roam (0), Attack.Split (0), Defend.Knockback (0), Attack.KnockOut (0), Charge (0), Attack.Default (0)
14:11:22
SQ
-> Behavior picked: Engage.Melee (183.382)
14:11:22
SQ
* Orc Young: Engaging to melee range with Engelbert (not visible), accepted_distance=0
14:11:23
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Attack.SplitShield (0), Flee (0), Attack.KnockOut (0), Attack.Swing (0), Defend (0), Roam (0), Attack.Split (0), Defend.Knockback (0), Defend.Shieldwall (0), Charge (0), Attack.Default (0), Engage.Melee (0)
14:11:23
SQ
-> Behavior picked: Idle (1)
14:11:23
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:11:23
SQ
* ---------------------------------------------------
14:11:24
SQ
*
14:11:24
SQ
* Orc Young: Starting turn.
14:11:25
SQ
-> Behaviors to pick from:
Engage.Melee (190)(*), Defend.Shieldwall (1.27444), Idle (1), Defend (0.135648), Attack.SplitShield (0), Attack.CrushArmor (0), Flee (0), Attack.Split (0), Roam (0), Defend.Knockback (0), Charge (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0)
14:11:25
SQ
-> Behavior picked: Engage.Melee (190)
14:11:25
SQ
* Orc Young: Engaging to melee range with Rollo (visible), accepted_distance=0
14:11:26
SQ
-> Behaviors to pick from:
Engage.Melee (186.111)(*), Idle (1), Attack.SplitShield (0), Attack.Default (0), Attack.CrushArmor (0), Flee (0), Attack.Split (0), Roam (0), Defend.Knockback (0), Charge (0), Defend (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Shieldwall (0)
14:11:26
SQ
-> Behavior picked: Engage.Melee (186.111)
14:11:26
SQ
* Orc Young: Engaging to melee range with Lienhard the Bear (not visible), accepted_distance=0
14:11:27
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), Flee (0), Roam (0), Attack.Default (0), Defend.Knockback (0), Charge (0), Defend (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Shieldwall (0), Engage.Melee (0)
14:11:27
SQ
-> Behavior picked: Idle (1)
14:11:27
SQ
* Orc Young: Ending Turn with 0 of 9 AP left.
14:11:27
SQ
* ---------------------------------------------------
14:11:29
SQ
[Kunold] executes skill [Chop] on target [Orc Young]
14:11:29
SQ
Kunold uses skill Chop
14:11:29
SQ
[Kunold] executes skill [Chop] on target [Orc Young]
14:11:29
SQ
Kunold uses skill Chop
14:11:30
SQ
*
14:11:30
SQ
* Orc Young: Starting turn.
14:11:30
SQ
-> Behaviors to pick from:
Attack.Default (69.7619)(*), Idle (1), Charge (0), Attack.KnockOut (0), Roam (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Attack.CrushArmor (0), Attack.Split (0), Defend (0), Attack.Swing (0)
14:11:30
SQ
-> Behavior picked: Attack.Default (69.7619)
14:11:31
SQ
* Orc Young: Using Cleave against Engelbert!
14:11:31
SQ
Orc Young uses skill Cleave
14:11:31
SQ
-> Behaviors to pick from:
Attack.Default (64.9641)(*), Idle (1), Roam (0), Engage.Melee (0), Charge (0), Defend (0), Attack.Swing (0), Defend.Knockback (0), Flee (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.KnockOut (0)
14:11:31
SQ
-> Behavior picked: Attack.Default (64.9641)
14:11:32
SQ
* Orc Young: Using Cleave against Engelbert!
14:11:32
SQ
Orc Young uses skill Cleave
14:11:32
SQ
Engelbert has died.
14:11:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Swing (0), Charge (0), Defend (0), Defend.Knockback (0), Engage.Melee (0), Flee (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Default (0)
14:11:32
SQ
-> Behavior picked: Idle (1)
14:11:33
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:11:33
SQ
* ---------------------------------------------------
14:11:38
SQ
Skill [Hidden] removed from [Alderich the Slow].
14:12:03
SQ
Skill [Hidden] removed from [Reinhold].
14:12:04
SQ
[Reinhold] executes skill [Thrust] on target [Orc Young]
14:12:04
SQ
Reinhold uses skill Thrust
14:12:05
SQ
INFO: Next round issued: 4
14:12:05
Script
VM collected 1 object(s) and deleted them.
14:12:11
SQ
*
14:12:11
SQ
* Orc Young: Starting turn.
14:12:12
SQ
-> Behaviors to pick from:
Engage.Melee (468.75)(*), Idle (1), Defend (0.0817435), Flee (0), Attack.Split (0), Roam (0), Attack.Swing (0), Defend.Knockback (0), Charge (0), Attack.Default (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.CrushArmor (0)
14:12:12
SQ
-> Behavior picked: Engage.Melee (468.75)
14:12:12
SQ
* Orc Young: Engaging to melee range with Reinhold (not visible), accepted_distance=0
14:12:13
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.Swing (0), Attack.Split (0), Roam (0), Defend.Knockback (0), Flee (0), Charge (0), Attack.Default (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), Engage.Melee (0)
14:12:13
SQ
-> Behavior picked: Idle (1)
14:12:13
SQ
* Orc Young: Ending Turn with 5 of 9 AP left.
14:12:13
SQ
* ---------------------------------------------------
14:12:26
SQ
[Dietmar] executes skill [Chop] on target [Orc Young]
14:12:26
SQ
Dietmar uses skill Chop
14:12:26
SQ
Orc Young has died.
14:12:31
SQ
*
14:12:31
SQ
* Orc Young: Starting turn.
14:12:32
SQ
-> Behaviors to pick from:
Engage.Melee (205.333)(*), Idle (1), Defend (0.118383), Flee (0), Attack.Split (0), Roam (0), Attack.Swing (0), Defend.Knockback (0), Charge (0), Attack.Default (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.CrushArmor (0)
14:12:32
SQ
-> Behavior picked: Engage.Melee (205.333)
14:12:32
SQ
* Orc Young: Engaging to melee range with Reinhold (not visible), accepted_distance=0
14:12:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.Swing (0), Attack.Split (0), Roam (0), Defend.Knockback (0), Flee (0), Charge (0), Attack.Default (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), Engage.Melee (0)
14:12:33
SQ
-> Behavior picked: Idle (1)
14:12:33
SQ
* Orc Young: Ending Turn with 3 of 9 AP left.
14:12:33
SQ
* ---------------------------------------------------
14:12:33
SQ
*
14:12:33
SQ
* Orc Young: Starting turn.
14:12:34
SQ
-> Behaviors to pick from:
Engage.Melee (188.393)(*), Defend.Shieldwall (1.36184), Idle (1), Defend (0.373984), Attack.KnockOut (0), Attack.Swing (0), Attack.SplitShield (0), Attack.Split (0), Defend.Knockback (0), Attack.Default (0), Charge (0), Roam (0), Flee (0), Attack.CrushArmor (0)
14:12:34
SQ
-> Behavior picked: Engage.Melee (188.393)
14:12:34
SQ
* Orc Young: Engaging to melee range with Reinhold (not visible), accepted_distance=0
14:12:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Attack.SplitShield (0), Attack.KnockOut (0), Roam (0), Attack.Split (0), Defend (0), Defend.Knockback (0), Attack.Default (0), Charge (0), Defend.Shieldwall (0), Flee (0), Attack.CrushArmor (0), Engage.Melee (0)
14:12:35
SQ
-> Behavior picked: Idle (1)
14:12:35
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:12:35
SQ
* ---------------------------------------------------
14:12:40
SQ
[Hilmar] executes skill [Quick Shot] on target [Orc Young]
14:12:40
SQ
Hilmar uses skill Quick Shot
14:12:41
SQ
[Hilmar] executes skill [Quick Shot] on target [Orc Young]
14:12:41
SQ
Hilmar uses skill Quick Shot
14:12:44
SQ
*
14:12:44
SQ
* Orc Young: Starting turn.
14:12:45
SQ
-> Behaviors to pick from:
Engage.Melee (175.493)(*), Defend.Shieldwall (4.34255), Idle (1), Defend (0.173136), Flee (0), Roam (0), Attack.Split (0), Charge (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.SplitShield (0)
14:12:45
SQ
-> Behavior picked: Engage.Melee (175.493)
14:12:45
SQ
Orc Young uses skill Charge
14:12:46
SQ
-> Behaviors to pick from:
Attack.Default (71.9587)(*), Attack.SplitShield (68.0222)(*), Defend.Shieldwall (31.75)(*), Idle (1), Flee (0), Defend.Knockback (0), Roam (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), Charge (0), Defend (0), Engage.Melee (0)
14:12:46
SQ
-> Behavior picked: Attack.SplitShield (68.0222)
14:12:46
SQ
* Orc Young: Using Split Shield against Rollo!
14:12:46
SQ
Orc Young uses skill Split Shield
14:12:46
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Roam (0), Flee (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), Charge (0), Defend (0), Engage.Melee (0), Attack.Default (0)
14:12:46
SQ
-> Behavior picked: Idle (1)
14:12:47
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:12:47
SQ
* ---------------------------------------------------
14:12:52
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Orc Young]
14:12:52
SQ
Lienhard the Bear uses skill Quick Shot
14:12:52
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Orc Young]
14:12:52
SQ
Lienhard the Bear uses skill Quick Shot
14:12:57
SQ
[Reinhold] executes skill [Hammer] on target [Orc Young]
14:12:57
SQ
Reinhold uses skill Hammer
14:12:57
SQ
[Reinhold] executes skill [Hammer] on target [Orc Young]
14:12:57
SQ
Reinhold uses skill Hammer
14:13:03
SQ
[Rollo] executes skill [Slash] on target [Orc Young]
14:13:03
SQ
Rollo uses skill Slash
14:13:04
SQ
[Rollo] executes skill [Slash] on target [Orc Young]
14:13:04
SQ
Rollo uses skill Slash
14:13:07
SQ
Skill [Stunned] removed from [Rollo].
14:13:07
UI
ERROR: Failed to update entity. Reason: Entity id: 2356122 not found.
14:13:07
UI
ERROR: Failed to update entity. Reason: Entity id: 2356122 not found.
14:13:17
Resource
Loading: music/orcs_01.music
14:13:17
Resource
Unloading: music/orcs_02.music
14:13:18
SQ
INFO: Next round issued: 5
14:13:25
SQ
Skill [Hidden] removed from [Alderich the Slow].
14:13:33
SQ
*
14:13:33
SQ
* Orc Young: Starting turn.
14:13:34
SQ
-> Behaviors to pick from:
Engage.Melee (191.385)(*), Idle (1), Defend (0.503213), Roam (0), Defend.Knockback (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Flee (0), Charge (0), Attack.Split (0)
14:13:34
SQ
-> Behavior picked: Engage.Melee (191.385)
14:13:34
SQ
* Orc Young: Engaging to melee range with Dietmar (visible), accepted_distance=0
14:13:35
SQ
-> Behaviors to pick from:
Engage.Melee (386.719)(*), Idle (1), Defend.Knockback (0), Attack.Swing (0), Defend (0), Charge (0), Attack.Split (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0), Roam (0)
14:13:35
SQ
-> Behavior picked: Engage.Melee (386.719)
14:13:35
SQ
* Orc Young: Engaging to melee range with Alderich the Slow (not visible), accepted_distance=0
14:13:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Attack.Split (0), Defend (0), Charge (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.SplitShield (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0), Roam (0), Engage.Melee (0)
14:13:36
SQ
-> Behavior picked: Idle (1)
14:13:36
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:13:36
SQ
* ---------------------------------------------------
14:13:37
SQ
[Rollo] executes skill [Slash] on target [Orc Young]
14:13:37
SQ
Rollo uses skill Slash
14:13:41
SQ
[Rollo] executes skill [Riposte] on target [Rollo]
14:13:41
SQ
Rollo uses skill Riposte
14:13:45
SQ
[Reinhold] executes skill [Hammer] on target [Orc Young]
14:13:45
SQ
Reinhold uses skill Hammer
14:13:46
SQ
[Reinhold] executes skill [Hammer] on target [Orc Young]
14:13:46
SQ
Reinhold uses skill Hammer
14:13:48
SQ
[Rollo] executes skill [Slash] on target [Orc Young]
14:13:48
SQ
Rollo uses skill Slash
14:13:49
SQ
[Rollo] executes skill [Slash] on target [Orc Young]
14:13:49
SQ
Rollo uses skill Slash
14:13:53
SQ
*
14:13:53
SQ
* Orc Young: Starting turn.
14:13:53
SQ
-> Behaviors to pick from:
Engage.Melee (182.736)(*), Defend.Shieldwall (1.44001), Idle (1), Defend (0.403075), Roam (0), Attack.Split (0), Attack.SplitShield (0), Attack.Default (0), Charge (0), Attack.CrushArmor (0), Flee (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.Swing (0)
14:13:53
SQ
-> Behavior picked: Engage.Melee (182.736)
14:13:54
SQ
* Orc Young: Engaging to melee range with Reinhold (not visible), accepted_distance=0
14:13:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Roam (0), Defend.Knockback (0), Attack.Default (0), Defend (0), Charge (0), Attack.CrushArmor (0), Flee (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Swing (0), Engage.Melee (0)
14:13:55
SQ
-> Behavior picked: Idle (1)
14:13:55
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:13:55
SQ
* ---------------------------------------------------
14:13:57
SQ
*
14:13:57
SQ
* Orc Young: Starting turn.
14:13:58
SQ
-> Behaviors to pick from:
Engage.Melee (204.545)(*), Idle (1), Defend (0.153898), Roam (0), Defend.Knockback (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Flee (0), Charge (0), Attack.Split (0)
14:13:58
SQ
-> Behavior picked: Engage.Melee (204.545)
14:13:58
SQ
Orc Young uses skill Charge
14:14:00
SQ
-> Behaviors to pick from:
Attack.Default (67.4503)(*), Idle (1), Defend.Knockback (0), Attack.Swing (0), Defend (0), Charge (0), Attack.Split (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Flee (0), Attack.CrushArmor (0), Roam (0), Engage.Melee (0)
14:14:00
SQ
-> Behavior picked: Attack.Default (67.4503)
14:14:00
SQ
* Orc Young: Using Cleave against Reinhold!
14:14:00
SQ
Orc Young uses skill Cleave
14:14:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Attack.Split (0), Defend (0), Charge (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.SplitShield (0), Flee (0), Attack.CrushArmor (0), Roam (0), Engage.Melee (0), Attack.Default (0)
14:14:00
SQ
-> Behavior picked: Idle (1)
14:14:01
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:14:01
SQ
* ---------------------------------------------------
14:14:06
SQ
[Hilmar] executes skill [Quick Shot] on target [Orc Young]
14:14:06
SQ
Hilmar uses skill Quick Shot
14:14:06
SQ
[Hilmar] executes skill [Quick Shot] on target [Orc Young]
14:14:06
SQ
Hilmar uses skill Quick Shot
14:14:07
SQ
Orc Young has died.
14:14:10
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Orc Young]
14:14:10
SQ
Lienhard the Bear uses skill Quick Shot
14:14:11
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Orc Young]
14:14:11
SQ
Lienhard the Bear uses skill Quick Shot
14:14:11
SQ
*
14:14:11
SQ
* Orc Young: Starting turn.
14:14:12
SQ
-> Behaviors to pick from:
Defend.Shieldwall (317.599)(*), Attack.Default (72.7344), Attack.SplitShield (67.9091), Idle (1), Defend.Knockback (0), Charge (0), Defend (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Roam (0), Engage.Melee (0), Attack.KnockOut (0), Flee (0)
14:14:12
SQ
-> Behavior picked: Defend.Shieldwall (317.599)
14:14:12
SQ
* Orc Young: Using Shieldwall!
14:14:12
SQ
Orc Young uses skill Shieldwall
14:14:12
SQ
-> Behaviors to pick from:
Attack.Default (72.3479)(*), Attack.SplitShield (64.8261)(*), Idle (1), Defend.Knockback (0), Engage.Melee (0), Charge (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), Roam (0), Flee (0), Defend (0), Attack.Swing (0), Defend.Shieldwall (0)
14:14:12
SQ
-> Behavior picked: Attack.Default (72.3479)
14:14:13
SQ
* Orc Young: Using Chop against Reinhold!
14:14:13
SQ
Orc Young uses skill Chop
14:14:13
SQ
-> Behaviors to pick from:
Idle (1)(*), Charge (0), Attack.KnockOut (0), Engage.Melee (0), Defend (0), Attack.Split (0), Defend.Knockback (0), Attack.CrushArmor (0), Roam (0), Flee (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Default (0)
14:14:13
SQ
-> Behavior picked: Idle (1)
14:14:14
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:14:14
SQ
* ---------------------------------------------------
14:14:19
SQ
Skill [Stunned] removed from [Reinhold].
14:14:19
UI
ERROR: Failed to update entity. Reason: Entity id: 2356118 not found.
14:14:19
UI
ERROR: Failed to update entity. Reason: Entity id: 2356118 not found.
14:14:23
SQ
INFO: Next round issued: 6
14:14:27
SQ
*
14:14:27
SQ
* Orc Young: Starting turn.
14:14:27
SQ
-> Behaviors to pick from:
Engage.Melee (175.9)(*), Idle (1), Defend (0.657393), Charge (0), Attack.KnockOut (0), Attack.Split (0), Roam (0), Attack.SplitShield (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Knockback (0)
14:14:27
SQ
-> Behavior picked: Engage.Melee (175.9)
14:14:28
SQ
* Orc Young: Engaging to melee range with Dietmar (not visible), accepted_distance=0
14:14:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Roam (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Charge (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Knockback (0), Engage.Melee (0)
14:14:28
SQ
-> Behavior picked: Idle (1)
14:14:28
SQ
* Orc Young: Ending Turn with 2 of 9 AP left.
14:14:28
SQ
* ---------------------------------------------------
14:14:36
SQ
Skill [Hidden] removed from [Reinhold].
14:14:39
SQ
[Rollo] executes skill [Slash] on target [Orc Young]
14:14:39
SQ
Rollo uses skill Slash
14:14:40
SQ
[Rollo] executes skill [Slash] on target [Orc Young]
14:14:40
SQ
Rollo uses skill Slash
14:14:40
SQ
*
14:14:40
SQ
* Orc Young: Starting turn.
14:14:41
SQ
-> Behaviors to pick from:
Engage.Melee (276.442)(*), Idle (1), Defend (0.177267), Defend.Knockback (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Flee (0), Defend.Shieldwall (0), Attack.KnockOut (0), Charge (0), Roam (0), Attack.Split (0)
14:14:41
SQ
-> Behavior picked: Engage.Melee (276.442)
14:14:41
SQ
* Orc Young: Engaging to melee range with Rollo (not visible), accepted_distance=0
14:14:41
SQ
-> Behaviors to pick from:
Engage.Melee (275)(*), Idle (1), Attack.Default (0), Attack.SplitShield (0), Defend (0), Roam (0), Attack.Split (0), Flee (0), Defend.Shieldwall (0), Attack.KnockOut (0), Charge (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Knockback (0)
14:14:41
SQ
-> Behavior picked: Engage.Melee (275)
14:14:41
SQ
* Orc Young: Engaging to melee range with Dietmar (not visible), accepted_distance=0
14:14:41
SQ
Skill [Hidden] removed from [Orc Young].
14:14:42
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.Split (0), Defend (0), Roam (0), Flee (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.KnockOut (0), Charge (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Knockback (0), Engage.Melee (0)
14:14:42
SQ
-> Behavior picked: Idle (1)
14:14:42
SQ
* Orc Young: Ending Turn with 2 of 9 AP left.
14:14:42
SQ
* ---------------------------------------------------
14:14:43
SQ
Skill [Riposte] removed from [Rollo].
14:14:44
SQ
[Rollo] executes skill [Slash] on target [Orc Young]
14:14:44
SQ
Rollo uses skill Slash
14:14:45
SQ
[Rollo] executes skill [Slash] on target [Orc Young]
14:14:45
SQ
Rollo uses skill Slash
14:14:46
SQ
[Reinhold] executes skill [Hammer] on target [Orc Young]
14:14:46
SQ
Reinhold uses skill Hammer
14:14:47
SQ
[Reinhold] executes skill [Hammer] on target [Orc Young]
14:14:47
SQ
Reinhold uses skill Hammer
14:14:48
SQ
[Hilmar] executes skill [Quick Shot] on target [Orc Young]
14:14:48
SQ
Hilmar uses skill Quick Shot
14:14:49
SQ
[Hilmar] executes skill [Quick Shot] on target [Orc Young]
14:14:49
SQ
Hilmar uses skill Quick Shot
14:14:53
UI
equip item: 55710381
14:14:54
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Orc Young]
14:14:54
SQ
Lienhard the Bear uses skill Quick Shot
14:14:59
SQ
Skill [Shieldwall] removed from [Orc Young].
14:14:59
SQ
*
14:14:59
SQ
* Orc Young: Starting turn.
14:14:59
SQ
-> Behaviors to pick from:
Defend.Shieldwall (152.619)(*), Attack.SplitShield (65.25)(*), Attack.Default (64.3173)(*), Idle (1), Defend (0), Attack.Split (0), Attack.KnockOut (0), Roam (0), Flee (0), Defend.Knockback (0), Attack.Swing (0), Attack.CrushArmor (0), Engage.Melee (0), Charge (0)
14:14:59
SQ
-> Behavior picked: Attack.SplitShield (65.25)
14:14:59
SQ
* Orc Young: Using Split Shield against Rollo!
14:14:59
SQ
Orc Young uses skill Split Shield
14:15:00
SQ
-> Behaviors to pick from:
Defend.Shieldwall (138.67)(*), Attack.Default (72.7247)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Flee (0), Defend.Knockback (0), Attack.Swing (0), Charge (0), Attack.KnockOut (0), Roam (0), Attack.SplitShield (0)
14:15:00
SQ
-> Behavior picked: Defend.Shieldwall (138.67)
14:15:00
SQ
* Orc Young: Using Shieldwall!
14:15:00
SQ
Orc Young uses skill Shieldwall
14:15:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.KnockOut (0), Flee (0), Defend (0), Defend.Knockback (0), Attack.Swing (0), Charge (0), Attack.Default (0), Roam (0), Attack.SplitShield (0), Defend.Shieldwall (0)
14:15:01
SQ
-> Behavior picked: Idle (1)
14:15:01
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:15:01
SQ
* ---------------------------------------------------
14:15:14
SQ
INFO: Next round issued: 7
14:15:20
SQ
*
14:15:20
SQ
* Orc Young: Starting turn.
14:15:20
SQ
-> Behaviors to pick from:
Engage.Melee (315.104)(*), Idle (1), Defend (0.189353), Attack.Split (0), Attack.SplitShield (0), Roam (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Swing (0), Defend.Shieldwall (0), Charge (0), Flee (0), Attack.KnockOut (0)
14:15:20
SQ
-> Behavior picked: Engage.Melee (315.104)
14:15:21
SQ
* Orc Young: Engaging to melee range with Dietmar (not visible), accepted_distance=0
14:15:22
SQ
-> Behaviors to pick from:
Engage.Melee (174.25)(*), Idle (1), Attack.SplitShield (0), Roam (0), Defend (0), Flee (0), Attack.KnockOut (0), Attack.Default (0), Attack.Swing (0), Defend.Shieldwall (0), Charge (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Split (0)
14:15:22
SQ
-> Behavior picked: Engage.Melee (174.25)
14:15:22
SQ
* Orc Young: Engaging to melee range with Alderich the Slow (visible), accepted_distance=0
14:15:22
SQ
Skill [Hidden] removed from [Orc Young].
14:15:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Attack.KnockOut (0), Defend (0), Flee (0), Attack.Default (0), Roam (0), Attack.Swing (0), Defend.Shieldwall (0), Charge (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0)
14:15:22
SQ
-> Behavior picked: Idle (1)
14:15:22
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:15:22
SQ
* ---------------------------------------------------
14:15:28
SQ
[Rollo] executes skill [Slash] on target [Orc Young]
14:15:28
SQ
Rollo uses skill Slash
14:15:28
SQ
Orc Young has died.
14:15:28
SQ
Skill [Shieldwall] removed from [Orc Young].
14:15:37
SQ
Skill [Bleeding] removed from [Reinhold].
14:15:43
SQ
*
14:15:43
SQ
* Orc Young: Starting turn.
14:15:43
SQ
-> Behaviors to pick from:
Engage.Melee (177)(*), Defend.Shieldwall (1.37024), Idle (1), Defend (0.875543), Roam (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.KnockOut (0), Charge (0), Flee (0), Attack.Split (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Default (0)
14:15:43
SQ
-> Behavior picked: Engage.Melee (177)
14:15:44
SQ
* Orc Young: Engaging to melee range with Rollo (not visible), accepted_distance=0
14:15:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Attack.CrushArmor (0), Roam (0), Defend.Knockback (0), Attack.KnockOut (0), Defend (0), Charge (0), Flee (0), Attack.Split (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Default (0), Engage.Melee (0)
14:15:45
SQ
-> Behavior picked: Idle (1)
14:15:45
SQ
* Orc Young: Ending Turn with 0 of 9 AP left.
14:15:45
SQ
* ---------------------------------------------------
14:15:54
UI
picking from ground
14:16:04
UI
equip item: 55551719
14:16:10
SQ
[Hilmar] executes skill [Quick Shot] on target [Orc Young]
14:16:10
SQ
Hilmar uses skill Quick Shot
14:16:33
SQ
INFO: Next round issued: 8
14:16:42
SQ
Skill [Hidden] removed from [Reinhold].
14:16:47
SQ
*
14:16:47
SQ
* Orc Young: Starting turn.
14:16:47
SQ
-> Behaviors to pick from:
Engage.Melee (163.308)(*), Idle (1), Defend (0.746435), Flee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), Defend.Shieldwall (0), Charge (0), Defend.Knockback (0), Attack.CrushArmor (0), Roam (0), Attack.Swing (0), Attack.SplitShield (0)
14:16:47
SQ
-> Behavior picked: Engage.Melee (163.308)
14:16:48
SQ
* Orc Young: Engaging to melee range with Kunold (not visible), accepted_distance=0
14:16:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.Split (0), Attack.Default (0), Attack.KnockOut (0), Defend.Shieldwall (0), Flee (0), Charge (0), Defend.Knockback (0), Attack.CrushArmor (0), Roam (0), Attack.Swing (0), Attack.SplitShield (0), Engage.Melee (0)
14:16:49
SQ
-> Behavior picked: Idle (1)
14:16:49
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:16:49
SQ
* ---------------------------------------------------
14:16:58
SQ
*
14:16:58
SQ
* Orc Young: Starting turn.
14:16:58
SQ
-> Behaviors to pick from:
Engage.Melee (179.444)(*), Defend.Shieldwall (1.51397), Idle (1), Defend (0.996841), Defend.Knockback (0), Attack.KnockOut (0), Attack.CrushArmor (0), Flee (0), Attack.Split (0), Attack.Default (0), Attack.SplitShield (0), Charge (0), Roam (0), Attack.Swing (0)
14:16:58
SQ
-> Behavior picked: Engage.Melee (179.444)
14:16:59
SQ
* Orc Young: Engaging to melee range with Rollo (not visible), accepted_distance=0
14:17:00
SQ
-> Behaviors to pick from:
Engage.Melee (173.529)(*), Idle (1), Defend.Knockback (0), Charge (0), Attack.KnockOut (0), Attack.CrushArmor (0), Flee (0), Attack.Split (0), Attack.Default (0), Attack.SplitShield (0), Defend (0), Roam (0), Attack.Swing (0), Defend.Shieldwall (0)
14:17:00
SQ
-> Behavior picked: Engage.Melee (173.529)
14:17:00
SQ
* Orc Young: Engaging to melee range with Reinhold (not visible), accepted_distance=0
14:17:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Flee (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Split (0), Charge (0), Attack.Default (0), Attack.SplitShield (0), Defend (0), Roam (0), Attack.Swing (0), Defend.Shieldwall (0), Engage.Melee (0)
14:17:00
SQ
-> Behavior picked: Idle (1)
14:17:00
SQ
* Orc Young: Ending Turn with 0 of 9 AP left.
14:17:00
SQ
* ---------------------------------------------------
14:17:29
SQ
Skill [Hidden] removed from [Reinhold].
14:17:35
SQ
INFO: Next round issued: 9
14:17:40
SQ
*
14:17:40
SQ
* Orc Young: Starting turn.
14:17:40
SQ
-> Behaviors to pick from:
Engage.Melee (238.715)(*), Idle (1), Defend (0.259991), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.CrushArmor (0), Roam (0), Attack.Swing (0), Flee (0), Charge (0), Attack.Default (0)
14:17:40
SQ
-> Behavior picked: Engage.Melee (238.715)
14:17:40
SQ
* Orc Young: Engaging to melee range with Lienhard the Bear (not visible), accepted_distance=0
14:17:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.CrushArmor (0), Roam (0), Attack.Swing (0), Flee (0), Charge (0), Attack.Default (0), Engage.Melee (0)
14:17:40
SQ
-> Behavior picked: Idle (1)
14:17:40
SQ
* Orc Young: Ending Turn with 5 of 9 AP left.
14:17:40
SQ
* ---------------------------------------------------
14:17:49
SQ
*
14:17:49
SQ
* Orc Young: Starting turn.
14:17:49
SQ
-> Behaviors to pick from:
Engage.Melee (173.333)(*), Defend.Shieldwall (5.4125), Defend (2.01991), Idle (1), Attack.CrushArmor (0), Attack.Split (0), Flee (0), Attack.SplitShield (0), Charge (0), Roam (0), Attack.Swing (0), Attack.Default (0), Attack.KnockOut (0), Defend.Knockback (0)
14:17:49
SQ
-> Behavior picked: Engage.Melee (173.333)
14:17:50
SQ
* Orc Young: Engaging to melee range with Tobjoern the Goatman (not visible), accepted_distance=0
14:17:51
SQ
-> Behaviors to pick from:
Engage.Melee (164.566)(*), Defend.Shieldwall (2.66311), Idle (1), Attack.CrushArmor (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Charge (0), Roam (0), Attack.Swing (0), Attack.Default (0), Defend.Knockback (0), Flee (0), Attack.SplitShield (0)
14:17:51
SQ
-> Behavior picked: Engage.Melee (164.566)
14:17:51
SQ
Orc Young uses skill Charge
14:17:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.KnockOut (0), Attack.Split (0), Defend.Knockback (0), Charge (0), Attack.CrushArmor (0), Roam (0), Attack.Swing (0), Attack.Default (0), Defend.Shieldwall (0), Flee (0), Attack.SplitShield (0), Engage.Melee (0)
14:17:52
SQ
-> Behavior picked: Idle (1)
14:17:52
SQ
* Orc Young: Ending Turn with 0 of 9 AP left.
14:17:52
SQ
* ---------------------------------------------------
14:17:54
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Orc Young]
14:17:54
SQ
Lienhard the Bear uses skill Quick Shot
14:17:55
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Orc Young]
14:17:55
SQ
Lienhard the Bear uses skill Quick Shot
14:17:56
SQ
[Hilmar] executes skill [Quick Shot] on target [Orc Young]
14:17:56
SQ
Hilmar uses skill Quick Shot
14:17:56
SQ
[Hilmar] executes skill [Quick Shot] on target [Orc Young]
14:17:56
SQ
Hilmar uses skill Quick Shot
14:17:56
SQ
Orc Young has died.
14:18:06
SQ
Skill [Stunned] removed from [Rollo].
14:18:06
SQ
INFO: Next round issued: 10
14:18:06
UI
ERROR: Failed to update entity. Reason: Entity id: 2356122 not found.
14:18:06
UI
ERROR: Failed to update entity. Reason: Entity id: 2356122 not found.
14:18:06
SQ
TurnSequenceBar::initNextTurn(Locked: true First: 0 Last: 6 Entities: 12)
14:18:39
Resource
Loading: music/orcs_02.music
14:18:39
Resource
Unloading: music/orcs_01.music
14:19:07
SQ
*
14:19:07
SQ
* Orc Young: Starting turn.
14:19:07
SQ
-> Behaviors to pick from:
Engage.Melee (168.75)(*), Defend (1.47794), Idle (1), Attack.Split (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Default (0), Roam (0), Attack.Swing (0), Flee (0), Charge (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
14:19:07
SQ
-> Behavior picked: Engage.Melee (168.75)
14:19:07
SQ
* Orc Young: Engaging to melee range with Lienhard the Bear (not visible), accepted_distance=0
14:19:07
SQ
Skill [Hidden] removed from [Orc Young].
14:19:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Attack.Default (0), Defend.Knockback (0), Attack.KnockOut (0), Roam (0), Attack.Split (0), Attack.Swing (0), Flee (0), Charge (0), Defend (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Engage.Melee (0)
14:19:08
SQ
-> Behavior picked: Idle (1)
14:19:08
SQ
* Orc Young: Ending Turn with 2 of 9 AP left.
14:19:08
SQ
* ---------------------------------------------------
14:19:18
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Orc Young]
14:19:18
SQ
Lienhard the Bear uses skill Quick Shot
14:19:22
SQ
[Hilmar] executes skill [Quick Shot] on target [Orc Young]
14:19:22
SQ
Hilmar uses skill Quick Shot
14:19:34
SQ
Skill [Hidden] removed from [Dietmar].
14:19:39
SQ
Skill [Hidden] removed from [Kunold].
14:19:41
SQ
INFO: Next round issued: 11
14:19:48
SQ
*
14:19:48
SQ
* Orc Young: Starting turn.
14:19:48
SQ
-> Behaviors to pick from:
Engage.Melee (185.938)(*), Idle (1), Defend (0.955138), Attack.KnockOut (0), Roam (0), Attack.Default (0), Defend.Shieldwall (0), Flee (0), Charge (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Knockback (0), Attack.SplitShield (0)
14:19:48
SQ
-> Behavior picked: Engage.Melee (185.938)
14:19:49
SQ
Orc Young uses skill Charge
14:19:50
SQ
-> Behaviors to pick from:
Attack.Default (46.2066)(*), Idle (1), Roam (0), Attack.Swing (0), Defend (0), Defend.Shieldwall (0), Flee (0), Charge (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.SplitShield (0), Engage.Melee (0)
14:19:50
SQ
-> Behavior picked: Attack.Default (46.2066)
14:19:50
SQ
* Orc Young: Using Bash against Kunold!
14:19:50
SQ
Orc Young uses skill Bash
14:19:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Flee (0), Defend (0), Defend.Shieldwall (0), Charge (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Default (0)
14:19:50
SQ
-> Behavior picked: Idle (1)
14:19:51
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:19:51
SQ
* ---------------------------------------------------
14:19:57
SQ
Skill [Hidden] removed from [Dietmar].
14:19:59
SQ
Skill [Stunned] removed from [Kunold].
14:19:59
UI
ERROR: Failed to update entity. Reason: Entity id: 2355954 not found.
14:19:59
UI
ERROR: Failed to update entity. Reason: Entity id: 2355954 not found.
14:20:03
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Orc Young]
14:20:03
SQ
Lienhard the Bear uses skill Quick Shot
14:20:08
SQ
[Hilmar] executes skill [Aimed Shot] on target [Orc Young]
14:20:08
SQ
Hilmar uses skill Aimed Shot
14:20:21
SQ
INFO: Next round issued: 12
14:20:25
SQ
[Reinhold] executes skill [Chop] on target [Orc Young]
14:20:25
SQ
Reinhold uses skill Chop
14:20:25
SQ
[Reinhold] executes skill [Chop] on target [Orc Young]
14:20:25
SQ
Reinhold uses skill Chop
14:20:31
SQ
[Kunold] executes skill [Chop] on target [Orc Young]
14:20:31
SQ
Kunold uses skill Chop
14:20:32
SQ
[Kunold] executes skill [Chop] on target [Orc Young]
14:20:32
SQ
Kunold uses skill Chop
14:20:32
SQ
Orc Young has died.
14:20:32
Resource
Unloading: gfx/orientation_overlay.png
14:20:32
SQ
Skill [Hidden] removed from [Hilmar].
14:20:32
SQ
Skill [Hidden] removed from [Lienhard the Bear].
14:20:32
SQ
Skill [Hidden] removed from [Rollo].
14:20:32
SQ
Skill [Dodge] removed from [Reinhold].
14:20:32
SQ
Skill [Dodge] removed from [Alderich the Slow].
14:20:36
Resource
Loading: music/victory_01.music
14:20:36
Resource
Unloading: music/orcs_02.music
14:20:39
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
14:20:39
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
14:20:39
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
14:20:39
SQ
World::onCombatFinished
14:20:39
SQ
TacticalState::onFinish
14:20:39
Resource
Unloading: gfx/entity_2.png
14:20:39
Resource
Unloading: gfx/object_0.png
14:20:39
Resource
Unloading Resource Package "Temporary Tactical Resources".
14:20:39
Resource
Unloading: sounds/enemies/orc_hurt_01.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_hurt_02.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_hurt_03.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_hurt_04.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_hurt_05.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_death_01.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_death_02.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_death_03.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_death_04.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_death_05.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_death_06.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_flee_03.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_flee_05.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_flee_06.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_idle_01.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_idle_02.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_idle_03.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_idle_04.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_idle_05.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_idle_06.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_charge_01.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_charge_02.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_charge_03.wav
14:20:39
Resource
Unloading: sounds/enemies/orc_charge_04.wav
14:20:39
Resource
Unloading: gfx/detail.png
14:20:39
UI
IngameMenuScreen::UNREGISTER
14:20:39
UI
MainMenuModule::UNREGISTER
14:20:39
UI
LoadCampaignMenuModule::UNREGISTER
14:20:39
UI
SaveCampaignMenuModule::UNREGISTER
14:20:39
UI
OptionsMenuModule::UNREGISTER
14:20:39
UI
OptionsMenuModuleVideoPanel::UNREGISTER
14:20:39
UI
OptionsMenuModuleVideoPanel::UNREGISTER
14:20:39
UI
OptionsMenuModuleControlsPanel::UNREGISTER
14:20:39
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
14:20:39
UI
TacticalFleeScreen::UNREGISTER
14:20:39
UI
CharacterScreen::UNREGISTER
14:20:39
UI
CharacterScreenLeftPanelModule::UNREGISTER
14:20:39
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
14:20:39
UI
CharacterScreenPaperdollModule::UNREGISTER
14:20:39
UI
CharacterScreenSkillsModule::UNREGISTER
14:20:39
UI
CharacterScreenStatsModule::UNREGISTER
14:20:39
UI
CharacterScreenRightPanelModule::UNREGISTER
14:20:39
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
14:20:39
UI
CharacterScreenInventoryListModule::UNREGISTER
14:20:39
UI
CharacterScreenPerksModule::UNREGISTER
14:20:39
UI
CharacterScreenBrothersListModule::UNREGISTER
14:20:39
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
14:20:39
UI
TacticalScreen::UNREGISTER
14:20:39
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
14:20:39
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
14:20:39
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
14:20:39
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
14:20:39
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
14:20:39
UI
TacticalCombatResultScreen::UNREGISTER
14:20:39
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
14:20:39
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
14:20:43
Resource
Loading: music/worldmap_06.music
14:20:43
Resource
Unloading: music/victory_01.music
14:22:11
UI
picking from ground
14:22:12
UI
ground shit
14:22:16
UI
picking from ground
14:22:18
UI
ground shit
14:23:30
Resource
Loading: music/worldmap_07.music
14:23:31
Resource
Unloading: music/worldmap_06.music
14:24:07
SQ
contract removed: contract.destroy_bandit_camp
14:24:08
SQ
contract removed: contract.errant
14:24:09
SQ
contract removed: contract.errant
14:24:10
SQ
contract removed: contract.escort_caravan
14:24:11
SQ
contract removed: contract.destroy_inactive_location
14:24:12
SQ
contract removed: contract.destroy_inactive_location
14:24:13
SQ
contract removed: contract.escort_caravan
14:24:14
SQ
contract removed: contract.discover_location
14:24:15
SQ
contract removed: contract.errant
14:24:16
SQ
contract removed: contract.errant
14:24:17
SQ
contract removed: contract.destroy_orc_camp
14:24:40
SQ
contract removed: contract.escort_caravan
14:24:41
SQ
contract removed: contract.errant
14:24:42
SQ
contract removed: contract.escort_caravan
14:24:43
SQ
contract removed: contract.destroy_inactive_location
14:24:44
SQ
contract removed: contract.errant
14:24:45
SQ
contract removed: contract.destroy_inactive_location
14:24:46
SQ
contract removed: contract.errant
14:24:47
SQ
contract removed: contract.escort_caravan
14:24:48
SQ
contract removed: contract.errant
14:24:49
SQ
contract removed: contract.destroy_inactive_location
14:24:50
SQ
contract removed: contract.errant
14:24:50
SQ
contract added: contract.errant
14:24:51
SQ
contract removed: contract.errant
14:24:52
SQ
contract removed: contract.escort_caravan
14:24:53
SQ
contract removed: contract.errant
14:24:54
SQ
contract removed: contract.destroy_inactive_location
14:24:55
SQ
contract added: contract.discover_location
14:24:56
SQ
Location entered: City of Dornen
14:25:00
Resource
Loading: music/city_01.music
14:25:00
Resource
Unloading: music/worldmap_07.music
14:26:44
SQ
contract added: contract.destroy_orc_camp
14:26:47
Resource
Loading: music/worldmap_03.music
14:26:48
Resource
Unloading: music/city_01.music
14:27:00
SQ
contract added: contract.destroy_inactive_location
14:27:05
SQ
contract added: contract.escort_caravan
14:27:06
SQ
contract added: contract.destroy_inactive_location
14:27:06
SQ
contract added: contract.errant
14:27:07
SQ
contract added: contract.destroy_bandit_camp
14:27:10
SQ
contract added: contract.escort_caravan
14:27:10
SQ
contract added: contract.errant
14:27:11
SQ
contract added: contract.destroy_inactive_location
14:27:12
SQ
contract added: contract.destroy_inactive_location
14:27:12
SQ
contract added: contract.escort_caravan
14:27:16
SQ
Location entered: Mortham Castle
14:27:20
Resource
Loading: music/stronghold_01.music
14:27:20
Resource
Unloading: music/worldmap_03.music
14:27:22
SQ
contract activated: contract.destroy_orc_camp
14:27:27
Resource
Loading: music/worldmap_06.music
14:27:27
Resource
Unloading: music/stronghold_01.music
14:27:53
SQ
contract added: contract.destroy_inactive_location
14:28:00
SQ
contract added: contract.errant
14:28:30
SQ
contract added: contract.errant
14:28:31
SQ
contract added: contract.errant
14:28:34
SQ
Location entered: Mortham Castle
14:28:39
Resource
Loading: music/stronghold_01.music
14:28:39
Resource
Unloading: music/worldmap_06.music
14:29:24
SQ
contract added: contract.errant
14:29:26
Resource
Loading: music/worldmap_05.music
14:29:26
Resource
Unloading: music/stronghold_01.music
14:29:31
SQ
contract added: contract.errant
14:30:02
SQ
Location entered: Heimwart Tower
14:30:02
UI
ERROR: Failed to query hire roster data. Reason: Invalid result.
14:30:06
Resource
Loading: music/stronghold_01.music
14:30:06
Resource
Unloading: music/worldmap_05.music
14:30:09
SQ
contract activated: contract.destroy_bandit_camp
14:30:14
Resource
Loading: music/worldmap_05.music
14:30:14
Resource
Unloading: music/stronghold_01.music
14:30:22
SQ
contract added: contract.errant
14:30:26
SQ
contract added: contract.errant
14:30:30
SQ
contract added: contract.destroy_inactive_location
14:30:54
SQ
contract added: contract.errant
14:30:54
SQ
contract added: contract.destroy_inactive_location
14:30:55
SQ
contract added: contract.errant
14:30:55
SQ
contract added: contract.errant
14:31:00
SQ
contract added: contract.destroy_inactive_location
14:31:02
SQ
contract added: contract.errant
14:31:18
SQ
contract added: contract.errant
14:31:37
SQ
contract added: contract.errant
14:31:49
SQ
Save campaign: autosave
14:31:50
Scene
Finished saving scene.
14:31:50
SQ
WorldState::onHide
14:31:50
UI
TacticalScreen::REGISTER
14:31:50
UI
TacticalScreenTurnSequenceBarModule::REGISTER
14:31:50
UI
TacticalScreenOrientationOverlayModule::REGISTER
14:31:50
UI
TacticalScreenTopbarEventLogModule::REGISTER
14:31:50
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
14:31:50
UI
TacticalScreenTopbarOptionsModule::REGISTER
14:31:50
Resource
Loading: gfx/object_0.png
14:31:50
Texture
Texture "gfx/object_0.png" took up approximately 2730kb in video memory.
14:31:50
Resource
Loading: gfx/detail.png
14:31:50
Texture
Texture "gfx/detail.png" took up approximately 5461kb in video memory.
14:31:50
Resource
Loading: gfx/orientation_overlay.png
14:31:50
Texture
Texture "gfx/orientation_overlay.png" took up approximately 512kb in video memory.
14:31:50
SQ
TACTICAL: STASH LOCKED: true
14:31:50
SQ
INFO: Next round issued: 1
14:31:50
Resource
Started loading Resource Package "Temporary Tactical Resources".
14:31:50
Resource
Loading: sounds/enemies/werewolf_death_01.wav
14:31:50
UI
CharacterScreen::REGISTER
14:31:50
UI
CharacterScreenLeftPanelModule::REGISTER
14:31:50
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
14:31:50
UI
CharacterScreenPaperdollModule::REGISTER
14:31:50
UI
CharacterScreenSkillsModule::REGISTER
14:31:50
UI
CharacterScreenStatsModule::REGISTER
14:31:50
UI
CharacterScreenRightPanelModule::REGISTER
14:31:50
UI
CharacterScreenRightPanelHeaderModule::REGISTER
14:31:50
UI
CharacterScreenInventoryListModule::REGISTER
14:31:50
UI
CharacterScreenPerksModule::REGISTER
14:31:50
UI
CharacterScreenBrothersListModule::REGISTER
14:31:50
UI
CharacterScreenBattleStartFooterModule::REGISTER
14:31:50
UI
TacticalFleeScreen::REGISTER
14:31:50
UI
IngameMenuScreen::REGISTER
14:31:50
UI
MainMenuModule::REGISTER
14:31:50
UI
LoadCampaignMenuModule::REGISTER
14:31:50
UI
SaveCampaignMenuModule::REGISTER
14:31:50
UI
OptionsMenuModule::REGISTER
14:31:50
UI
OptionsMenuModuleVideoPanel::REGISTER
14:31:50
UI
OptionsMenuModuleAudioPanel::REGISTER
14:31:50
UI
OptionsMenuModuleControlsPanel::REGISTER
14:31:50
UI
OptionsMenuModuleGameplayPanel::REGISTER
14:31:50
UI
TacticalCombatResultScreen::REGISTER
14:31:50
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
14:31:50
UI
TacticalCombatResultScreenLootPanel::REGISTER
14:31:50
Resource
Loading: sounds/enemies/werewolf_death_02.wav
14:31:50
Resource
Loading: sounds/enemies/werewolf_death_03.wav
14:31:50
Resource
Loading: sounds/enemies/werewolf_death_04.wav
14:31:50
Resource
Loading: sounds/enemies/werewolf_flee_01.wav
14:31:50
Resource
Loading: sounds/enemies/werewolf_flee_02.wav
14:31:50
Resource
Loading: sounds/combat/werewolf_claw_01.wav
14:31:50
Resource
Loading: sounds/combat/werewolf_claw_02.wav
14:31:50
Resource
Loading: sounds/combat/werewolf_claw_03.wav
14:31:50
Resource
Loading: sounds/combat/werewolf_claw_hit_01.wav
14:31:50
Resource
Loading: sounds/combat/werewolf_claw_hit_02.wav
14:31:50
Resource
Loading: sounds/combat/werewolf_claw_hit_03.wav
14:31:50
SQ
*
14:31:50
SQ
* Werewolf: Starting turn.
14:31:50
SQ
-> Behaviors to pick from:
Engage.Melee (91.9118)(*), Idle (1), Howl (0), Attack.Default (0), Flee (0), Roam (0)
14:31:50
SQ
-> Behavior picked: Engage.Melee (91.9118)
14:31:51
SQ
* Werewolf: Engaging to melee range with Reinhold (visible), accepted_distance=0
14:31:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Howl (0), Attack.Default (0), Flee (0), Roam (0), Engage.Melee (0)
14:31:53
SQ
-> Behavior picked: Idle (1)
14:31:53
SQ
* Werewolf: Ending Turn with 2 of 12 AP left.
14:31:53
SQ
* ---------------------------------------------------
14:31:53
SQ
*
14:31:53
SQ
* Werewolf: Starting turn.
14:31:53
SQ
-> Behaviors to pick from:
Engage.Melee (77.5)(*), Idle (1), Howl (0), Attack.Default (0), Flee (0), Roam (0)
14:31:53
SQ
-> Behavior picked: Engage.Melee (77.5)
14:31:53
SQ
* Werewolf: Engaging to melee range with Tobjoern the Goatman (not visible), accepted_distance=0
14:31:54
Resource
Loading: music/battle.music
14:31:54
Resource
Unloading: music/worldmap_05.music
14:31:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Howl (0), Attack.Default (0), Flee (0), Roam (0), Engage.Melee (0)
14:31:55
SQ
-> Behavior picked: Idle (1)
14:31:55
SQ
* Werewolf: Ending Turn with 2 of 12 AP left.
14:31:55
SQ
* ---------------------------------------------------
14:31:56
SQ
*
14:31:56
SQ
* Werewolf: Starting turn.
14:31:56
SQ
-> Behaviors to pick from:
Engage.Melee (74.6429)(*), Idle (1), Howl (0), Attack.Default (0), Flee (0), Roam (0)
14:31:56
SQ
-> Behavior picked: Engage.Melee (74.6429)
14:31:56
SQ
* Werewolf: Engaging to melee range with Alderich the Slow (not visible), accepted_distance=0
14:31:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Howl (0), Attack.Default (0), Flee (0), Roam (0), Engage.Melee (0)
14:31:59
SQ
-> Behavior picked: Idle (1)
14:31:59
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
14:31:59
SQ
* ---------------------------------------------------
14:31:59
SQ
*
14:31:59
SQ
* Werewolf: Starting turn.
14:31:59
SQ
-> Behaviors to pick from:
Engage.Melee (76.5)(*), Idle (1), Howl (0), Attack.Default (0), Flee (0), Roam (0)
14:31:59
SQ
-> Behavior picked: Engage.Melee (76.5)
14:31:59
SQ
* Werewolf: Engaging to melee range with Tobjoern the Goatman (not visible), accepted_distance=0
14:32:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Howl (0), Attack.Default (0), Flee (0), Roam (0), Engage.Melee (0)
14:32:01
SQ
-> Behavior picked: Idle (1)
14:32:01
SQ
* Werewolf: Ending Turn with 2 of 12 AP left.
14:32:01
SQ
* ---------------------------------------------------
14:32:02
SQ
*
14:32:02
SQ
* Werewolf: Starting turn.
14:32:02
SQ
-> Behaviors to pick from:
Engage.Melee (76.7045)(*), Idle (1), Howl (0), Attack.Default (0), Flee (0), Roam (0)
14:32:02
SQ
-> Behavior picked: Engage.Melee (76.7045)
14:32:02
SQ
* Werewolf: Engaging to melee range with Dietmar (not visible), accepted_distance=0
14:32:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Howl (0), Attack.Default (0), Flee (0), Roam (0), Engage.Melee (0)
14:32:04
SQ
-> Behavior picked: Idle (1)
14:32:04
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
14:32:04
SQ
* ---------------------------------------------------
14:32:04
SQ
*
14:32:04
SQ
* Werewolf: Starting turn.
14:32:04
SQ
-> Behaviors to pick from:
Engage.Melee (88.0682)(*), Idle (1), Howl (0), Attack.Default (0), Flee (0), Roam (0)
14:32:04
SQ
-> Behavior picked: Engage.Melee (88.0682)
14:32:05
SQ
* Werewolf: Engaging to melee range with Reinhold (visible), accepted_distance=0
14:32:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Howl (0), Attack.Default (0), Flee (0), Roam (0), Engage.Melee (0)
14:32:07
SQ
-> Behavior picked: Idle (1)
14:32:07
SQ
* Werewolf: Ending Turn with 2 of 12 AP left.
14:32:07
SQ
* ---------------------------------------------------
14:32:14
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Werewolf]
14:32:14
SQ
Lienhard the Bear uses skill Quick Shot
14:32:14
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Werewolf]
14:32:14
SQ
Lienhard the Bear uses skill Quick Shot
14:32:20
SQ
[Hilmar] executes skill [Quick Shot] on target [Werewolf]
14:32:20
SQ
Hilmar uses skill Quick Shot
14:32:20
SQ
[Hilmar] executes skill [Quick Shot] on target [Werewolf]
14:32:20
SQ
Hilmar uses skill Quick Shot
14:32:22
SQ
[Alderich the Slow] executes skill [Bash] on target [Werewolf]
14:32:22
SQ
Alderich the Slow uses skill Bash
14:32:23
SQ
[Alderich the Slow] executes skill [Knock Out] on target [Werewolf]
14:32:23
SQ
Alderich the Slow uses skill Knock Out
14:32:26
SQ
[Reinhold] executes skill [Chop] on target [Werewolf]
14:32:26
SQ
Reinhold uses skill Chop
14:32:31
SQ
[Tobjoern the Goatman] executes skill [Knock Back] on target [Werewolf]
14:32:31
SQ
Tobjoern the Goatman uses skill Knock Back
14:32:37
SQ
[Reinhold] executes skill [Hammer] on target [Werewolf]
14:32:37
SQ
Reinhold uses skill Hammer
14:32:38
SQ
[Reinhold] executes skill [Hammer] on target [Werewolf]
14:32:38
SQ
Reinhold uses skill Hammer
14:32:49
SQ
[Dietmar] executes skill [Chop] on target [Werewolf]
14:32:49
SQ
Dietmar uses skill Chop
14:32:49
SQ
[Dietmar] executes skill [Chop] on target [Werewolf]
14:32:49
SQ
Dietmar uses skill Chop
14:32:54
SQ
[Rollo] executes skill [Slash] on target [Werewolf]
14:32:54
SQ
Rollo uses skill Slash
14:32:54
SQ
TurnSequenceBar::setActionStateBySkillId(No Active Entity | Enemy)
14:32:59
SQ
[Kunold] executes skill [Chop] on target [Werewolf]
14:32:59
SQ
Kunold uses skill Chop
14:33:00
SQ
[Reinhold] executes skill [Thrust] on target [Werewolf]
14:33:00
SQ
Reinhold uses skill Thrust
14:33:01
SQ
[Reinhold] executes skill [Thrust] on target [Werewolf]
14:33:01
SQ
Reinhold uses skill Thrust
14:33:03
SQ
INFO: Next round issued: 2
14:33:04
SQ
*
14:33:04
SQ
* Werewolf: Starting turn.
14:33:04
SQ
-> Behaviors to pick from:
Engage.Melee (170.775)(*), Idle (1), Roam (0), Attack.Default (0), Flee (0), Howl (0)
14:33:04
SQ
-> Behavior picked: Engage.Melee (170.775)
14:33:05
SQ
* Werewolf: Engaging to melee range with Kunold (visible), accepted_distance=0
14:33:06
SQ
-> Behaviors to pick from:
Attack.Default (82.2035)(*), Engage.Melee (12.5), Idle (1), Flee (0), Howl (0), Roam (0)
14:33:06
SQ
-> Behavior picked: Attack.Default (82.2035)
14:33:06
SQ
* Werewolf: Using Werewolf Claws against Kunold!
14:33:06
SQ
Werewolf uses skill Werewolf Claws
14:33:06
SQ
-> Behaviors to pick from:
Attack.Default (57.5035)(*), Engage.Melee (12.5), Idle (1), Howl (0), Roam (0), Flee (0)
14:33:06
SQ
-> Behavior picked: Attack.Default (57.5035)
14:33:07
SQ
* Werewolf: Using Werewolf Claws against Kunold!
14:33:07
SQ
Werewolf uses skill Werewolf Claws
14:33:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Howl (0), Roam (0), Engage.Melee (0), Attack.Default (0)
14:33:07
SQ
-> Behavior picked: Idle (1)
14:33:08
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
14:33:08
SQ
* ---------------------------------------------------
14:33:08
SQ
*
14:33:08
SQ
* Werewolf: Starting turn.
14:33:09
SQ
-> Behaviors to pick from:
Engage.Melee (100.625)(*), Idle (1), Roam (0), Attack.Default (0), Flee (0), Howl (0)
14:33:09
SQ
-> Behavior picked: Engage.Melee (100.625)
14:33:09
SQ
* Werewolf: Engaging to melee range with Rollo (visible), accepted_distance=0
14:33:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), Flee (0), Howl (0), Engage.Melee (0)
14:33:11
SQ
-> Behavior picked: Idle (1)
14:33:11
SQ
* Werewolf: Ending Turn with 2 of 12 AP left.
14:33:11
SQ
* ---------------------------------------------------
14:33:11
SQ
*
14:33:11
SQ
* Werewolf: Starting turn.
14:33:11
SQ
-> Behaviors to pick from:
Attack.Default (94.8428)(*), Idle (1), Roam (0), Engage.Melee (0), Flee (0), Howl (0)
14:33:11
SQ
-> Behavior picked: Attack.Default (94.8428)
14:33:12
SQ
* Werewolf: Using Werewolf Claws against Tobjoern the Goatman!
14:33:12
SQ
Werewolf uses skill Werewolf Claws
14:33:12
SQ
-> Behaviors to pick from:
Attack.Default (90.9428)(*), Idle (1), Flee (0), Howl (0), Roam (0), Engage.Melee (0)
14:33:12
SQ
-> Behavior picked: Attack.Default (90.9428)
14:33:13
SQ
* Werewolf: Using Werewolf Claws against Tobjoern the Goatman!
14:33:13
SQ
Werewolf uses skill Werewolf Claws
14:33:13
SQ
-> Behaviors to pick from:
Attack.Default (76.3178)(*), Idle (1), Roam (0), Engage.Melee (0), Flee (0), Howl (0)
14:33:13
SQ
-> Behavior picked: Attack.Default (76.3178)
14:33:14
SQ
* Werewolf: Using Werewolf Claws against Tobjoern the Goatman!
14:33:14
SQ
Werewolf uses skill Werewolf Claws
14:33:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Engage.Melee (0), Flee (0), Howl (0), Attack.Default (0)
14:33:14
SQ
-> Behavior picked: Idle (1)
14:33:15
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
14:33:15
SQ
* ---------------------------------------------------
14:33:16
SQ
*
14:33:16
SQ
* Werewolf: Starting turn.
14:33:16
SQ
-> Behaviors to pick from:
Attack.Default (101.721)(*), Idle (1), Roam (0), Engage.Melee (0), Flee (0), Howl (0)
14:33:16
SQ
-> Behavior picked: Attack.Default (101.721)
14:33:17
SQ
* Werewolf: Using Werewolf Claws against Reinhold!
14:33:17
SQ
Werewolf uses skill Werewolf Claws
14:33:17
SQ
Skill [Dodge] removed from [Reinhold].
14:33:17
SQ
-> Behaviors to pick from:
Attack.Default (97.4428)(*), Idle (1), Flee (0), Howl (0), Roam (0), Engage.Melee (0)
14:33:17
SQ
-> Behavior picked: Attack.Default (97.4428)
14:33:18
SQ
* Werewolf: Using Werewolf Claws against Tobjoern the Goatman!
14:33:18
SQ
Werewolf uses skill Werewolf Claws
14:33:18
SQ
-> Behaviors to pick from:
Attack.Default (98.4178)(*), Idle (1), Roam (0), Engage.Melee (0), Flee (0), Howl (0)
14:33:18
SQ
-> Behavior picked: Attack.Default (98.4178)
14:33:19
SQ
* Werewolf: Using Werewolf Claws against Tobjoern the Goatman!
14:33:19
SQ
Werewolf uses skill Werewolf Claws
14:33:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Engage.Melee (0), Flee (0), Howl (0), Attack.Default (0)
14:33:19
SQ
-> Behavior picked: Idle (1)
14:33:20
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
14:33:20
SQ
* ---------------------------------------------------
14:33:20
SQ
*
14:33:20
SQ
* Werewolf: Starting turn.
14:33:21
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Roam (0), Engage.Melee (0), Attack.Default (0), Howl (0)
14:33:21
SQ
-> Behavior picked: Flee (9000)
14:33:21
SQ
* Werewolf: Fleeing.
14:33:21
SQ
Werewolf has died.
14:33:21
SQ
TurnSequenceBar::initNextTurn(Locked: true First: 4 Last: 10 Entities: 16)
14:33:22
Script
VM collected 10 object(s) and deleted them.
14:33:22
SQ
*
14:33:22
SQ
* Werewolf: Starting turn.
14:33:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Flee (0), Roam (0), Engage.Melee (0), Howl (0)
14:33:22
SQ
-> Behavior picked: Idle (1)
14:33:23
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
14:33:23
SQ
* ---------------------------------------------------
14:33:23
SQ
Skill [Stunned] removed from [Werewolf].
14:33:23
UI
ERROR: Failed to update entity. Reason: Entity id: 2737315 not found.
14:33:23
UI
ERROR: Failed to update entity. Reason: Entity id: 2737315 not found.
14:33:25
SQ
[Reinhold] executes skill [Chop] on target [Werewolf]
14:33:25
SQ
Reinhold uses skill Chop
14:33:26
SQ
[Reinhold] executes skill [Chop] on target [Werewolf]
14:33:26
SQ
Reinhold uses skill Chop
14:33:32
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Werewolf]
14:33:32
SQ
Lienhard the Bear uses skill Quick Shot
14:33:33
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Werewolf]
14:33:33
SQ
Lienhard the Bear uses skill Quick Shot
14:33:34
SQ
[Rollo] executes skill [Thrust] on target [Werewolf]
14:33:34
SQ
Rollo uses skill Thrust
14:33:35
SQ
[Rollo] executes skill [Thrust] on target [Werewolf]
14:33:35
SQ
Rollo uses skill Thrust
14:33:38
SQ
[Hilmar] executes skill [Quick Shot] on target [Werewolf]
14:33:38
SQ
Hilmar uses skill Quick Shot
14:33:38
SQ
[Hilmar] executes skill [Quick Shot] on target [Werewolf]
14:33:38
SQ
Hilmar uses skill Quick Shot
14:33:41
SQ
[Tobjoern the Goatman] executes skill [Thrust] on target [Werewolf]
14:33:41
SQ
Tobjoern the Goatman uses skill Thrust
14:33:41
SQ
[Tobjoern the Goatman] executes skill [Thrust] on target [Werewolf]
14:33:41
SQ
Tobjoern the Goatman uses skill Thrust
14:33:44
SQ
[Rollo] executes skill [Slash] on target [Werewolf]
14:33:44
SQ
Rollo uses skill Slash
14:33:44
SQ
[Rollo] executes skill [Slash] on target [Werewolf]
14:33:44
SQ
Rollo uses skill Slash
14:33:46
SQ
[Reinhold] executes skill [Hammer] on target [Werewolf]
14:33:46
SQ
Reinhold uses skill Hammer
14:33:47
SQ
[Reinhold] executes skill [Hammer] on target [Werewolf]
14:33:47
SQ
Reinhold uses skill Hammer
14:33:50
SQ
[Kunold] executes skill [Chop] on target [Werewolf]
14:33:50
SQ
Kunold uses skill Chop
14:33:51
SQ
[Kunold] executes skill [Chop] on target [Werewolf]
14:33:51
SQ
Kunold uses skill Chop
14:33:53
SQ
[Alderich the Slow] executes skill [Bash] on target [Werewolf]
14:33:53
SQ
Alderich the Slow uses skill Bash
14:33:54
SQ
[Alderich the Slow] executes skill [Bash] on target [Werewolf]
14:33:54
SQ
Alderich the Slow uses skill Bash
14:33:54
SQ
Werewolf has died.
14:33:56
SQ
[Dietmar] executes skill [Chop] on target [Werewolf]
14:33:56
SQ
Dietmar uses skill Chop
14:33:57
SQ
[Dietmar] executes skill [Chop] on target [Werewolf]
14:33:57
SQ
Dietmar uses skill Chop
14:34:02
SQ
[Reinhold] executes skill [Knock Back] on target [Werewolf]
14:34:02
SQ
Reinhold uses skill Knock Back
14:34:03
SQ
INFO: Next round issued: 3
14:34:04
SQ
*
14:34:04
SQ
* Werewolf: Starting turn.
14:34:04
SQ
-> Behaviors to pick from:
Attack.Default (72.409)(*), Idle (1), Howl (0), Engage.Melee (0), Flee (0), Roam (0)
14:34:04
SQ
-> Behavior picked: Attack.Default (72.409)
14:34:05
SQ
* Werewolf: Using Werewolf Claws against Rollo!
14:34:05
SQ
Werewolf uses skill Werewolf Claws
14:34:05
SQ
-> Behaviors to pick from:
Attack.Default (77.609)(*), Idle (1), Flee (0), Roam (0), Howl (0), Engage.Melee (0)
14:34:05
SQ
-> Behavior picked: Attack.Default (77.609)
14:34:06
SQ
* Werewolf: Using Werewolf Claws against Rollo!
14:34:06
SQ
Werewolf uses skill Werewolf Claws
14:34:06
SQ
-> Behaviors to pick from:
Attack.Default (89.309)(*), Idle (1), Howl (0), Engage.Melee (0), Flee (0), Roam (0)
14:34:06
SQ
-> Behavior picked: Attack.Default (89.309)
14:34:07
SQ
* Werewolf: Using Werewolf Claws against Rollo!
14:34:07
SQ
Werewolf uses skill Werewolf Claws
14:34:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Howl (0), Engage.Melee (0), Flee (0), Roam (0), Attack.Default (0)
14:34:07
SQ
-> Behavior picked: Idle (1)
14:34:08
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
14:34:08
SQ
* ---------------------------------------------------
14:34:08
SQ
*
14:34:08
SQ
* Werewolf: Starting turn.
14:34:09
SQ
-> Behaviors to pick from:
Attack.Default (81.1928)(*), Idle (1), Howl (0), Engage.Melee (0), Flee (0), Roam (0)
14:34:09
SQ
-> Behavior picked: Attack.Default (81.1928)
14:34:09
SQ
* Werewolf: Using Werewolf Claws against Tobjoern the Goatman!
14:34:09
SQ
Werewolf uses skill Werewolf Claws
14:34:09
SQ
-> Behaviors to pick from:
Attack.Default (76.0286)(*), Idle (1), Flee (0), Roam (0), Howl (0), Engage.Melee (0)
14:34:09
SQ
-> Behavior picked: Attack.Default (76.0286)
14:34:10
SQ
* Werewolf: Using Werewolf Claws against Tobjoern the Goatman!
14:34:10
SQ
Werewolf uses skill Werewolf Claws
14:34:10
SQ
-> Behaviors to pick from:
Attack.Default (86.7536)(*), Idle (1), Howl (0), Engage.Melee (0), Flee (0), Roam (0)
14:34:10
SQ
-> Behavior picked: Attack.Default (86.7536)
14:34:11
SQ
* Werewolf: Using Werewolf Claws against Tobjoern the Goatman!
14:34:11
SQ
Werewolf uses skill Werewolf Claws
14:34:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Howl (0), Engage.Melee (0), Flee (0), Roam (0), Attack.Default (0)
14:34:11
SQ
-> Behavior picked: Idle (1)
14:34:12
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
14:34:12
SQ
* ---------------------------------------------------
14:34:13
SQ
*
14:34:13
SQ
* Werewolf: Starting turn.
14:34:13
SQ
-> Behaviors to pick from:
Attack.Default (81.9407)(*), Idle (1), Engage.Melee (0), Howl (0), Roam (0), Flee (0)
14:34:13
SQ
-> Behavior picked: Attack.Default (81.9407)
14:34:14
SQ
* Werewolf: Using Werewolf Claws against Reinhold!
14:34:14
SQ
Werewolf uses skill Werewolf Claws
14:34:14
SQ
-> Behaviors to pick from:
Attack.Default (71.8657)(*), Idle (1), Roam (0), Flee (0), Engage.Melee (0), Howl (0)
14:34:14
SQ
-> Behavior picked: Attack.Default (71.8657)
14:34:15
SQ
* Werewolf: Using Werewolf Claws against Reinhold!
14:34:15
SQ
Werewolf uses skill Werewolf Claws
14:34:15
SQ
-> Behaviors to pick from:
Attack.Default (75.3331)(*), Idle (1), Engage.Melee (0), Howl (0), Roam (0), Flee (0)
14:34:15
SQ
-> Behavior picked: Attack.Default (75.3331)
14:34:16
SQ
* Werewolf: Using Werewolf Claws against Reinhold!
14:34:16
SQ
Werewolf uses skill Werewolf Claws
14:34:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Howl (0), Roam (0), Flee (0), Attack.Default (0)
14:34:16
SQ
-> Behavior picked: Idle (1)
14:34:17
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
14:34:17
SQ
* ---------------------------------------------------
14:34:18
SQ
*
14:34:18
SQ
* Werewolf: Starting turn.
14:34:18
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Howl (0), Attack.Default (0), Engage.Melee (0), Roam (0)
14:34:18
SQ
-> Behavior picked: Flee (9000)
14:34:19
SQ
* Werewolf: Fleeing.
14:34:19
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Engage.Melee (0), Roam (0), Howl (0), Attack.Default (0)
14:34:19
SQ
-> Behavior picked: Flee (9000)
14:34:20
SQ
* Werewolf: Fleeing.
14:34:20
SQ
Werewolf has died.
14:34:20
SQ
TurnSequenceBar::initNextTurn(Locked: true First: 3 Last: 9 Entities: 14)
14:34:21
Script
VM collected 1 object(s) and deleted them.
14:34:27
SQ
[Lienhard the Bear] executes skill [Quick Shot] on target [Werewolf]
14:34:27
SQ
Lienhard the Bear uses skill Quick Shot
14:34:31
UI
equip item: 55707510
14:34:40
SQ
[Tobjoern the Goatman] executes skill [Thrust] on target [Werewolf]
14:34:40
SQ
Tobjoern the Goatman uses skill Thrust
14:34:40
SQ
[Tobjoern the Goatman] executes skill [Thrust] on target [Werewolf]
14:34:40
SQ
Tobjoern the Goatman uses skill Thrust
14:34:46
SQ
[Hilmar] executes skill [Aimed Shot] on target [Werewolf]
14:34:46
SQ
Hilmar uses skill Aimed Shot
14:34:49
SQ
[Rollo] executes skill [Slash] on target [Werewolf]
14:34:49
SQ
Rollo uses skill Slash
14:34:50
SQ
[Rollo] executes skill [Slash] on target [Werewolf]
14:34:50
SQ
Rollo uses skill Slash
14:34:58
SQ
[Reinhold] executes skill [Hammer] on target [Werewolf]
14:34:58
SQ
Reinhold uses skill Hammer
14:35:00
SQ
[Kunold] executes skill [Chop] on target [Werewolf]
14:35:00
SQ
Kunold uses skill Chop
14:35:01
SQ
[Kunold] executes skill [Chop] on target [Werewolf]
14:35:01
SQ
Kunold uses skill Chop
14:35:04
SQ
[Dietmar] executes skill [Chop] on target [Werewolf]
14:35:04
SQ
Dietmar uses skill Chop
14:35:07
SQ
[Reinhold] executes skill [Thrust] on target [Werewolf]
14:35:07
SQ
Reinhold uses skill Thrust
14:35:07
SQ
[Reinhold] executes skill [Thrust] on target [Werewolf]
14:35:07
SQ
Reinhold uses skill Thrust
14:35:07
SQ
INFO: Next round issued: 4
14:35:07
SQ
*
14:35:07
SQ
* Werewolf: Starting turn.
14:35:08
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Roam (0), Attack.Default (0), Engage.Melee (0), Howl (0)
14:35:08
SQ
-> Behavior picked: Flee (9000)
14:35:08
SQ
* Werewolf: Fleeing.
14:35:08
SQ
Werewolf has died.
14:35:08
SQ
TurnSequenceBar::initNextTurn(Locked: true First: 0 Last: 6 Entities: 13)
14:35:09
SQ
*
14:35:09
SQ
* Werewolf: Starting turn.
14:35:09
Script
VM collected 22 object(s) and deleted them.
14:35:09
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Roam (0), Attack.Default (0), Engage.Melee (0), Howl (0)
14:35:09
SQ
-> Behavior picked: Flee (9000)
14:35:10
SQ
* Werewolf: Fleeing.
14:35:10
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Engage.Melee (0), Howl (0), Roam (0), Attack.Default (0)
14:35:10
SQ
-> Behavior picked: Flee (9000)
14:35:11
SQ
* Werewolf: Fleeing.
14:35:11
SQ
Werewolf has died.
14:35:11
SQ
TurnSequenceBar::initNextTurn(Locked: true First: 0 Last: 6 Entities: 12)
14:35:12
SQ
*
14:35:12
SQ
* Werewolf: Starting turn.
14:35:12
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Howl (0), Roam (0), Attack.Default (0), Engage.Melee (0)
14:35:12
SQ
-> Behavior picked: Flee (9000)
14:35:12
Script
VM collected 1 object(s) and deleted them.
14:35:12
SQ
* Werewolf: Fleeing.
14:35:12
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.Default (0), Engage.Melee (0), Howl (0), Roam (0)
14:35:12
SQ
-> Behavior picked: Flee (9000)
14:35:13
SQ
* Werewolf: Fleeing.
14:35:13
SQ
Werewolf has died.
14:35:13
Resource
Unloading: gfx/orientation_overlay.png
14:35:13
SQ
Skill [Dodge] removed from [Dietmar].
14:35:13
SQ
Skill [Dodge] removed from [Alderich the Slow].
14:35:13
UI
ERROR: Failed to update entity. Reason: Entity id: 2355953 not found.
14:35:14
Script
VM collected 22 object(s) and deleted them.
14:35:17
Resource
Loading: music/victory_01.music
14:35:17
Resource
Unloading: music/battle.music
14:35:22
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
14:35:22
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
14:35:22
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
14:35:22
SQ
World::onCombatFinished
14:35:22
SQ
TacticalState::onFinish
14:35:22
Resource
Unloading: gfx/object_0.png
14:35:22
Resource
Unloading: gfx/detail.png
14:35:22
Resource
Unloading Resource Package "Temporary Tactical Resources".
14:35:22
Resource
Unloading: sounds/enemies/werewolf_death_01.wav
14:35:22
Resource
Unloading: sounds/enemies/werewolf_death_02.wav
14:35:22
Resource
Unloading: sounds/enemies/werewolf_death_03.wav
14:35:22
Resource
Unloading: sounds/enemies/werewolf_death_04.wav
14:35:22
Resource
Unloading: sounds/enemies/werewolf_flee_01.wav
14:35:22
Resource
Unloading: sounds/enemies/werewolf_flee_02.wav
14:35:22
Resource
Unloading: sounds/combat/werewolf_claw_01.wav
14:35:22
Resource
Unloading: sounds/combat/werewolf_claw_02.wav
14:35:22
Resource
Unloading: sounds/combat/werewolf_claw_03.wav
14:35:22
Resource
Unloading: sounds/combat/werewolf_claw_hit_01.wav
14:35:22
Resource
Unloading: sounds/combat/werewolf_claw_hit_02.wav
14:35:22
Resource
Unloading: sounds/combat/werewolf_claw_hit_03.wav
14:35:22
UI
IngameMenuScreen::UNREGISTER
14:35:22
UI
MainMenuModule::UNREGISTER
14:35:22
UI
LoadCampaignMenuModule::UNREGISTER
14:35:22
UI
SaveCampaignMenuModule::UNREGISTER
14:35:22
UI
OptionsMenuModule::UNREGISTER
14:35:22
UI
OptionsMenuModuleVideoPanel::UNREGISTER
14:35:22
UI
OptionsMenuModuleVideoPanel::UNREGISTER
14:35:22
UI
OptionsMenuModuleControlsPanel::UNREGISTER
14:35:22
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
14:35:22
UI
TacticalFleeScreen::UNREGISTER
14:35:22
UI
CharacterScreen::UNREGISTER
14:35:22
UI
CharacterScreenLeftPanelModule::UNREGISTER
14:35:22
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
14:35:22
UI
CharacterScreenPaperdollModule::UNREGISTER
14:35:22
UI
CharacterScreenSkillsModule::UNREGISTER
14:35:22
UI
CharacterScreenStatsModule::UNREGISTER
14:35:22
UI
CharacterScreenRightPanelModule::UNREGISTER
14:35:22
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
14:35:22
UI
CharacterScreenInventoryListModule::UNREGISTER
14:35:22
UI
CharacterScreenPerksModule::UNREGISTER
14:35:22
UI
CharacterScreenBrothersListModule::UNREGISTER
14:35:22
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
14:35:22
UI
TacticalScreen::UNREGISTER
14:35:22
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
14:35:22
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
14:35:22
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
14:35:22
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
14:35:22
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
14:35:22
UI
TacticalCombatResultScreen::UNREGISTER
14:35:22
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
14:35:22
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
14:35:26
Resource
Loading: music/worldmap_06.music
14:35:26
Resource
Unloading: music/victory_01.music
14:36:52
SQ
Save campaign: autosave
14:36:53
Scene
Finished saving scene.
14:36:53
SQ
WorldState::onHide
14:36:53
UI
TacticalScreen::REGISTER
14:36:53
UI
TacticalScreenTurnSequenceBarModule::REGISTER
14:36:53
UI
TacticalScreenOrientationOverlayModule::REGISTER
14:36:53
UI
TacticalScreenTopbarEventLogModule::REGISTER
14:36:53
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
14:36:53
UI
TacticalScreenTopbarOptionsModule::REGISTER
14:36:53
Resource
Loading: gfx/object_0.png
14:36:53
Texture
Texture "gfx/object_0.png" took up approximately 2730kb in video memory.
14:36:53
Resource
Loading: gfx/detail.png
14:36:53
Texture
Texture "gfx/detail.png" took up approximately 5461kb in video memory.
14:36:53
Resource
Loading: gfx/orientation_overlay.png
14:36:53
Texture
Texture "gfx/orientation_overlay.png" took up approximately 512kb in video memory.
14:36:53
Resource
Loading: sounds/atmosphere/forest_01.wav
14:36:53
Resource
Unloading: sounds/atmosphere/rain_02.wav
14:36:53
SQ
TACTICAL: STASH LOCKED: true
14:36:53
SQ
INFO: Next round issued: 1
14:36:53
Resource
Started loading Resource Package "Temporary Tactical Resources".
14:36:53
UI
CharacterScreen::REGISTER
14:36:53
UI
CharacterScreenLeftPanelModule::REGISTER
14:36:53
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
14:36:53
UI
CharacterScreenPaperdollModule::REGISTER
14:36:53
UI
CharacterScreenSkillsModule::REGISTER
14:36:53
UI
CharacterScreenStatsModule::REGISTER
14:36:53
UI
CharacterScreenRightPanelModule::REGISTER
14:36:53
UI
CharacterScreenRightPanelHeaderModule::REGISTER
14:36:53
UI
CharacterScreenInventoryListModule::REGISTER
14:36:53
UI
CharacterScreenPerksModule::REGISTER
14:36:53
UI
CharacterScreenBrothersListModule::REGISTER
14:36:53
UI
CharacterScreenBattleStartFooterModule::REGISTER
14:36:53
UI
TacticalFleeScreen::REGISTER
14:36:53
UI
IngameMenuScreen::REGISTER
14:36:53
UI
MainMenuModule::REGISTER
14:36:53
UI
LoadCampaignMenuModule::REGISTER
14:36:53
UI
SaveCampaignMenuModule::REGISTER
14:36:53
UI
OptionsMenuModule::REGISTER
14:36:53
UI
OptionsMenuModuleVideoPanel::REGISTER
14:36:53
UI
OptionsMenuModuleAudioPanel::REGISTER
14:36:53
UI
OptionsMenuModuleControlsPanel::REGISTER
14:36:53
UI
OptionsMenuModuleGameplayPanel::REGISTER
14:36:53
UI
TacticalCombatResultScreen::REGISTER
14:36:53
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
14:36:53
UI
TacticalCombatResultScreenLootPanel::REGISTER
14:36:57
Resource
Loading: music/battle.music
14:36:57
Resource
Unloading: music/worldmap_06.music
14:36:59
UI
equip item: 55708918
14:37:09
SQ
*
14:37:09
SQ
* Bandit Marksman: Starting turn.
14:37:09
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), 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)
14:37:09
SQ
-> Behavior picked: Engage.Ranged (25)
14:37:09
SQ
* Bandit Marksman: Waiting until others have moved!
14:37:15
SQ
*
14:37:15
SQ
* Bandit Thug: Starting turn.
14:37:15
SQ
-> Behaviors to pick from:
Defend (297.405)(*), Engage.Melee (38.5837), 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)
14:37:15
SQ
-> Behavior picked: Defend (297.405)
14:37:16
SQ
* Bandit Thug: Going for defensive position.
14:37:17
SQ
-> Behaviors to pick from:
Defend (155.875)(*), Idle (1), Defend.Rotation (0), Attack.Default (0), Roam (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Flee (0), Engage.Melee (0)
14:37:17
SQ
-> Behavior picked: Defend (155.875)
14:37:17
SQ
* Bandit Thug: Holding defensive position.
14:37:17
SQ
-> Behaviors to pick from:
Idle (50)(*), Defend.Rotation (0), Attack.SplitShield (0), Roam (0), Attack.KnockOut (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Default (0), Engage.Melee (0), Defend (0)
14:37:17
SQ
-> Behavior picked: Idle (50)
14:37:17
SQ
* Bandit Thug: Ending Turn with 6 of 9 AP left.
14:37:17
SQ
* ---------------------------------------------------
14:37:18
SQ
*
14:37:18
SQ
* Bandit Thug: Starting turn.
14:37:18
SQ
-> Behaviors to pick from:
Defend (95.625)(*), Engage.Melee (41.3397)(*), 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)
14:37:18
SQ
-> Behavior picked: Engage.Melee (41.3397)
14:37:19
SQ
* Bandit Thug: Engaging to melee range with Tobjoern the Goatman (visible), accepted_distance=0
14:37:20
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), Engage.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0), Defend (0)
14:37:20
SQ
-> Behavior picked: Idle (1)
14:37:20
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
14:37:20
SQ
* ---------------------------------------------------
14:37:21
SQ
*
14:37:21
SQ
* Bandit Thug: Starting turn.
14:37:21
SQ
-> Behaviors to pick from:
Engage.Melee (84.15)(*), Defend (22.3604)(*), 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)
14:37:21
SQ
-> Behavior picked: Engage.Melee (84.15)
14:37:21
SQ
* Bandit Thug: Engaging to melee range with Tobjoern the Goatman (visible), accepted_distance=0
14:37:22
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)
14:37:22
SQ
-> Behavior picked: Idle (1)
14:37:22
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
14:37:22
SQ
* ---------------------------------------------------
14:37:23
SQ
*
14:37:23
SQ
* Bandit Thug: Starting turn.
14:37:23
SQ
-> Behaviors to pick from:
Defend (68.0625)(*), Engage.Melee (34.9091)(*), 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)
14:37:23
SQ
-> Behavior picked: Engage.Melee (34.9091)
14:37:24
SQ
* Bandit Thug: Engaging to melee range with Alderich the Slow (visible), accepted_distance=0
14:37:25
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), Engage.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0), Defend (0)
14:37:25
SQ
-> Behavior picked: Idle (1)
14:37:25
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
14:37:25
SQ
* ---------------------------------------------------
14:37:26
SQ
*
14:37:26
SQ
* Bandit Thug: Starting turn.
14:37:26
SQ
-> Behaviors to pick from:
Engage.Melee (45.3636)(*), Defend (12.4331)(*), 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)
14:37:26
SQ
-> Behavior picked: Defend (12.4331)
14:37:27
SQ
* Bandit Thug: Holding defensive position.
14:37:27
SQ
-> Behaviors to pick from:
Idle (50)(*), 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)
14:37:27
SQ
-> Behavior picked: Idle (50)
14:37:27
SQ
* Bandit Thug: Ending Turn with 9 of 9 AP left.
14:37:27
SQ
* ---------------------------------------------------
14:37:34
SQ
[Rollo] executes skill [Thrust] on target [Bandit Thug]
14:37:34
SQ
Rollo uses skill Thrust
14:37:38
SQ
[Dietmar] executes skill [Chop] on target [Bandit Thug]
14:37:38
SQ
Dietmar uses skill Chop
14:37:55
SQ
[Hilmar] executes skill [Quick Shot] on target [Bandit Thug]
14:37:55
SQ
Hilmar uses skill Quick Shot
14:37:55
SQ
[Hilmar] executes skill [Quick Shot] on target [Bandit Thug]
14:37:55
SQ
Hilmar uses skill Quick Shot
14:37:57
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
14:37:57
SQ
-> Behaviors to pick from:
Engage.Ranged (200)(*), Attack.Bow (24.9953), Idle (1), Defend (0), Flee (0), Roam (0), Attack.Default (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Puncture (0), SwitchTo.Ranged (0)
14:37:57
SQ
-> Behavior picked: Engage.Ranged (200)
14:37:57
SQ
* Bandit Marksman: Engaging into firing range over 4 tiles at Lienhard the Bear (not visible)
14:37:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), Flee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Bow (0), Engage.Ranged (0)
14:37:58
SQ
-> Behavior picked: Idle (1)
14:37:58
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
14:37:58
SQ
* ---------------------------------------------------
14:38:02
SQ
[Alderich the Slow] executes skill [Bash] on target [Bandit Thug]
14:38:02
SQ
Alderich the Slow uses skill Bash
14:38:06
SQ
[Reinhold] executes skill [Chop] on target [Bandit Thug]
14:38:06
SQ
Reinhold uses skill Chop
14:38:15
SQ
[Reinhold] executes skill [Hammer] on target [Bandit Thug]
14:38:15
SQ
Reinhold uses skill Hammer
14:38:15
SQ
INFO: Next round issued: 2
14:38:21
SQ
*
14:38:21
SQ
* Bandit Marksman: Starting turn.
14:38:21
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
14:38:21
SQ
-> Behaviors to pick from:
Engage.Ranged (466.667)(*), Attack.Bow (147.506)(*), Idle (1), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Default (0), Defend (0), Attack.Puncture (0), Defend.Rotation (0), Flee (0), Roam (0)
14:38:21
SQ
-> Behavior picked: Engage.Ranged (466.667)
14:38:22
SQ
* Bandit Marksman: Engaging into firing range over 2 tiles at Lienhard the Bear (visible)
14:38:23
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
14:38:23
SQ
-> Behaviors to pick from:
Attack.Bow (42.178)(*), Idle (1), SwitchTo.Melee (0), Roam (0), Attack.Default (0), Defend (0), Attack.Puncture (0), Defend.Rotation (0), Flee (0), SwitchTo.Ranged (0), Engage.Ranged (0)
14:38:23
SQ
-> Behavior picked: Attack.Bow (42.178)
14:38:23
SQ
* Bandit Marksman: Using Quick Shot against Tobjoern the Goatman!
14:38:23
SQ
Bandit Marksman uses skill Quick Shot
14:38:24
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Default (0), Defend (0), Defend.Rotation (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0)
14:38:24
SQ
-> Behavior picked: Idle (1)
14:38:24
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
14:38:24
SQ
* ---------------------------------------------------
14:38:31
SQ
[Tobjoern the Goatman] executes skill [Shieldwall] on target [Tobjoern the Goatman]
14:38:31
SQ
Tobjoern the Goatman uses skill Shieldwall
14:38:32
SQ
*
14:38:32
SQ
* Bandit Thug: Starting turn.
14:38:32
SQ
-> Behaviors to pick from:
Engage.Melee (137.5)(*), Defend (12.6102), Idle (1), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Spearwall (0), Flee (0), Attack.Default (0), Attack.CrushArmor (0), Roam (0), Defend.Rotation (0)
14:38:32
SQ
-> Behavior picked: Engage.Melee (137.5)
14:38:33
SQ
* Bandit Thug: Engaging to melee range with Reinhold (visible), accepted_distance=0
14:38:34
SQ
-> Behaviors to pick from:
Engage.Melee (101.69)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), Flee (0), Attack.Default (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Rotation (0), Defend (0)
14:38:34
SQ
-> Behavior picked: Engage.Melee (101.69)
14:38:34
SQ
* Bandit Thug: Engaging to melee range with Reinhold (visible), accepted_distance=0
14:38:34
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), Flee (0), Attack.Default (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Spearwall (0), Defend (0), Engage.Melee (0)
14:38:34
SQ
-> Behavior picked: Idle (1)
14:38:34
SQ
* Bandit Thug: Ending Turn with 0 of 9 AP left.
14:38:34
SQ
* ---------------------------------------------------
14:38:38
SQ
[Alderich the Slow] executes skill [Bash] on target [Bandit Thug]
14:38:38
SQ
Alderich the Slow uses skill Bash
14:38:38
SQ
[Alderich the Slow] executes skill [Knock Out] on target [Bandit Thug]
14:38:38
SQ
Alderich the Slow uses skill Knock Out
14:38:38
SQ
Bandit Thug has died.
14:38:38
Script Error
the index 'getSkills' does not exist
Function:
onUpdateProperties -> scripts/items/armor/armor.nut : 203
Variables:
staminaMult = 1, _properties = Table, this = Table
Function:
onUpdate -> scripts/skills/items/generic_item.nut : 43
Variables:
_properties = Table, this = Table
Function:
update -> scripts/skills/skill_container.nut : 232
Variables:
skill = Table, @INDEX@ = 0, current = Table, this = Table
Function:
add -> scripts/skills/skill_container.nut : 50
Variables:
_order = 0, _skill = Table, this = Table
Function:
onUse -> scripts/skills/actives/knock_out.nut : 129
Variables:
target = Table, success = True, _targetTile = Instance, _user = Instance, this = Table
Function:
executeEntitySkill -> scripts/states/tactical_state.nut : 988
Variables:
skill = Table, _targetTile = Instance, _activeEntity = Table, this = Table
Function:
setActionStateByMouseEvent -> scripts/states/tactical_state.nut : 704
Variables:
tile = Instance, activeEntity = Table, _mouseEvent = Instance, this = Table
14:38:38
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:38:44
SQ
*
14:38:44
SQ
* Bandit Thug: Starting turn.
14:38:44
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:38:45
SQ
-> Behaviors to pick from:
Engage.Melee (150)(*), Idle (1), Defend (0.62449), Attack.Default (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Flee (0), Defend.Spearwall (0), Defend.Rotation (0), Roam (0)
14:38:45
SQ
-> Behavior picked: Engage.Melee (150)
14:38:45
SQ
* Bandit Thug: Engaging to melee range with Reinhold (visible), accepted_distance=0
14:38:45
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:38:46
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0), Roam (0), Engage.Melee (0)
14:38:46
SQ
-> Behavior picked: Idle (1)
14:38:46
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
14:38:46
SQ
* ---------------------------------------------------
14:38:47
SQ
*
14:38:47
SQ
* Bandit Thug: Starting turn.
14:38:47
SQ
-> Behaviors to pick from:
Engage.Melee (138.958)(*), Idle (1), Defend (0.257812), Attack.Default (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Flee (0), Defend.Spearwall (0), Defend.Rotation (0), Roam (0)
14:38:47
SQ
-> Behavior picked: Engage.Melee (138.958)
14:38:48
SQ
* Bandit Thug: Engaging to melee range with Reinhold (visible), accepted_distance=0
14:38:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0), Roam (0), Engage.Melee (0)
14:38:49
SQ
-> Behavior picked: Idle (1)
14:38:49
SQ
* Bandit Thug: Ending Turn with 2 of 9 AP left.
14:38:49
SQ
* ---------------------------------------------------
14:38:51
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:38:53
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:38:53
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:38:54
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:38:54
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:38:55
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:38:55
SQ
[Hilmar] executes skill [Quick Shot] on target [Bandit Thug]
14:38:55
SQ
Hilmar uses skill Quick Shot
14:38:55
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:38:55
SQ
Bandit Thug has died.
14:38:58
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:38:58
SQ
[Hilmar] executes skill [Quick Shot] on target [Bandit Thug]
14:38:58
SQ
Hilmar uses skill Quick Shot
14:38:58
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:38:59
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:38:59
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:00
SQ
[Reinhold] executes skill [Hammer] on target [Bandit Thug]
14:39:00
SQ
Reinhold uses skill Hammer
14:39:00
SQ
Bandit Thug has died.
14:39:07
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:07
SQ
[Kunold] executes skill [Chop] on target [Bandit Thug]
14:39:07
SQ
Kunold uses skill Chop
14:39:07
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:08
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:08
SQ
[Rollo] executes skill [Slash] on target [Bandit Thug]
14:39:08
SQ
Rollo uses skill Slash
14:39:08
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:09
SQ
[Rollo] executes skill [Slash] on target [Bandit Thug]
14:39:09
SQ
Rollo uses skill Slash
14:39:09
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:14
SQ
[Reinhold] executes skill [Thrust] on target [Bandit Thug]
14:39:14
SQ
Reinhold uses skill Thrust
14:39:14
SQ
Bandit Thug has died.
14:39:16
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:17
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:17
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:19
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:19
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:19
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:19
SQ
[Dietmar] executes skill [Chop] on target [Bandit Thug]
14:39:19
SQ
Dietmar uses skill Chop
14:39:20
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:22
SQ
INFO: Next round issued: 3
14:39:35
SQ
*
14:39:35
SQ
* Bandit Marksman: Starting turn.
14:39:35
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
14:39:35
SQ
-> Behaviors to pick from:
Engage.Ranged (288.889)(*), Attack.Bow (172.323)(*), Idle (1), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0), SwitchTo.Melee (0)
14:39:35
SQ
-> Behavior picked: Engage.Ranged (288.889)
14:39:36
SQ
* Bandit Marksman: Engaging into firing range over 3 tiles at Lienhard the Bear (visible)
14:39:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Roam (0), Defend.Rotation (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0), Flee (0), Attack.Default (0), Attack.Bow (0), Engage.Ranged (0)
14:39:37
SQ
-> Behavior picked: Idle (1)
14:39:37
SQ
* Bandit Marksman: Ending Turn with 2 of 9 AP left.
14:39:37
SQ
* ---------------------------------------------------
14:39:44
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:44
SQ
[Reinhold] executes skill [Hammer] on target [Bandit Thug]
14:39:44
SQ
Reinhold uses skill Hammer
14:39:44
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:46
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:47
SQ
*
14:39:47
SQ
* Bandit Thug: Starting turn.
14:39:47
SQ
-> Behaviors to pick from:
Attack.Default (51.7588)(*), Idle (1), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Flee (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Defend.Rotation (0), Roam (0), Attack.Decapitate (0), Attack.Swing (0), Engage.Melee (0), Defend (0)
14:39:47
SQ
-> Behavior picked: Attack.Default (51.7588)
14:39:47
SQ
* Bandit Thug: Using Slash against Reinhold!
14:39:47
SQ
Bandit Thug uses skill Slash
14:39:48
SQ
-> Behaviors to pick from:
Attack.Default (51.5886)(*), Idle (1), Defend.Knockback (0), Flee (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Defend (0), Defend.Spearwall (0)
14:39:48
SQ
-> Behavior picked: Attack.Default (51.5886)
14:39:48
SQ
* Bandit Thug: Using Slash against Reinhold!
14:39:48
SQ
Bandit Thug uses skill Slash
14:39:48
SQ
Skill [Dodge] removed from [Reinhold].
14:39:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Attack.Decapitate (0), Attack.KnockOut (0), Roam (0), Attack.SplitShield (0), Defend (0), Attack.Split (0), Defend.Riposte (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Swing (0), Engage.Melee (0), Defend.Shieldwall (0), Flee (0), Defend.Spearwall (0), Attack.Default (0)
14:39:49
SQ
-> Behavior picked: Idle (1)
14:39:49
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
14:39:49
SQ
* ---------------------------------------------------
14:39:50
SQ
Skill [Shieldwall] removed from [Tobjoern the Goatman].
14:39:56
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:57
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:39:57
SQ
[Tobjoern the Goatman] executes skill [Shieldwall] on target [Tobjoern the Goatman]
14:39:57
SQ
Tobjoern the Goatman uses skill Shieldwall
14:40:03
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:40:03
SQ
[Hilmar] executes skill [Quick Shot] on target [Bandit Thug]
14:40:03
SQ
Hilmar uses skill Quick Shot
14:40:04
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:40:04
SQ
Bandit Thug has died.
14:40:17
SQ
INFO: Next round issued: 4
14:40:21
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:40:21
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:40:21
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:40:22
SQ
*
14:40:22
SQ
* Bandit Marksman: Starting turn.
14:40:22
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Idle (1), Attack.Bow (0), SwitchTo.Ranged (0), Roam (0), Defend (0), Flee (0), Attack.Default (0), Defend.Rotation (0), Engage.Ranged (0), Attack.Puncture (0)
14:40:22
SQ
-> Behavior picked: SwitchTo.Melee (100)
14:40:23
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:40:23
SQ
* Bandit Marksman: Switching to melee weapon!
14:40:23
SQ
-> Behaviors to pick from:
Attack.Default (57.3769)(*), Attack.Puncture (36.5528)(*), Idle (1), Roam (0), Defend (0), Attack.Bow (0), Flee (0), Defend.Rotation (0), Engage.Ranged (0), SwitchTo.Ranged (0), SwitchTo.Melee (0)
14:40:23
SQ
-> Behavior picked: Attack.Default (57.3769)
14:40:23
SQ
* Bandit Marksman: Using Stab against Lienhard the Bear!
14:40:23
SQ
Bandit Marksman uses skill Stab
14:40:23
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Bow (0), Flee (0), Defend (0), SwitchTo.Melee (0), Defend.Rotation (0), Roam (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Default (0)
14:40:23
SQ
-> Behavior picked: Idle (1)
14:40:24
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
14:40:24
SQ
* ---------------------------------------------------
14:40:44
SQ
Skill [Shieldwall] removed from [Tobjoern the Goatman].
14:40:49
SQ
INFO: Next round issued: 5
14:40:51
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:40:51
SQ
[Lienhard the Bear] executes skill [Bash] on target [Bandit Marksman]
14:40:51
SQ
Lienhard the Bear uses skill Bash
14:40:51
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:40:52
SQ
[Lienhard the Bear] executes skill [Knock Out] on target [Bandit Marksman]
14:40:52
SQ
Lienhard the Bear uses skill Knock Out
14:40:52
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:40:52
SQ
*
14:40:52
SQ
* Bandit Marksman: Starting turn.
14:40:52
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:40:52
SQ
-> Behaviors to pick from:
Attack.Default (57.3769)(*), Attack.Puncture (36.5528)(*), Idle (1), SwitchTo.Melee (0), Defend.Rotation (0), Flee (0), Roam (0), SwitchTo.Ranged (0), Engage.Ranged (0), Defend (0), Attack.Bow (0)
14:40:52
SQ
-> Behavior picked: Attack.Puncture (36.5528)
14:40:53
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:40:53
SQ
* Bandit Marksman: Using Puncture against Lienhard the Bear!
14:40:53
SQ
Bandit Marksman uses skill Puncture
14:40:53
SQ
-> Behaviors to pick from:
Attack.Default (60.98)(*), Attack.Puncture (58.0236)(*), Idle (1), Defend.Rotation (0), Attack.Bow (0), Flee (0), Roam (0), Engage.Ranged (0), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0)
14:40:53
SQ
-> Behavior picked: Attack.Puncture (58.0236)
14:40:54
SQ
* Bandit Marksman: Using Puncture against Lienhard the Bear!
14:40:54
SQ
Bandit Marksman uses skill Puncture
14:40:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Roam (0), Attack.Bow (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend.Rotation (0), Defend (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Default (0)
14:40:54
SQ
-> Behavior picked: Idle (1)
14:40:55
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
14:40:55
SQ
* ---------------------------------------------------
14:41:11
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:21
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:25
SQ
INFO: Next round issued: 6
14:41:32
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:32
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:33
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:33
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:40
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:40
SQ
[Rollo] executes skill [Thrust] on target [Bandit Marksman]
14:41:40
SQ
Rollo uses skill Thrust
14:41:40
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:42
SQ
[Lienhard the Bear] executes skill [Knock Out] on target [Bandit Marksman]
14:41:42
SQ
Lienhard the Bear uses skill Knock Out
14:41:42
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:42
SQ
[Lienhard the Bear] executes skill [Knock Out] on target [Bandit Marksman]
14:41:42
SQ
Lienhard the Bear uses skill Knock Out
14:41:42
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:42
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:44
SQ
[Dietmar] executes skill [Chop] on target [Bandit Marksman]
14:41:44
SQ
Dietmar uses skill Chop
14:41:44
SQ
[Dietmar] executes skill [Chop] on target [Bandit Marksman]
14:41:44
SQ
Dietmar uses skill Chop
14:41:44
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:44
SQ
*
14:41:44
SQ
* Bandit Marksman: Starting turn.
14:41:45
SQ
-> Behaviors to pick from:
Attack.Puncture (175.96)(*), Attack.Default (64.0033)(*), Idle (1), SwitchTo.Melee (0), Engage.Ranged (0), Roam (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend (0), Attack.Bow (0), Flee (0)
14:41:45
SQ
-> Behavior picked: Attack.Puncture (175.96)
14:41:45
SQ
* Bandit Marksman: Using Puncture against Lienhard the Bear!
14:41:45
SQ
Bandit Marksman uses skill Puncture
14:41:45
SQ
-> Behaviors to pick from:
Attack.Puncture (165.546)(*), Attack.Default (64.0033)(*), Idle (1), Engage.Ranged (0), Flee (0), Roam (0), Defend.Rotation (0), Defend (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0)
14:41:45
SQ
-> Behavior picked: Attack.Puncture (165.546)
14:41:46
SQ
* Bandit Marksman: Using Puncture against Lienhard the Bear!
14:41:46
SQ
Bandit Marksman uses skill Puncture
14:41:46
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Rotation (0), Flee (0), SwitchTo.Melee (0), Defend (0), Engage.Ranged (0), Attack.Bow (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0)
14:41:46
SQ
-> Behavior picked: Idle (1)
14:41:47
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:47
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
14:41:47
SQ
* ---------------------------------------------------
14:41:48
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:48
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:48
SQ
TurnSequenceBar::setActionStateBySkillId(No Active Entity | Enemy)
14:41:48
SQ
TurnSequenceBar::setActionStateBySkillId(No Active Entity | Enemy)
14:41:48
SQ
[Kunold] executes skill [Chop] on target [Bandit Marksman]
14:41:48
SQ
Kunold uses skill Chop
14:41:49
SQ
[Kunold] executes skill [Chop] on target [Bandit Marksman]
14:41:49
SQ
Kunold uses skill Chop
14:41:49
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:49
SQ
TurnSequenceBar::setActionStateBySkillId(No Active Entity | Enemy)
14:41:49
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:49
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:49
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:52
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:54
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:54
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:54
Script Error
the index '1' does not exist
Function:
onQueryEntityTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 180
Variables:
_data = Array, this = Table
14:41:55
SQ
[Reinhold] executes skill [Thrust] on target [Bandit Marksman]
14:41:55
SQ
Reinhold uses skill Thrust
14:41:55
SQ
Bandit Marksman has died.
14:41:55
Resource
Unloading: gfx/orientation_overlay.png
14:41:55
SQ
Skill [Hidden] removed from [Lienhard the Bear].
14:41:55
SQ
Skill [Dodge] removed from [Reinhold].
14:41:55
SQ
Skill [Dodge] removed from [Dietmar].
14:41:55
SQ
Skill [Hidden] removed from [Rollo].
14:41:55
SQ
Skill [Dodge] removed from [Alderich the Slow].
14:41:56
Script Error
the index '0' does not exist
Function:
onQueryItemList -> scripts/ui/screens/tactical/tactical_combat_result_screen.nut : 285
Variables:
_data = Array, this = Table
14:41:56
Script Error
the index '0' does not exist
Function:
onQueryItemList -> scripts/ui/screens/tactical/tactical_combat_result_screen.nut : 285
Variables:
_data = Array, this = Table
14:41:57
Script Error
the index '2' does not exist
Function:
onQueryUIElementTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 217
Variables:
_data = Array, this = Table
14:41:59
Resource
Loading: music/victory_01.music
14:41:59
Resource
Unloading: music/battle.music
14:42:02
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
14:42:02
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
14:42:02
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
14:42:02
SQ
World::onCombatFinished
14:42:02
SQ
TacticalState::onFinish
14:42:02
Resource
Unloading: gfx/object_0.png
14:42:02
Resource
Unloading: gfx/detail.png
14:42:02
Resource
Unloading Resource Package "Temporary Tactical Resources".
14:42:02
UI
IngameMenuScreen::UNREGISTER
14:42:02
UI
MainMenuModule::UNREGISTER
14:42:02
UI
LoadCampaignMenuModule::UNREGISTER
14:42:02
UI
SaveCampaignMenuModule::UNREGISTER
14:42:02
UI
OptionsMenuModule::UNREGISTER
14:42:02
UI
OptionsMenuModuleVideoPanel::UNREGISTER
14:42:02
UI
OptionsMenuModuleVideoPanel::UNREGISTER
14:42:02
UI
OptionsMenuModuleControlsPanel::UNREGISTER
14:42:02
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
14:42:02
UI
TacticalFleeScreen::UNREGISTER
14:42:02
UI
CharacterScreen::UNREGISTER
14:42:02
UI
CharacterScreenLeftPanelModule::UNREGISTER
14:42:02
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
14:42:02
UI
CharacterScreenPaperdollModule::UNREGISTER
14:42:02
UI
CharacterScreenSkillsModule::UNREGISTER
14:42:02
UI
CharacterScreenStatsModule::UNREGISTER
14:42:02
UI
CharacterScreenRightPanelModule::UNREGISTER
14:42:02
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
14:42:02
UI
CharacterScreenInventoryListModule::UNREGISTER
14:42:02
UI
CharacterScreenPerksModule::UNREGISTER
14:42:02
UI
CharacterScreenBrothersListModule::UNREGISTER
14:42:02
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
14:42:02
UI
TacticalScreen::UNREGISTER
14:42:02
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
14:42:02
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
14:42:02
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
14:42:02
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
14:42:02
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
14:42:02
UI
TacticalCombatResultScreen::UNREGISTER
14:42:02
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
14:42:02
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
14:42:04
Script Error
the index '2' does not exist
Function:
onQueryUIElementTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 217
Variables:
_data = Array, this = Table
14:42:04
Script Error
the index '2' does not exist
Function:
onQueryUIElementTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 217
Variables:
_data = Array, this = Table
14:42:06
Resource
Loading: music/worldmap_07.music
14:42:06
Resource
Unloading: music/victory_01.music
14:42:14
Script Error
the index '1' does not exist
Function:
onQueryStatusEffectTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 204
Variables:
_data = Array, this = Table
14:42:18
Script Error
the index '2' does not exist
Function:
onQueryUIElementTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 217
Variables:
_data = Array, this = Table
14:42:23
Script Error
the index '1' does not exist
Function:
onQueryUIPerkTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 242
Variables:
_data = Array, this = Table
14:42:24
Script Error
the index '1' does not exist
Function:
onQueryUIPerkTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 242
Variables:
_data = Array, this = Table
14:42:25
Script Error
the index '1' does not exist
Function:
onQueryUIPerkTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 242
Variables:
_data = Array, this = Table
14:42:29
Script Error
the index '1' does not exist
Function:
onQueryUIPerkTooltipData -> scripts/ui/screens/tooltip/modules/tooltip.nut : 242
Variables:
_data = Array, this = Table
14:42:29
Script Error
the index '0' does not exist
Function:
general_onQueryPerkInformation -> scripts/ui/screens/character/character_screen.nut : 793
Variables:
_data = Array, this = Table
14:42:29
UI
Type error: " Cannot use 'in' operator to search for 'id' in undefined"