Battle Brothers - Early Access - Build: 0.4.0.36
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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/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
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_flee_screen.cnut" loaded successfully.
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Script file "scripts/ui/screens/tooltip/tooltip_screen.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/dialogs/world_screen_combat_dialog_module.cnut" loaded successfully.
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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
17:03:29
Renderer
Device: GeForce GTX 670/PCIe/SSE2
17:03:29
Renderer
Version: 4.5.0 NVIDIA 350.12
17:03:29
Renderer
Shader Version: 4.50 NVIDIA
17:03:29
Renderer
Framebuffer Support: Yes
17:03:29
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".
17:03:29
UI
Screen "RootScreen" successfully registered.
17:03:29
UI
Screen "ConsoleScreen" successfully registered.
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UI
Screen "LoadingScreen" successfully registered.
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UI
Screen "TooltipScreen" successfully registered.
17:03:30
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.
17:03:31
UI
Screen "WorldCharacterScreen" successfully registered.
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UI
Screen "TacticalCharacterScreen" successfully registered.
17:03:31
SQ
Map Template: tactical.patch.bones (Script: scripts/mapgen/templates/tactical/patches/patch_bones) registered.
17:03:31
SQ
Map Template: tactical.patch.clearing (Script: scripts/mapgen/templates/tactical/patches/patch_clearing) registered.
17:03:31
SQ
Map Template: tactical.patch.clearing_leveled (Script: scripts/mapgen/templates/tactical/patches/patch_clearing_leveled) registered.
17:03:31
SQ
Map Template: tactical.patch.forest (Script: scripts/mapgen/templates/tactical/patches/patch_forest) registered.
17:03:31
SQ
Map Template: tactical.patch.forest_fern_sea (Script: scripts/mapgen/templates/tactical/patches/patch_forest_fern_sea) registered.
17:03:31
SQ
Map Template: tactical.patch.forest_mushrooms (Script: scripts/mapgen/templates/tactical/patches/patch_forest_mushrooms) registered.
17:03:31
SQ
Map Template: tactical.patch.hill (Script: scripts/mapgen/templates/tactical/patches/patch_hill) registered.
17:03:31
SQ
Map Template: tactical.patch.hill_forest (Script: scripts/mapgen/templates/tactical/patches/patch_hill_forest) registered.
17:03:31
SQ
Map Template: tactical.patch.marshland (Script: scripts/mapgen/templates/tactical/patches/patch_marshland) registered.
17:03:31
SQ
Map Template: tactical.patch.mound (Script: scripts/mapgen/templates/tactical/patches/patch_mound) registered.
17:03:31
SQ
Map Template: tactical.patch.ritual_site (Script: scripts/mapgen/templates/tactical/patches/patch_ritual_site) registered.
17:03:31
SQ
Map Template: tactical.patch.stone_circle (Script: scripts/mapgen/templates/tactical/patches/patch_stone_circle) registered.
17:03:31
SQ
Map Template: tactical.patch.stone_sea (Script: scripts/mapgen/templates/tactical/patches/patch_stone_sea) registered.
17:03:31
SQ
Map Template: tactical.forest (Script: scripts/mapgen/templates/tactical/tactical_forest) registered.
17:03:31
SQ
Map Template: tactical.forest_leaves (Script: scripts/mapgen/templates/tactical/tactical_forest_leaves) registered.
17:03:31
SQ
Map Template: tactical.plains (Script: scripts/mapgen/templates/tactical/tactical_plains) registered.
17:03:31
SQ
Map Template: tactical.swamp (Script: scripts/mapgen/templates/tactical/tactical_swamp) registered.
17:03:31
SQ
Map Template: tactical.canyon (Script: scripts/mapgen/templates/tactical/test/template_canyon) registered.
17:03:31
SQ
Map Template: tactical.clear_hill (Script: scripts/mapgen/templates/tactical/test/template_clear_hill) registered.
17:03:31
SQ
Map Template: tactical.combat_basics (Script: scripts/mapgen/templates/tactical/test/template_combat_basics) registered.
17:03:31
SQ
Map Template: tactical.defend_the_hill (Script: scripts/mapgen/templates/tactical/test/template_defend_the_hill) registered.
17:03:31
SQ
Map Template: tactical.swipe (Script: scripts/mapgen/templates/tactical/test/template_swipe) registered.
17:03:31
SQ
Map Template: tactical.test_clearing (Script: scripts/mapgen/templates/tactical/test/test_clearing) registered.
17:03:31
SQ
Map Template: tactical.test_dry_marshland (Script: scripts/mapgen/templates/tactical/test/test_dry_marshland) registered.
17:03:31
SQ
Map Template: tactical.test_forest (Script: scripts/mapgen/templates/tactical/test/test_forest) registered.
17:03:31
SQ
Map Template: tactical.test_hill (Script: scripts/mapgen/templates/tactical/test/test_hill) registered.
17:03:31
SQ
Map Template: tactical.test_hunting_grounds (Script: scripts/mapgen/templates/tactical/test/test_hunting_grounds) registered.
17:03:31
SQ
Map Template: tactical.test_marshland (Script: scripts/mapgen/templates/tactical/test/test_marshland) registered.
17:03:31
SQ
Map Template: tactical.test_plains (Script: scripts/mapgen/templates/tactical/test/test_plains) registered.
17:03:31
SQ
Map Template: tactical.test_plains_clearing (Script: scripts/mapgen/templates/tactical/test/test_plains_clearing) registered.
17:03:31
SQ
Map Template: tactical.test_plains_clearing_leveled (Script: scripts/mapgen/templates/tactical/test/test_plains_clearing_leveled) registered.
17:03:31
SQ
Map Template: tactical.test_road (Script: scripts/mapgen/templates/tactical/test/test_road) registered.
17:03:31
SQ
Map Template: tactical.test_template (Script: scripts/mapgen/templates/tactical/test/test_template) registered.
17:03:31
SQ
Map Template: tactical.tile.earth (Script: scripts/mapgen/templates/tactical/tiles/earth) registered.
17:03:31
SQ
Map Template: tactical.tile.forest (Script: scripts/mapgen/templates/tactical/tiles/forest) registered.
17:03:31
SQ
Map Template: tactical.tile.grass (Script: scripts/mapgen/templates/tactical/tiles/grass) registered.
17:03:31
SQ
Map Template: tactical.tile.grass_forest (Script: scripts/mapgen/templates/tactical/tiles/grass_forest) registered.
17:03:31
SQ
Map Template: tactical.tile.road (Script: scripts/mapgen/templates/tactical/tiles/road) registered.
17:03:31
SQ
Map Template: tactical.tile.swamp (Script: scripts/mapgen/templates/tactical/tiles/swamp) registered.
17:03:31
SQ
Map Template: world.tile.badlands (Script: scripts/mapgen/templates/world/tiles/tile_badlands) registered.
17:03:31
SQ
Map Template: world.tile.farmland (Script: scripts/mapgen/templates/world/tiles/tile_farmland) registered.
17:03:31
SQ
Map Template: world.tile.forest (Script: scripts/mapgen/templates/world/tiles/tile_forest) registered.
17:03:31
SQ
Map Template: world.tile.forest_leaves (Script: scripts/mapgen/templates/world/tiles/tile_forest_leaves) registered.
17:03:31
SQ
Map Template: world.tile.heath (Script: scripts/mapgen/templates/world/tiles/tile_heath) registered.
17:03:31
SQ
Map Template: world.tile.highlands (Script: scripts/mapgen/templates/world/tiles/tile_highlands) registered.
17:03:31
SQ
Map Template: world.tile.hills (Script: scripts/mapgen/templates/world/tiles/tile_hills) registered.
17:03:31
SQ
Map Template: world.tile.marshland (Script: scripts/mapgen/templates/world/tiles/tile_marshland) registered.
17:03:31
SQ
Map Template: world.tile.mountains (Script: scripts/mapgen/templates/world/tiles/tile_mountains) registered.
17:03:31
SQ
Map Template: world.tile.plains (Script: scripts/mapgen/templates/world/tiles/tile_plains) registered.
17:03:31
SQ
Map Template: world.tile.snow (Script: scripts/mapgen/templates/world/tiles/tile_snow) registered.
17:03:31
SQ
Map Template: world.tile.swamp (Script: scripts/mapgen/templates/world/tiles/tile_swamp) registered.
17:03:31
SQ
Map Template: world.worldmap_generator (Script: scripts/mapgen/templates/world/worldmap_generator) registered.
17:03:31
SQ
RootState::onShow()
17:03:31
Resource
Parsed Resource Package "preload/on_running.txt" with 213 items.
17:03:31
Resource
Started loading Resource Package "preload/on_running.txt".
17:03:31
Resource
Loading: gfx/entity_0.png
17:03:31
UI
RootScreen::REGISTER
17:03:31
UI
RootScreenVersionModule::REGISTER
17:03:31
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
17:03:31
UI
LoadingScreen::REGISTER
17:03:31
UI
TooltipScreen::REGISTER
17:03:31
Texture
Texture "gfx/entity_icons.png" took up approximately 5461kb in video memory.
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Resource
Loading: gfx/effects_0.png
17:03:31
UI
MainMenuScreen::REGISTER
17:03:31
UI
MainMenuModule::REGISTER
17:03:31
UI
LoadCampaignMenuModule::REGISTER
17:03:31
UI
NewCampaignMenuModule::REGISTER
17:03:31
UI
ScenarioMenuModule::REGISTER
17:03:31
UI
OptionsMenuModule::REGISTER
17:03:31
UI
OptionsMenuModuleVideoPanel::REGISTER
17:03:31
UI
OptionsMenuModuleAudioPanel::REGISTER
17:03:31
UI
OptionsMenuModuleControlsPanel::REGISTER
17:03:31
UI
OptionsMenuModuleGameplayPanel::REGISTER
17:03:31
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
17:03:31
Texture
Texture "gfx/world_entity_0.png" took up approximately 10922kb in video memory.
17:03:31
Resource
Loading: sounds/body_fall_1.ogg
17:03:31
Resource
Loading: sounds/shield_broken.ogg
17:03:31
Resource
Loading: sounds/combat/aimed_shot_01.wav
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Resource
Loading: sounds/combat/aimed_shot_02.wav
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Resource
Loading: sounds/combat/aimed_shot_03.wav
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Resource
Loading: sounds/combat/armor_chainmail_impact_01.wav
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Loading: sounds/combat/armor_halfplate_impact_01.wav
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Loading: sounds/combat/armor_leather_impact_01.wav
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Loading: sounds/combat/bash_01.wav
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Loading: sounds/combat/bash_03.wav
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Loading: sounds/combat/bolt_shot_01.wav
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Loading: sounds/combat/bolt_shot_hit_01.wav
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17:03:32
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Loading: sounds/combat/weapon_break_01.wav
17:03:32
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Loading: sounds/combat/rotation_01.wav
17:03:32
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Loading: sounds/combat/footwork_01.wav
17:03:32
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Loading: sounds/combat/return_favor_01.wav
17:03:32
Resource
Loading: sounds/combat/perfect_focus_01.wav
17:03:32
Resource
Loading: sounds/combat/rally_the_troops_01.wav
17:03:32
Resource
Loading: sounds/new_round_01.wav
17:03:32
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Loading: sounds/new_round_02.wav
17:03:32
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17:03:32
Resource
Loading: sounds/scribble.wav
17:04:21
SQ
Init World State!
17:04:21
SQ
Load campaign: autosave
17:04:21
Scene
Finished loading scene.
17:04:21
SQ
contract added: contract.destroy_inactive_location
17:04:21
SQ
contract added: contract.discover_location
17:04:21
SQ
contract added: contract.errant
17:04:21
SQ
contract added: contract.destroy_inactive_location
17:04:21
SQ
contract added: contract.errant
17:04:21
SQ
contract added: contract.errant
17:04:21
SQ
contract added: contract.destroy_inactive_location
17:04:21
SQ
contract added: contract.destroy_inactive_location
17:04:21
SQ
contract added: contract.destroy_inactive_location
17:04:21
SQ
contract added: contract.destroy_inactive_location
17:04:21
SQ
contract added: contract.errant
17:04:21
SQ
contract added: contract.errant
17:04:21
SQ
contract added: contract.errant
17:04:21
SQ
contract added: contract.escort_caravan
17:04:21
SQ
contract added: contract.errant
17:04:21
SQ
contract added: contract.destroy_inactive_location
17:04:21
SQ
contract added: contract.errant
17:04:21
SQ
contract added: contract.errant
17:04:21
SQ
contract added: contract.destroy_inactive_location
17:04:21
SQ
contract added: contract.destroy_bandit_camp
17:04:21
Resource
Loading: gfx/world_weather.png
17:04:22
Texture
Texture "gfx/world_weather.png" took up approximately 43690kb in video memory.
17:04:22
UI
WorldScreen::REGISTER
17:04:22
UI
WorldScreenTopbarOptionsModule::REGISTER
17:04:22
UI
WorldScreenTopbarDayTimeModule::REGISTER
17:04:22
UI
WorldScreenTopbarAssetsModule::REGISTER
17:04:22
UI
WorldScreenActiveContractPanelModule::REGISTER
17:04:22
UI
WorldContractContentModule::REGISTER
17:04:22
UI
CombatDialogModule::REGISTER
17:04:22
UI
WorldContractScreen::REGISTER
17:04:22
UI
WorldContractScreenDialogModule::REGISTER
17:04:22
UI
WorldContractContentModule::REGISTER
17:04:22
UI
WorldContractButtonsModule::REGISTER
17:04:22
UI
WorldTownScreen::REGISTER
17:04:22
UI
WorldTownScreenMainDialogModule::REGISTER
17:04:22
UI
WorldTownScreenHireDialogModule::REGISTER
17:04:22
UI
WorldTownScreenShopDialogModule::REGISTER
17:04:22
UI
WorldContractScreenDialogModule::REGISTER
17:04:22
UI
WorldContractContentModule::REGISTER
17:04:22
UI
WorldContractButtonsModule::REGISTER
17:04:22
UI
WorldEventPopupScreen::REGISTER
17:04:22
UI
IngameMenuScreen::REGISTER
17:04:22
UI
MainMenuModule::REGISTER
17:04:22
UI
LoadCampaignMenuModule::REGISTER
17:04:22
UI
SaveCampaignMenuModule::REGISTER
17:04:22
UI
OptionsMenuModule::REGISTER
17:04:22
UI
OptionsMenuModuleVideoPanel::REGISTER
17:04:22
UI
OptionsMenuModuleAudioPanel::REGISTER
17:04:22
UI
OptionsMenuModuleControlsPanel::REGISTER
17:04:22
UI
OptionsMenuModuleGameplayPanel::REGISTER
17:04:22
UI
WorldGameFinishScreen::REGISTER
17:04:22
UI
WorldGameFinishScreenDialogModule::REGISTER
17:04:22
UI
CharacterScreen::REGISTER
17:04:22
UI
CharacterScreenLeftPanelModule::REGISTER
17:04:22
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
17:04:22
UI
CharacterScreenPaperdollModule::REGISTER
17:04:22
UI
CharacterScreenSkillsModule::REGISTER
17:04:22
UI
CharacterScreenStatsModule::REGISTER
17:04:22
UI
CharacterScreenRightPanelModule::REGISTER
17:04:22
UI
CharacterScreenRightPanelHeaderModule::REGISTER
17:04:22
UI
CharacterScreenInventoryListModule::REGISTER
17:04:22
UI
CharacterScreenPerksModule::REGISTER
17:04:22
UI
CharacterScreenBrothersListModule::REGISTER
17:04:22
UI
CharacterScreenBattleStartFooterModule::REGISTER
17:04:25
Resource
Loading: music/worldmap_07.music
17:04:25
Resource
Unloading: music/title.music
17:05:22
SQ
Save campaign: autosave
17:05:22
Scene
Finished saving scene.
17:05:22
SQ
WorldState::onHide
17:05:22
UI
TacticalScreen::REGISTER
17:05:22
UI
TacticalScreenTurnSequenceBarModule::REGISTER
17:05:22
UI
TacticalScreenOrientationOverlayModule::REGISTER
17:05:22
UI
TacticalScreenTopbarEventLogModule::REGISTER
17:05:22
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
17:05:22
UI
TacticalScreenTopbarOptionsModule::REGISTER
17:05:22
Resource
Loading: gfx/detail.png
17:05:22
Texture
Texture "gfx/detail.png" took up approximately 5461kb in video memory.
17:05:22
Resource
Loading: gfx/object_0.png
17:05:22
Texture
Texture "gfx/object_0.png" took up approximately 2730kb in video memory.
17:05:23
Resource
Loading: gfx/orientation_overlay.png
17:05:23
Texture
Texture "gfx/orientation_overlay.png" took up approximately 512kb in video memory.
17:05:23
Resource
Loading: sounds/atmosphere/forest_01.wav
17:05:23
SQ
TACTICAL: STASH LOCKED: true
17:05:23
SQ
INFO: Next round issued: 1
17:05:23
Resource
Started loading Resource Package "Temporary Tactical Resources".
17:05:23
UI
CharacterScreen::REGISTER
17:05:23
UI
CharacterScreenLeftPanelModule::REGISTER
17:05:23
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
17:05:23
UI
CharacterScreenPaperdollModule::REGISTER
17:05:23
UI
CharacterScreenSkillsModule::REGISTER
17:05:23
UI
CharacterScreenStatsModule::REGISTER
17:05:23
UI
CharacterScreenRightPanelModule::REGISTER
17:05:23
UI
CharacterScreenRightPanelHeaderModule::REGISTER
17:05:23
UI
CharacterScreenInventoryListModule::REGISTER
17:05:23
UI
CharacterScreenPerksModule::REGISTER
17:05:23
UI
CharacterScreenBrothersListModule::REGISTER
17:05:23
UI
CharacterScreenBattleStartFooterModule::REGISTER
17:05:23
UI
TacticalFleeScreen::REGISTER
17:05:23
UI
IngameMenuScreen::REGISTER
17:05:23
UI
MainMenuModule::REGISTER
17:05:23
UI
LoadCampaignMenuModule::REGISTER
17:05:23
UI
SaveCampaignMenuModule::REGISTER
17:05:23
UI
OptionsMenuModule::REGISTER
17:05:23
UI
OptionsMenuModuleVideoPanel::REGISTER
17:05:23
UI
OptionsMenuModuleAudioPanel::REGISTER
17:05:23
UI
OptionsMenuModuleControlsPanel::REGISTER
17:05:23
UI
OptionsMenuModuleGameplayPanel::REGISTER
17:05:23
UI
TacticalCombatResultScreen::REGISTER
17:05:23
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
17:05:23
UI
TacticalCombatResultScreenLootPanel::REGISTER
17:05:26
Resource
Loading: music/battle.music
17:05:26
Resource
Unloading: music/worldmap_07.music
17:05:44
SQ
*
17:05:44
SQ
* Bandit Marksman: Starting turn.
17:05:45
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
17:05:45
SQ
-> Behaviors to pick from:
Attack.Bow (56.559)(*), Idle (1), Roam (0), Engage.Ranged (0), Defend (0), Attack.Default (0), Defend.Rotation (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
17:05:45
SQ
-> Behavior picked: Attack.Bow (56.559)
17:05:45
SQ
* Bandit Marksman: Using Aimed Shot against Theoderich!
17:05:45
SQ
Bandit Marksman uses skill Aimed Shot
17:05:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Rotation (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Engage.Ranged (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Bow (0)
17:05:47
SQ
-> Behavior picked: Idle (1)
17:05:47
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
17:05:47
SQ
* ---------------------------------------------------
17:06:19
SQ
*
17:06:19
SQ
* Bandit Raider: Starting turn.
17:06:19
SQ
defend after inertia: 0.7
17:06:19
SQ
defend after distance?: 0.7
17:06:19
SQ
defend after tactical value?: 0.175
17:06:19
SQ
defend after tactical value of engage target?: 0.175
17:06:19
SQ
defend after allyVSOpponent: 0.13125
17:06:19
SQ
defend after allyRangedVSOpponentRanged: 0.13125
17:06:19
SQ
defend after everyone engaged?: 0.13125
17:06:19
SQ
defend after formation pos VS engage target: 0.557812
17:06:19
SQ
defend after opponents?: 0.557812
17:06:20
SQ
-> Behaviors to pick from:
Engage.Melee (105.187)(*), Defend (50.2031)(*), 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)
17:06:20
SQ
-> Behavior picked: Engage.Melee (105.187)
17:06:20
SQ
* Bandit Raider: Engaging to melee range with Horik (visible), accepted_distance=0
17:06:22
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)
17:06:22
SQ
-> Behavior picked: Idle (1)
17:06:22
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:06:22
SQ
* ---------------------------------------------------
17:06:45
SQ
*
17:06:45
SQ
* Bandit Raider: Starting turn.
17:06:45
SQ
defend after inertia: 0.7
17:06:45
SQ
defend after distance?: 0.7
17:06:45
SQ
defend after tactical value?: 0.175
17:06:45
SQ
defend after tactical value of engage target?: 0.175
17:06:45
SQ
defend after allyVSOpponent: 0.13125
17:06:45
SQ
defend after allyRangedVSOpponentRanged: 0.13125
17:06:45
SQ
defend after everyone engaged?: 0.0778696
17:06:45
SQ
defend after formation pos VS engage target: 0.146006
17:06:45
SQ
defend after opponents?: 0.146006
17:06:45
SQ
-> Behaviors to pick from:
Engage.Melee (178.2)(*), Defend (15.1116), Defend.Shieldwall (2.81141), Idle (1), Attack.Split (0), Defend.Rotation (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0)
17:06:45
SQ
-> Behavior picked: Engage.Melee (178.2)
17:06:46
SQ
* Bandit Raider: Engaging to melee range with Helfrich the Bear (visible), accepted_distance=0
17:06:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Roam (0), Attack.Split (0), Defend.Rotation (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Defend (0), Flee (0), Engage.Melee (0)
17:06:47
SQ
-> Behavior picked: Idle (1)
17:06:47
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:06:47
SQ
* ---------------------------------------------------
17:06:53
SQ
*
17:06:53
SQ
* Bandit Raider: Starting turn.
17:06:53
SQ
defend after inertia: 0.7
17:06:53
SQ
defend after distance?: 0.7
17:06:53
SQ
defend after tactical value?: 0.175
17:06:53
SQ
defend after tactical value of engage target?: 0.175
17:06:53
SQ
defend after allyVSOpponent: 0.13125
17:06:53
SQ
defend after allyRangedVSOpponentRanged: 0.13125
17:06:53
SQ
defend after everyone engaged?: 0.0439554
17:06:53
SQ
defend after formation pos VS engage target: 0.069596
17:06:53
SQ
defend after opponents?: 0.069596
17:06:53
SQ
-> Behaviors to pick from:
Engage.Melee (188.1)(*), Defend (6.26364), Defend.Shieldwall (2.2372), Idle (1), Attack.Split (0), Defend.Rotation (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0)
17:06:53
SQ
-> Behavior picked: Engage.Melee (188.1)
17:06:54
SQ
* Bandit Raider: Engaging to melee range with Theoderich (not visible), accepted_distance=0
17:06:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Roam (0), Attack.Split (0), Defend.Rotation (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Defend (0), Flee (0), Engage.Melee (0)
17:06:55
SQ
-> Behavior picked: Idle (1)
17:06:55
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:06:55
SQ
* ---------------------------------------------------
17:06:56
SQ
*
17:06:56
SQ
* Bandit Raider: Starting turn.
17:06:56
SQ
defend after inertia: 0.7
17:06:56
SQ
defend after distance?: 0.583333
17:06:56
SQ
defend after tactical value?: 0.364583
17:06:56
SQ
defend after tactical value of engage target?: 0.501302
17:06:56
SQ
defend after allyVSOpponent: 0.375977
17:06:56
SQ
defend after allyRangedVSOpponentRanged: 0.375977
17:06:56
SQ
defend after everyone engaged?: 0.09856
17:06:56
SQ
defend after formation pos VS engage target: 0.088704
17:06:56
SQ
defend after opponents?: 0.088704
17:06:57
SQ
-> Behaviors to pick from:
Engage.Melee (227.7)(*), Defend (9.18087), Defend.Shieldwall (2.83122), Idle (1), Attack.Split (0), Defend.Rotation (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0)
17:06:57
SQ
-> Behavior picked: Engage.Melee (227.7)
17:06:57
SQ
* Bandit Raider: Engaging to melee range with Theoderich (not visible), accepted_distance=0
17:06:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Roam (0), Attack.Split (0), Defend.Rotation (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Defend (0), Flee (0), Engage.Melee (0)
17:06:58
SQ
-> Behavior picked: Idle (1)
17:06:58
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:06:58
SQ
* ---------------------------------------------------
17:06:59
SQ
*
17:06:59
SQ
* Bandit Raider: Starting turn.
17:06:59
SQ
defend after inertia: 0.7
17:06:59
SQ
defend after distance?: 0.7
17:06:59
SQ
defend after tactical value?: 0.175
17:06:59
SQ
defend after tactical value of engage target?: 0.175
17:06:59
SQ
defend after allyVSOpponent: 0.13125
17:06:59
SQ
defend after allyRangedVSOpponentRanged: 0.13125
17:06:59
SQ
defend after everyone engaged?: 0.0115226
17:06:59
SQ
defend after formation pos VS engage target: 0.00384088
17:06:59
SQ
defend after opponents?: 0.00384088
17:06:59
SQ
-> Behaviors to pick from:
Engage.Melee (247.5)(*), Idle (1), Defend (0.345679), 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)
17:06:59
SQ
-> Behavior picked: Engage.Melee (247.5)
17:07:00
SQ
* Bandit Raider: Engaging to melee range with Theoderich (not visible), accepted_distance=0
17:07:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.KnockOut (0), Defend.Rotation (0), Roam (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Flee (0), Engage.Melee (0)
17:07:01
SQ
-> Behavior picked: Idle (1)
17:07:01
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:07:01
SQ
* ---------------------------------------------------
17:07:02
SQ
*
17:07:02
SQ
* Ludolf the Snake: Starting turn.
17:07:02
SQ
-> Behaviors to pick from:
Roam (10)(*), Idle (1), Defend (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), Flee (0)
17:07:02
SQ
-> Behavior picked: Roam (10)
17:07:02
SQ
* Ludolf the Snake: Roaming.
17:07:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Flee (0), Roam (0)
17:07:03
SQ
-> Behavior picked: Idle (1)
17:07:03
SQ
* Ludolf the Snake: Ending Turn with 2 of 9 AP left.
17:07:03
SQ
* ---------------------------------------------------
17:07:03
SQ
INFO: Next round issued: 2
17:08:21
SQ
*
17:08:21
SQ
* Bandit Raider: Starting turn.
17:08:21
SQ
defend after inertia: 0.7
17:08:21
SQ
defend after distance?: 0.7
17:08:21
SQ
defend after tactical value?: 0.175
17:08:21
SQ
defend after tactical value of engage target?: 0.175
17:08:21
SQ
defend after allyVSOpponent: 0.109375
17:08:21
SQ
defend after allyRangedVSOpponentRanged: 0.109375
17:08:21
SQ
defend after everyone engaged?: 0.00170898
17:08:21
SQ
defend after opponents?: 0.00170898
17:08:22
SQ
-> Behaviors to pick from:
Engage.Melee (105.886)(*), Idle (1), Defend (0.153809), 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)
17:08:22
SQ
-> Behavior picked: Engage.Melee (105.886)
17:08:22
SQ
* Bandit Raider: Engaging to melee range with Horik (visible), accepted_distance=0
17:08:24
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)
17:08:24
SQ
-> Behavior picked: Idle (1)
17:08:24
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:08:24
SQ
* ---------------------------------------------------
17:08:54
SQ
*
17:08:54
SQ
* Bandit Marksman: Starting turn.
17:08:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Attack.Bow (0), Roam (0)
17:08:54
SQ
-> Behavior picked: Idle (1)
17:08:54
SQ
* Bandit Marksman: Ending Turn with 9 of 9 AP left.
17:08:54
SQ
* ---------------------------------------------------
17:08:55
SQ
*
17:08:55
SQ
* Bandit Raider: Starting turn.
17:08:55
SQ
defend after inertia: 0.7
17:08:55
SQ
defend after distance?: 0.7
17:08:55
SQ
defend after tactical value?: 0.175
17:08:55
SQ
defend after tactical value of engage target?: 0.175
17:08:55
SQ
defend after allyVSOpponent: 0.153125
17:08:55
SQ
defend after allyRangedVSOpponentRanged: 0.153125
17:08:55
SQ
defend after everyone engaged?: 0.00239258
17:08:55
SQ
defend after opponents?: 0.00239258
17:08:55
SQ
-> Behaviors to pick from:
Engage.Melee (182.16)(*), Defend.Shieldwall (2.81141), Idle (1), Defend (0.247632), Defend.Rotation (0), Defend.Spearwall (0), Attack.Default (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Defend.Knockback (0), Attack.Swing (0), Defend.Riposte (0), Flee (0), Attack.KnockOut (0), Attack.Split (0)
17:08:55
SQ
-> Behavior picked: Engage.Melee (182.16)
17:08:56
SQ
* Bandit Raider: Engaging to melee range with Helfrich the Bear (visible), accepted_distance=0
17:08:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), Attack.Default (0), Defend.Rotation (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Riposte (0), Flee (0), Attack.KnockOut (0), Attack.Split (0), Engage.Melee (0)
17:08:57
SQ
-> Behavior picked: Idle (1)
17:08:57
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:08:57
SQ
* ---------------------------------------------------
17:09:04
SQ
*
17:09:04
SQ
* Bandit Raider: Starting turn.
17:09:04
SQ
defend after inertia: 0.7
17:09:04
SQ
defend after distance?: 0.7
17:09:04
SQ
defend after tactical value?: 0.175
17:09:04
SQ
defend after tactical value of engage target?: 0.15625
17:09:04
SQ
defend after allyVSOpponent: 0.136719
17:09:04
SQ
defend after allyRangedVSOpponentRanged: 0.136719
17:09:04
SQ
defend after everyone engaged?: 0.00213623
17:09:04
SQ
defend after opponents?: 0.00213623
17:09:04
SQ
-> Behaviors to pick from:
Engage.Melee (182.16)(*), Defend.Shieldwall (2.2372), Idle (1), Defend (0.192261), Defend.Rotation (0), Defend.Spearwall (0), Attack.Default (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Defend.Knockback (0), Attack.Swing (0), Defend.Riposte (0), Flee (0), Attack.KnockOut (0), Attack.Split (0)
17:09:04
SQ
-> Behavior picked: Engage.Melee (182.16)
17:09:05
SQ
* Bandit Raider: Engaging to melee range with Theoderich (not visible), accepted_distance=0
17:09:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), Attack.Default (0), Defend.Rotation (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Riposte (0), Flee (0), Attack.KnockOut (0), Attack.Split (0), Engage.Melee (0)
17:09:06
SQ
-> Behavior picked: Idle (1)
17:09:06
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:09:06
SQ
* ---------------------------------------------------
17:09:07
SQ
*
17:09:07
SQ
* Bandit Raider: Starting turn.
17:09:07
SQ
defend after inertia: 0.7
17:09:07
SQ
defend after distance?: 0.466667
17:09:07
SQ
defend after tactical value?: 0.316667
17:09:07
SQ
defend after tactical value of engage target?: 0.418452
17:09:07
SQ
defend after allyVSOpponent: 0.366146
17:09:07
SQ
defend after allyRangedVSOpponentRanged: 0.366146
17:09:07
SQ
defend after everyone engaged?: 0.0321445
17:09:07
SQ
defend after formation pos VS engage target: 0.0267871
17:09:07
SQ
defend after opponents?: 0.0267871
17:09:07
SQ
-> Behaviors to pick from:
Engage.Melee (159.39)(*), Defend (2.77246), Idle (1), Defend.Rotation (0), Attack.SplitShield (0), Roam (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Attack.Swing (0), Defend.Riposte (0), Flee (0), Attack.KnockOut (0), Attack.Split (0), Defend.Shieldwall (0)
17:09:07
SQ
-> Behavior picked: Engage.Melee (159.39)
17:09:08
SQ
* Bandit Raider: Engaging to melee range with Theoderich (not visible), accepted_distance=0
17:09:09
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend (0), Defend.Riposte (0), Flee (0), Attack.KnockOut (0), Attack.Split (0), Defend.Shieldwall (0), Engage.Melee (0)
17:09:09
SQ
-> Behavior picked: Idle (1)
17:09:09
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:09:09
SQ
* ---------------------------------------------------
17:09:10
SQ
*
17:09:10
SQ
* Bandit Raider: Starting turn.
17:09:10
SQ
defend after inertia: 0.7
17:09:10
SQ
defend after distance?: 0.7
17:09:10
SQ
defend after tactical value?: 0.175
17:09:10
SQ
defend after tactical value of engage target?: 0.175
17:09:10
SQ
defend after allyVSOpponent: 0.153125
17:09:10
SQ
defend after allyRangedVSOpponentRanged: 0.153125
17:09:10
SQ
defend after everyone engaged?: 0.00239258
17:09:10
SQ
defend after opponents?: 0.00239258
17:09:10
SQ
-> Behaviors to pick from:
Engage.Melee (227.7)(*), Idle (1), Defend (0.215332), Roam (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Riposte (0), Attack.Split (0), Flee (0), Defend.Spearwall (0), Defend.Rotation (0)
17:09:10
SQ
-> Behavior picked: Engage.Melee (227.7)
17:09:11
SQ
* Bandit Raider: Engaging to melee range with Hugo (not visible), accepted_distance=0
17:09:12
SQ
-> Behaviors to pick from:
Engage.Melee (356.4)(*), Idle (1), Attack.SplitShield (0), Attack.KnockOut (0), Defend (0), Defend.Riposte (0), Attack.Split (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Knockback (0), Flee (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Rotation (0), Roam (0)
17:09:12
SQ
-> Behavior picked: Engage.Melee (356.4)
17:09:12
SQ
* Bandit Raider: Engaging to melee range with Theoderich (not visible), accepted_distance=0
17:09:13
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Attack.Split (0), Defend (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Knockback (0), Flee (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Roam (0), Engage.Melee (0)
17:09:13
SQ
-> Behavior picked: Idle (1)
17:09:13
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:09:13
SQ
* ---------------------------------------------------
17:09:14
SQ
*
17:09:14
SQ
* Ludolf the Snake: Starting turn.
17:09:14
SQ
-> Behaviors to pick from:
Roam (10)(*), Idle (1), Attack.Default (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Defend.Rotation (0), Defend (0)
17:09:14
SQ
-> Behavior picked: Roam (10)
17:09:14
SQ
* Ludolf the Snake: Roaming.
17:09:15
SQ
-> Behaviors to pick from:
Roam (10)(*), Idle (1), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Default (0), Attack.Decapitate (0), Flee (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.Split (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend (0), Engage.Melee (0)
17:09:15
SQ
-> Behavior picked: Roam (10)
17:09:15
SQ
* Ludolf the Snake: Roaming.
17:09:15
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Flee (0), Attack.Default (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.Split (0), Defend.Rotation (0), Defend.Knockback (0), Attack.SplitShield (0), Engage.Melee (0), Roam (0)
17:09:15
SQ
-> Behavior picked: Idle (1)
17:09:15
SQ
* Ludolf the Snake: Ending Turn with 1 of 9 AP left.
17:09:15
SQ
* ---------------------------------------------------
17:09:15
SQ
INFO: Next round issued: 3
17:09:46
SQ
*
17:09:46
SQ
* Bandit Marksman: Starting turn.
17:09:46
SQ
-> Behaviors to pick from:
Roam (10)(*), Idle (1), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Attack.Bow (0), Attack.Default (0), Defend.Rotation (0)
17:09:46
SQ
-> Behavior picked: Roam (10)
17:09:46
SQ
* Bandit Marksman: Roaming.
17:09:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), SwitchTo.Ranged (0), Engage.Ranged (0), Defend (0), Flee (0), SwitchTo.Melee (0), Attack.Bow (0), Attack.Default (0), Defend.Rotation (0), Roam (0)
17:09:47
SQ
-> Behavior picked: Idle (1)
17:09:47
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
17:09:47
SQ
* ---------------------------------------------------
17:10:06
SQ
*
17:10:06
SQ
* Bandit Raider: Starting turn.
17:10:07
SQ
defend after inertia: 0.7
17:10:07
SQ
defend after distance?: 0.7
17:10:07
SQ
defend after tactical value?: 0.175
17:10:07
SQ
defend after tactical value of engage target?: 0.175
17:10:07
SQ
defend after allyVSOpponent: 0.175
17:10:07
SQ
defend after allyRangedVSOpponentRanged: 0.175
17:10:07
SQ
defend after everyone engaged?: 0.00273437
17:10:07
SQ
defend after opponents?: 0.00273437
17:10:07
SQ
-> Behaviors to pick from:
Engage.Melee (129)(*), Idle (1), Defend (0.246094), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Flee (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Default (0), Roam (0), Attack.Decapitate (0), Attack.Swing (0)
17:10:07
SQ
-> Behavior picked: Engage.Melee (129)
17:10:07
SQ
* Bandit Raider: Engaging to melee range with Hugo (visible), accepted_distance=0
17:10:09
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Flee (0), Defend.Spearwall (0), Defend.Knockback (0), Roam (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Default (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Swing (0), Engage.Melee (0)
17:10:09
SQ
-> Behavior picked: Idle (1)
17:10:09
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:10:09
SQ
* ---------------------------------------------------
17:11:01
SQ
*
17:11:01
SQ
* Bandit Raider: Starting turn.
17:11:01
SQ
defend after inertia: 0.7
17:11:01
SQ
defend after distance?: 0.7
17:11:01
SQ
defend after tactical value?: 0.175
17:11:01
SQ
defend after tactical value of engage target?: 0.175
17:11:01
SQ
defend after allyVSOpponent: 0.196875
17:11:01
SQ
defend after allyRangedVSOpponentRanged: 0.196875
17:11:01
SQ
defend after everyone engaged?: 0.00307617
17:11:01
SQ
defend after opponents?: 0.00307617
17:11:02
SQ
-> Behaviors to pick from:
Engage.Melee (133.008)(*), Defend.Shieldwall (2.52254), Idle (1), Defend (0.318384), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Default (0), Attack.SplitShield (0), Roam (0), Defend.Riposte (0), Attack.Swing (0), Flee (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Defend.Rotation (0), Defend.Spearwall (0)
17:11:02
SQ
-> Behavior picked: Engage.Melee (133.008)
17:11:02
SQ
* Bandit Raider: Engaging to melee range with Hugo (not visible), accepted_distance=0
17:11:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Attack.Default (0), Defend.Knockback (0), Flee (0), Attack.SplitShield (0), Defend (0), Roam (0), Defend.Riposte (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Defend.Rotation (0), Defend.Spearwall (0), Engage.Melee (0)
17:11:03
SQ
-> Behavior picked: Idle (1)
17:11:03
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:11:03
SQ
* ---------------------------------------------------
17:11:21
SQ
*
17:11:21
SQ
* Bandit Raider: Starting turn.
17:11:21
SQ
defend after inertia: 0.7
17:11:21
SQ
defend after distance?: 0.7
17:11:21
SQ
defend after tactical value?: 0.25
17:11:21
SQ
defend after tactical value of engage target?: 0.34375
17:11:21
SQ
defend after allyVSOpponent: 0.34375
17:11:21
SQ
defend after allyRangedVSOpponentRanged: 0.34375
17:11:21
SQ
defend after everyone engaged?: 0.00537109
17:11:21
SQ
defend after opponents?: 0.00537109
17:11:21
SQ
-> Behaviors to pick from:
Engage.Melee (103.562)(*), Defend.Shieldwall (1.63604), Idle (1), Defend (0.483398), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Default (0), Attack.SplitShield (0), Roam (0), Defend.Riposte (0), Attack.Swing (0), Flee (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Defend.Rotation (0), Defend.Spearwall (0)
17:11:21
SQ
-> Behavior picked: Engage.Melee (103.562)
17:11:22
SQ
* Bandit Raider: Engaging to melee range with Ortwin (not visible), accepted_distance=0
17:11:23
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Attack.Default (0), Defend.Knockback (0), Flee (0), Attack.SplitShield (0), Defend (0), Roam (0), Defend.Riposte (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Defend.Rotation (0), Defend.Spearwall (0), Engage.Melee (0)
17:11:23
SQ
-> Behavior picked: Idle (1)
17:11:23
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:11:23
SQ
* ---------------------------------------------------
17:11:24
SQ
*
17:11:24
SQ
* Bandit Raider: Starting turn.
17:11:24
SQ
defend after inertia: 0.7
17:11:24
SQ
defend after distance?: 0.7
17:11:24
SQ
defend after tactical value?: 0.25
17:11:24
SQ
defend after tactical value of engage target?: 0.34375
17:11:24
SQ
defend after allyVSOpponent: 0.257813
17:11:24
SQ
defend after allyRangedVSOpponentRanged: 0.257813
17:11:24
SQ
defend after everyone engaged?: 0.00402832
17:11:24
SQ
defend after opponents?: 0.00402832
17:11:24
SQ
-> Behaviors to pick from:
Engage.Melee (111.252)(*), Defend.Shieldwall (2.26123), Idle (1), Defend (0.416931), Attack.Swing (0), Attack.CrushArmor (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Default (0), Flee (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Rotation (0), Attack.Split (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0)
17:11:24
SQ
-> Behavior picked: Engage.Melee (111.252)
17:11:25
SQ
* Bandit Raider: Engaging to melee range with Ortwin (not visible), accepted_distance=0
17:11:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Attack.Default (0), Flee (0), Defend.Riposte (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Split (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Engage.Melee (0)
17:11:26
SQ
-> Behavior picked: Idle (1)
17:11:26
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:11:26
SQ
* ---------------------------------------------------
17:11:27
SQ
*
17:11:27
SQ
* Bandit Raider: Starting turn.
17:11:27
SQ
defend after inertia: 0.7
17:11:27
SQ
defend after distance?: 0.7
17:11:27
SQ
defend after tactical value?: 0.175
17:11:27
SQ
defend after tactical value of engage target?: 0.175
17:11:27
SQ
defend after allyVSOpponent: 0.196875
17:11:27
SQ
defend after allyRangedVSOpponentRanged: 0.196875
17:11:27
SQ
defend after everyone engaged?: 0.00307617
17:11:27
SQ
defend after opponents?: 0.00307617
17:11:27
SQ
-> Behaviors to pick from:
Engage.Melee (147.066)(*), Defend.Shieldwall (2.23346), Idle (1), Defend (0.276855), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Knockback (0), Flee (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.KnockOut (0), Roam (0), Attack.Default (0), Attack.SplitShield (0)
17:11:27
SQ
-> Behavior picked: Engage.Melee (147.066)
17:11:28
SQ
* Bandit Raider: Engaging to melee range with Hugo (not visible), accepted_distance=0
17:11:29
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Attack.Split (0), Defend.Riposte (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Attack.Swing (0), Defend.Knockback (0), Flee (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.KnockOut (0), Roam (0), Attack.Default (0), Attack.SplitShield (0), Engage.Melee (0)
17:11:29
SQ
-> Behavior picked: Idle (1)
17:11:29
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:11:29
SQ
* ---------------------------------------------------
17:11:30
SQ
*
17:11:30
SQ
* Ludolf the Snake: Starting turn.
17:11:30
SQ
-> Behaviors to pick from:
Roam (10)(*), Idle (1), Attack.Decapitate (0), Attack.CrushArmor (0), Flee (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Defend.Shieldwall (0)
17:11:30
SQ
-> Behavior picked: Roam (10)
17:11:30
SQ
* Ludolf the Snake: Roaming.
17:11:30
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Defend.Knockback (0), Flee (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Default (0), Defend.Riposte (0), Attack.Swing (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Roam (0)
17:11:30
SQ
-> Behavior picked: Idle (1)
17:11:30
SQ
* Ludolf the Snake: Ending Turn with 1 of 9 AP left.
17:11:30
SQ
* ---------------------------------------------------
17:12:30
SQ
[Bertwin] executes skill [Quick Shot] on target [Bandit Raider]
17:12:30
SQ
Bertwin uses skill Quick Shot
17:13:36
SQ
[Theoderich] executes skill [Spearwall] on target [Theoderich]
17:13:36
SQ
Theoderich uses skill Spearwall
17:13:59
SQ
[Horik] executes skill [Spearwall] on target [Horik]
17:13:59
SQ
Horik uses skill Spearwall
17:14:02
SQ
[Horik] executes skill [Shieldwall] on target [Horik]
17:14:02
SQ
Horik uses skill Shieldwall
17:14:04
SQ
[Helfrich the Bear] executes skill [Spearwall] on target [Helfrich the Bear]
17:14:04
SQ
Helfrich the Bear uses skill Spearwall
17:14:07
SQ
INFO: Next round issued: 4
17:14:15
SQ
*
17:14:15
SQ
* Bandit Marksman: Starting turn.
17:14:15
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Flee (0), Attack.Bow (0), Engage.Ranged (0), Attack.Default (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0)
17:14:15
SQ
-> Behavior picked: Idle (1)
17:14:15
SQ
* Bandit Marksman: Ending Turn with 9 of 9 AP left.
17:14:15
SQ
* ---------------------------------------------------
17:14:25
SQ
*
17:14:25
SQ
* Bandit Raider: Starting turn.
17:14:26
SQ
defend after inertia: 0.7
17:14:26
SQ
defend after distance?: 0.466667
17:14:26
SQ
defend after tactical value?: 0.291667
17:14:26
SQ
defend after tactical value of engage target?: 0.401042
17:14:26
SQ
defend after allyVSOpponent: 0.451172
17:14:26
SQ
defend after allyRangedVSOpponentRanged: 0.451172
17:14:26
SQ
defend after everyone engaged?: 0.00704956
17:14:26
SQ
defend after opponents?: 0.00704956
17:14:26
SQ
-> Behaviors to pick from:
Engage.Melee (151.25)(*), Idle (1), Defend (0.63446), Defend.Knockback (0), Roam (0), Flee (0), Attack.Default (0), Attack.Split (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Spearwall (0)
17:14:26
SQ
-> Behavior picked: Engage.Melee (151.25)
17:14:26
SQ
* Bandit Raider: Engaging to melee range with Hugo (visible), accepted_distance=0
17:14:27
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.Default (0), Roam (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Split (0), Defend.Knockback (0), Defend.Spearwall (0), Engage.Melee (0)
17:14:27
SQ
-> Behavior picked: Idle (1)
17:14:27
SQ
* Bandit Raider: Ending Turn with 5 of 9 AP left.
17:14:27
SQ
* ---------------------------------------------------
17:14:28
SQ
*
17:14:28
SQ
* Bandit Raider: Starting turn.
17:14:28
SQ
defend after inertia: 0.7
17:14:28
SQ
defend after distance?: 0.7
17:14:28
SQ
defend after tactical value?: 0.175
17:14:28
SQ
defend after tactical value of engage target?: 0.175
17:14:28
SQ
defend after allyVSOpponent: 0.196875
17:14:28
SQ
defend after allyRangedVSOpponentRanged: 0.196875
17:14:28
SQ
defend after everyone engaged?: 0.00307617
17:14:28
SQ
defend after opponents?: 0.00307617
17:14:29
SQ
-> Behaviors to pick from:
Engage.Melee (150)(*), Defend.Shieldwall (2.52254), Idle (1), Defend (0.318384), Flee (0), Attack.SplitShield (0), Attack.Default (0), Defend.Riposte (0), Attack.Swing (0), Attack.Split (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Rotation (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Attack.CrushArmor (0)
17:14:29
SQ
-> Behavior picked: Engage.Melee (150)
17:14:29
SQ
* Bandit Raider: Engaging to melee range with Hugo (visible), accepted_distance=0
17:14:30
SQ
-> Behaviors to pick from:
Engage.Melee (87.5644)(*), Idle (1), Flee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Default (0), Roam (0), Attack.Swing (0), Attack.Split (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Rotation (0), Defend.Spearwall (0), Defend.Riposte (0), Defend (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
17:14:30
SQ
-> Behavior picked: Engage.Melee (87.5644)
17:14:30
SQ
* Bandit Raider: Engaging to melee range with Hjalmar (visible), accepted_distance=0
17:14:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Roam (0), Attack.SplitShield (0), Attack.Default (0), Defend (0), Attack.CrushArmor (0), Attack.Split (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Rotation (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Shieldwall (0), Engage.Melee (0)
17:14:33
SQ
-> Behavior picked: Idle (1)
17:14:33
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:14:33
SQ
* ---------------------------------------------------
17:14:43
SQ
[Bertwin] executes skill [Quick Shot] on target [Bandit Raider]
17:14:43
SQ
Bertwin uses skill Quick Shot
17:14:43
SQ
Bandit Raider has died.
17:15:01
SQ
[Bertwin] executes skill [Quick Shot] on target [Bandit Raider]
17:15:01
SQ
Bertwin uses skill Quick Shot
17:15:02
SQ
*
17:15:02
SQ
* Bandit Raider: Starting turn.
17:15:02
SQ
defend after inertia: 0.7
17:15:02
SQ
defend after distance?: 0.583333
17:15:02
SQ
defend after tactical value?: 0.145833
17:15:02
SQ
defend after tactical value of engage target?: 0.200521
17:15:02
SQ
defend after allyVSOpponent: 0.200521
17:15:02
SQ
defend after allyRangedVSOpponentRanged: 0.200521
17:15:02
SQ
defend after everyone engaged?: 0.00313314
17:15:02
SQ
defend after opponents?: 0.00313314
17:15:02
SQ
-> Behaviors to pick from:
Engage.Melee (107.727)(*), Defend.Shieldwall (2.57328), Idle (1), Defend (0.32428), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Flee (0), Defend.Riposte (0), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Attack.Default (0), Attack.Swing (0), Attack.CrushArmor (0)
17:15:02
SQ
-> Behavior picked: Engage.Melee (107.727)
17:15:03
SQ
* Bandit Raider: Engaging to melee range with Bernhard Hamfisted (visible), accepted_distance=0
17:15:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.Decapitate (0), Flee (0), Defend (0), Defend.Riposte (0), Attack.Split (0), Defend.Rotation (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Attack.Default (0), Attack.Swing (0), Attack.CrushArmor (0), Engage.Melee (0)
17:15:04
SQ
-> Behavior picked: Idle (1)
17:15:04
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
17:15:04
SQ
* ---------------------------------------------------
17:15:05
SQ
*
17:15:05
SQ
* Bandit Raider: Starting turn.
17:15:05
SQ
defend after inertia: 0.7
17:15:05
SQ
defend after distance?: 0.7
17:15:05
SQ
defend after tactical value?: 0.175
17:15:05
SQ
defend after tactical value of engage target?: 0.240625
17:15:05
SQ
defend after allyVSOpponent: 0.309375
17:15:05
SQ
defend after allyRangedVSOpponentRanged: 0.309375
17:15:05
SQ
defend after everyone engaged?: 0.00483398
17:15:05
SQ
defend after opponents?: 0.00483398
17:15:05
SQ
-> Behaviors to pick from:
Defend.Shieldwall (521.703)(*), Engage.Melee (88.1564), Idle (1), Defend (0.435059), Flee (0), Attack.SplitShield (0), Attack.Default (0), Defend.Riposte (0), Attack.Swing (0), Attack.Split (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Rotation (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Attack.CrushArmor (0)
17:15:05
SQ
-> Behavior picked: Defend.Shieldwall (521.703)
17:15:05
SQ
* Bandit Raider: Using Shieldwall!
17:15:05
SQ
Bandit Raider uses skill Shieldwall
17:15:06
SQ
defend after inertia: 0.7
17:15:06
SQ
defend after distance?: 0.7
17:15:06
SQ
defend after tactical value?: 0.175
17:15:06
SQ
defend after tactical value of engage target?: 0.240625
17:15:06
SQ
defend after allyVSOpponent: 0.309375
17:15:06
SQ
defend after allyRangedVSOpponentRanged: 0.309375
17:15:06
SQ
defend after everyone engaged?: 0.00483398
17:15:06
SQ
defend after opponents?: 0.00483398
17:15:06
SQ
-> Behaviors to pick from:
Engage.Melee (94.6855)(*), Idle (1), Defend (0.435059), Flee (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Swing (0), Attack.Split (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Default (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
17:15:06
SQ
-> Behavior picked: Engage.Melee (94.6855)
17:15:06
SQ
* Bandit Raider: Engaging to melee range with Ortwin (visible), accepted_distance=0
17:15:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Default (0), Roam (0), Defend.Knockback (0), Attack.Swing (0), Flee (0), Defend.Shieldwall (0), Engage.Melee (0)
17:15:08
SQ
-> Behavior picked: Idle (1)
17:15:08
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:15:08
SQ
* ---------------------------------------------------
17:15:08
SQ
*
17:15:08
SQ
* Bandit Raider: Starting turn.
17:15:09
SQ
defend after inertia: 0.7
17:15:09
SQ
defend after distance?: 0.7
17:15:09
SQ
defend after tactical value?: 0.175
17:15:09
SQ
defend after tactical value of engage target?: 0.240625
17:15:09
SQ
defend after allyVSOpponent: 0.309375
17:15:09
SQ
defend after allyRangedVSOpponentRanged: 0.309375
17:15:09
SQ
defend after everyone engaged?: 0.00483398
17:15:09
SQ
defend after opponents?: 0.00483398
17:15:09
SQ
-> Behaviors to pick from:
Engage.Melee (108.178)(*), Defend.Shieldwall (2.16022), Idle (1), Defend (0.435059), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Split (0), Defend.Knockback (0), Flee (0), Attack.KnockOut (0), Defend.Rotation (0), Roam (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Riposte (0), Attack.CrushArmor (0)
17:15:09
SQ
-> Behavior picked: Engage.Melee (108.178)
17:15:09
SQ
* Bandit Raider: Engaging to melee range with Hjalmar (visible), accepted_distance=0
17:15:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), Defend (0), Flee (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Shieldwall (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Riposte (0), Attack.CrushArmor (0), Engage.Melee (0)
17:15:11
SQ
-> Behavior picked: Idle (1)
17:15:11
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
17:15:11
SQ
* ---------------------------------------------------
17:15:11
SQ
*
17:15:11
SQ
* Ludolf the Snake: Starting turn.
17:15:12
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Attack.Default (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Riposte (0), Flee (0), Roam (0), Attack.Decapitate (0)
17:15:12
SQ
-> Behavior picked: Idle (1)
17:15:12
SQ
* Ludolf the Snake: Ending Turn with 9 of 9 AP left.
17:15:12
SQ
* ---------------------------------------------------
17:15:12
SQ
Skill [Spearwall] removed from [Theoderich].
17:15:54
SQ
[Theoderich] executes skill [Thrust] on target [Bandit Raider]
17:15:54
SQ
Theoderich uses skill Thrust
17:15:59
SQ
Skill [Spearwall] removed from [Helfrich the Bear].
17:16:11
SQ
[Helfrich the Bear] executes skill [Thrust] on target [Bandit Raider]
17:16:11
SQ
Helfrich the Bear uses skill Thrust
17:16:15
SQ
Skill [Shieldwall] removed from [Horik].
17:16:15
SQ
Skill [Spearwall] removed from [Horik].
17:16:33
SQ
[Horik] executes skill [Thrust] on target [Bandit Raider]
17:16:33
SQ
Horik uses skill Thrust
17:16:36
SQ
[Horik] executes skill [Thrust] on target [Bandit Raider]
17:16:36
SQ
Horik uses skill Thrust
17:16:43
SQ
[Siegfried] executes skill [Slash] on target [Bandit Raider]
17:16:43
SQ
Siegfried uses skill Slash
17:16:49
SQ
[Siegfried] executes skill [Slash] on target [Bandit Raider]
17:16:49
SQ
Siegfried uses skill Slash
17:16:56
SQ
[Hjalmar] executes skill [Slash] on target [Bandit Raider]
17:16:56
SQ
Hjalmar uses skill Slash
17:16:58
SQ
[Hjalmar] executes skill [Knock Back] on target [Bandit Raider]
17:16:58
SQ
Hjalmar uses skill Knock Back
17:17:03
SQ
[Hugo] executes skill [Chop] on target [Bandit Raider]
17:17:03
SQ
Hugo uses skill Chop
17:17:11
SQ
[Hugo] executes skill [Shieldwall] on target [Hugo]
17:17:11
SQ
Hugo uses skill Shieldwall
17:17:15
SQ
[Ortwin] executes skill [Chop] on target [Bandit Raider]
17:17:15
SQ
Ortwin uses skill Chop
17:17:17
SQ
[Ortwin] executes skill [Chop] on target [Bandit Raider]
17:17:17
SQ
Ortwin uses skill Chop
17:17:21
SQ
[Bernhard Hamfisted] executes skill [Chop] on target [Bandit Raider]
17:17:21
SQ
Bernhard Hamfisted uses skill Chop
17:17:27
SQ
[Bernhard Hamfisted] executes skill [Chop] on target [Bandit Raider]
17:17:27
SQ
Bernhard Hamfisted uses skill Chop
17:17:27
SQ
INFO: Next round issued: 5
17:17:28
SQ
*
17:17:28
SQ
* Bandit Marksman: Starting turn.
17:17:28
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), Engage.Ranged (0), Flee (0), Attack.Bow (0), Attack.Default (0), Defend (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0)
17:17:28
SQ
-> Behavior picked: Idle (1)
17:17:28
SQ
* Bandit Marksman: Ending Turn with 9 of 9 AP left.
17:17:28
SQ
* ---------------------------------------------------
17:17:33
SQ
[Siegfried] executes skill [Slash] on target [Bandit Raider]
17:17:33
SQ
Siegfried uses skill Slash
17:17:37
SQ
[Siegfried] executes skill [Slash] on target [Bandit Raider]
17:17:37
SQ
Siegfried uses skill Slash
17:17:38
SQ
*
17:17:38
SQ
* Bandit Raider: Starting turn.
17:17:38
SQ
-> Behaviors to pick from:
Attack.Default (226.094)(*), Attack.SplitShield (114.776)(*), Idle (1), Flee (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0), Roam (0), Engage.Melee (0), Defend (0)
17:17:38
SQ
-> Behavior picked: Attack.SplitShield (114.776)
17:17:39
SQ
* Bandit Raider: Using Split Shield against Hugo!
17:17:39
SQ
Bandit Raider uses skill Split Shield
17:17:39
SQ
Skill [Shieldwall] removed from [Hugo].
17:17:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.CrushArmor (0), Flee (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), Roam (0), Engage.Melee (0), Defend (0), Attack.Default (0)
17:17:39
SQ
-> Behavior picked: Idle (1)
17:17:40
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
17:17:40
SQ
* ---------------------------------------------------
17:17:57
SQ
[Hjalmar] executes skill [Slash] on target [Bandit Raider]
17:17:57
SQ
Hjalmar uses skill Slash
17:18:15
SQ
[Bertwin] executes skill [Quick Shot] on target [Bandit Raider]
17:18:15
SQ
Bertwin uses skill Quick Shot
17:18:15
SQ
Bandit Raider has died.
17:18:19
SQ
[Bertwin] executes skill [Quick Shot] on target [Bandit Raider]
17:18:19
SQ
Bertwin uses skill Quick Shot
17:18:20
SQ
*
17:18:20
SQ
* Ludolf the Snake: Starting turn.
17:18:21
SQ
-> Behaviors to pick from:
Roam (10)(*), Idle (1), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0)
17:18:21
SQ
-> Behavior picked: Roam (10)
17:18:21
SQ
* Ludolf the Snake: Roaming.
17:18:21
SQ
-> Behaviors to pick from:
Roam (10)(*), Idle (1), Attack.Default (0), Defend.Spearwall (0), Attack.KnockOut (0), Flee (0), Attack.Swing (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Split (0), Defend.Knockback (0), Attack.CrushArmor (0)
17:18:21
SQ
-> Behavior picked: Roam (10)
17:18:21
SQ
* Ludolf the Snake: Roaming.
17:18:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.Split (0), Defend.Knockback (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Attack.CrushArmor (0), Roam (0)
17:18:21
SQ
-> Behavior picked: Idle (1)
17:18:21
SQ
* Ludolf the Snake: Ending Turn with 0 of 9 AP left.
17:18:21
SQ
* ---------------------------------------------------
17:18:47
SQ
[Ortwin] executes skill [Split Shield] on target [Bandit Raider]
17:18:47
SQ
Ortwin uses skill Split Shield
17:18:48
SQ
[Ortwin] executes skill [Split Shield] on target [Bandit Raider]
17:18:48
SQ
Ortwin uses skill Split Shield
17:18:48
SQ
Skill [Shieldwall] removed from [Bandit Raider].
17:19:07
SQ
[Hugo] executes skill [Chop] on target [Bandit Raider]
17:19:07
SQ
Hugo uses skill Chop
17:19:12
SQ
*
17:19:12
SQ
* Bandit Raider: Starting turn.
17:19:13
SQ
-> Behaviors to pick from:
Defend.Shieldwall (403.635)(*), Attack.Default (80.7083), Idle (1), Attack.Decapitate (0), Flee (0), Defend.Knockback (0), Roam (0), Attack.Split (0), Defend.Rotation (0), Defend (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Spearwall (0)
17:19:13
SQ
-> Behavior picked: Defend.Shieldwall (403.635)
17:19:13
SQ
* Bandit Raider: Using Shieldwall!
17:19:13
SQ
Bandit Raider uses skill Shieldwall
17:19:14
SQ
-> Behaviors to pick from:
Attack.Default (80.5536)(*), Idle (1), Flee (0), Attack.Swing (0), Defend.Knockback (0), Roam (0), Attack.KnockOut (0), Defend.Rotation (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Split (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Shieldwall (0)
17:19:14
SQ
-> Behavior picked: Attack.Default (80.5536)
17:19:14
SQ
* Bandit Raider: Using Thrust against Siegfried!
17:19:14
SQ
Bandit Raider uses skill Thrust
17:19:15
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Attack.KnockOut (0), Defend.Knockback (0), Roam (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Split (0), Defend.Rotation (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Default (0)
17:19:15
SQ
-> Behavior picked: Idle (1)
17:19:15
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:19:15
SQ
* ---------------------------------------------------
17:19:20
SQ
[Bernhard Hamfisted] executes skill [Split Shield] on target [Bandit Raider]
17:19:20
SQ
Bernhard Hamfisted uses skill Split Shield
17:19:21
SQ
[Bernhard Hamfisted] executes skill [Split Shield] on target [Bandit Raider]
17:19:21
SQ
Bernhard Hamfisted uses skill Split Shield
17:19:51
SQ
[Theoderich] executes skill [Thrust] on target [Bandit Raider]
17:19:51
SQ
Theoderich uses skill Thrust
17:19:55
SQ
[Theoderich] executes skill [Thrust] on target [Bandit Raider]
17:19:55
SQ
Theoderich uses skill Thrust
17:20:02
SQ
[Helfrich the Bear] executes skill [Thrust] on target [Bandit Raider]
17:20:02
SQ
Helfrich the Bear uses skill Thrust
17:20:03
SQ
[Helfrich the Bear] executes skill [Thrust] on target [Bandit Raider]
17:20:03
SQ
Helfrich the Bear uses skill Thrust
17:20:04
SQ
*
17:20:04
SQ
* Bandit Raider: Starting turn.
17:20:04
SQ
-> Behaviors to pick from:
Attack.Default (81.5386)(*), Attack.SplitShield (32.1326)(*), Idle (1), Defend.Spearwall (0), Defend.Riposte (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Flee (0), Defend.Shieldwall (0), Roam (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.Decapitate (0), Engage.Melee (0), Defend (0)
17:20:04
SQ
-> Behavior picked: Attack.Default (81.5386)
17:20:05
SQ
* Bandit Raider: Using Chop against Ortwin!
17:20:05
SQ
Bandit Raider uses skill Chop
17:20:05
SQ
-> Behaviors to pick from:
Attack.Default (81.1323)(*), Attack.SplitShield (31.8682)(*), Idle (1), Defend.Riposte (0), Defend.Knockback (0), Defend.Rotation (0), Attack.Swing (0), Flee (0), Defend.Shieldwall (0), Roam (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Engage.Melee (0), Attack.KnockOut (0), Defend (0), Defend.Spearwall (0)
17:20:05
SQ
-> Behavior picked: Attack.Default (81.1323)
17:20:06
SQ
* Bandit Raider: Using Chop against Ortwin!
17:20:06
SQ
Bandit Raider uses skill Chop
17:20:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Flee (0), Defend.Riposte (0), Defend.Shieldwall (0), Roam (0), Attack.Split (0), Attack.SplitShield (0), Attack.Decapitate (0), Engage.Melee (0), Attack.KnockOut (0), Defend (0), Defend.Spearwall (0), Attack.Default (0)
17:20:06
SQ
-> Behavior picked: Idle (1)
17:20:07
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:20:07
SQ
* ---------------------------------------------------
17:20:08
SQ
*
17:20:08
SQ
* Bandit Raider: Starting turn.
17:20:09
SQ
-> Behaviors to pick from:
Defend.Shieldwall (172.775)(*), Attack.Default (79.2433)(*), Attack.KnockOut (47.8545)(*), Idle (1), Roam (0), Defend.Knockback (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), Attack.SplitShield (0), Attack.Swing (0), Defend (0), Defend.Riposte (0), Attack.CrushArmor (0), Flee (0), Attack.Decapitate (0), Defend.Spearwall (0)
17:20:09
SQ
-> Behavior picked: Attack.KnockOut (47.8545)
17:20:09
SQ
* Bandit Raider: Using Knock Out against Hugo!
17:20:09
SQ
Bandit Raider uses skill Knock Out
17:20:09
SQ
-> Behaviors to pick from:
Defend.Shieldwall (134.224)(*), Attack.Default (78.0625)(*), Attack.KnockOut (39.0585)(*), Idle (1), Roam (0), Attack.Swing (0), Defend (0), Defend.Rotation (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Flee (0), Attack.Decapitate (0), Defend.Spearwall (0), Engage.Melee (0)
17:20:09
SQ
-> Behavior picked: Attack.Default (78.0625)
17:20:10
SQ
* Bandit Raider: Using Bash against Hugo!
17:20:10
SQ
Bandit Raider uses skill Bash
17:20:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Defend (0), Roam (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Flee (0), Defend.Rotation (0), Attack.Default (0), Engage.Melee (0), Defend.Shieldwall (0)
17:20:11
SQ
-> Behavior picked: Idle (1)
17:20:11
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:20:11
SQ
* ---------------------------------------------------
17:20:17
SQ
[Horik] executes skill [Thrust] on target [Bandit Raider]
17:20:17
SQ
Horik uses skill Thrust
17:20:19
SQ
[Horik] executes skill [Thrust] on target [Bandit Raider]
17:20:19
SQ
Horik uses skill Thrust
17:20:19
SQ
INFO: Next round issued: 6
17:20:20
SQ
*
17:20:20
SQ
* Bandit Marksman: Starting turn.
17:20:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Ranged (0), Defend (0), Attack.Bow (0), Attack.Default (0), Defend.Rotation (0), Flee (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0), SwitchTo.Melee (0)
17:20:20
SQ
-> Behavior picked: Idle (1)
17:20:20
SQ
* Bandit Marksman: Ending Turn with 9 of 9 AP left.
17:20:20
SQ
* ---------------------------------------------------
17:20:28
SQ
[Siegfried] executes skill [Slash] on target [Bandit Raider]
17:20:28
SQ
Siegfried uses skill Slash
17:20:29
SQ
[Siegfried] executes skill [Knock Back] on target [Bandit Raider]
17:20:29
SQ
Siegfried uses skill Knock Back
17:20:29
SQ
Skill [Shieldwall] removed from [Bandit Raider].
17:20:44
SQ
[Hjalmar] executes skill [Slash] on target [Bandit Raider]
17:20:44
SQ
Hjalmar uses skill Slash
17:20:46
SQ
[Hjalmar] executes skill [Slash] on target [Bandit Raider]
17:20:46
SQ
Hjalmar uses skill Slash
17:20:47
SQ
*
17:20:47
SQ
* Ludolf the Snake: Starting turn.
17:20:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Defend.Knockback (0), Flee (0), Attack.Split (0), Defend.Spearwall (0), Attack.CrushArmor (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Attack.SplitShield (0), Attack.KnockOut (0), Roam (0), Attack.Default (0)
17:20:47
SQ
-> Behavior picked: Idle (1)
17:20:47
SQ
* Ludolf the Snake: Ending Turn with 9 of 9 AP left.
17:20:47
SQ
* ---------------------------------------------------
17:21:03
SQ
[Bertwin] executes skill [Quick Shot] on target [Bandit Raider]
17:21:03
SQ
Bertwin uses skill Quick Shot
17:21:03
SQ
Bandit Raider has died.
17:21:07
SQ
[Bertwin] executes skill [Quick Shot] on target [Bandit Raider]
17:21:07
SQ
Bertwin uses skill Quick Shot
17:21:14
SQ
[Theoderich] executes skill [Thrust] on target [Bandit Raider]
17:21:14
SQ
Theoderich uses skill Thrust
17:21:17
SQ
[Theoderich] executes skill [Shieldwall] on target [Theoderich]
17:21:17
SQ
Theoderich uses skill Shieldwall
17:21:18
SQ
Skill [Stunned] removed from [Hugo].
17:21:18
UI
ERROR: Failed to update entity. Reason: Entity id: 47123 not found.
17:21:18
UI
ERROR: Failed to update entity. Reason: Entity id: 47123 not found.
17:21:32
SQ
[Helfrich the Bear] executes skill [Thrust] on target [Bandit Raider]
17:21:32
SQ
Helfrich the Bear uses skill Thrust
17:21:33
SQ
*
17:21:33
SQ
* Bandit Raider: Starting turn.
17:21:33
SQ
-> Behaviors to pick from:
Defend.Shieldwall (137.395)(*), Attack.Default (69.4239)(*), Idle (1), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Flee (0)
17:21:33
SQ
-> Behavior picked: Attack.Default (69.4239)
17:21:33
SQ
* Bandit Raider: Using Thrust against Helfrich the Bear!
17:21:33
SQ
Bandit Raider uses skill Thrust
17:21:34
SQ
-> Behaviors to pick from:
Defend.Shieldwall (133.998)(*), Attack.Default (70.568)(*), Idle (1), Attack.Decapitate (0), Defend.Rotation (0), Attack.KnockOut (0), Defend.Spearwall (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Swing (0), Attack.Split (0), Defend (0), Defend.Knockback (0), Attack.SplitShield (0), Flee (0), Roam (0)
17:21:34
SQ
-> Behavior picked: Attack.Default (70.568)
17:21:35
SQ
* Bandit Raider: Using Thrust against Helfrich the Bear!
17:21:35
SQ
Bandit Raider uses skill Thrust
17:21:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Split (0), Engage.Melee (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Swing (0), Attack.Default (0), Defend (0), Defend.Knockback (0), Attack.SplitShield (0), Flee (0), Roam (0), Defend.Shieldwall (0)
17:21:35
SQ
-> Behavior picked: Idle (1)
17:21:36
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:21:36
SQ
* ---------------------------------------------------
17:21:42
SQ
[Bernhard Hamfisted] executes skill [Chop] on target [Bandit Raider]
17:21:42
SQ
Bernhard Hamfisted uses skill Chop
17:22:10
SQ
[Horik] executes skill [Thrust] on target [Bandit Raider]
17:22:10
SQ
Horik uses skill Thrust
17:22:14
SQ
*
17:22:14
SQ
* Bandit Raider: Starting turn.
17:22:15
SQ
-> Behaviors to pick from:
Defend.Shieldwall (156.903)(*), Attack.Default (74.3301)(*), Attack.KnockOut (38.1158), Idle (1), Attack.Swing (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Decapitate (0), Defend (0), Flee (0), Defend.Rotation (0), Defend.Spearwall (0), Engage.Melee (0), Attack.SplitShield (0), Roam (0)
17:22:15
SQ
-> Behavior picked: Attack.Default (74.3301)
17:22:15
SQ
* Bandit Raider: Using Bash against Hugo!
17:22:15
SQ
Bandit Raider uses skill Bash
17:22:15
SQ
-> Behaviors to pick from:
Defend.Shieldwall (143.361)(*), Attack.Default (71.7244)(*), Attack.KnockOut (31.416), Idle (1), Attack.Swing (0), Defend (0), Flee (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Split (0), Engage.Melee (0), Attack.SplitShield (0), Roam (0), Defend.Knockback (0)
17:22:15
SQ
-> Behavior picked: Attack.Default (71.7244)
17:22:16
SQ
* Bandit Raider: Using Bash against Hugo!
17:22:16
SQ
Bandit Raider uses skill Bash
17:22:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Flee (0), Attack.Swing (0), Defend (0), Attack.SplitShield (0), Roam (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Split (0), Engage.Melee (0), Defend.Riposte (0), Attack.Default (0), Defend.Knockback (0), Defend.Shieldwall (0)
17:22:17
SQ
-> Behavior picked: Idle (1)
17:22:17
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:22:17
SQ
* ---------------------------------------------------
17:22:18
SQ
INFO: Next round issued: 7
17:22:18
SQ
*
17:22:18
SQ
* Bandit Marksman: Starting turn.
17:22:19
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), Attack.Default (0), Defend.Rotation (0), Defend (0), Flee (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Bow (0)
17:22:19
SQ
-> Behavior picked: Engage.Ranged (25)
17:22:19
SQ
* Bandit Marksman: Waiting until others have moved!
17:22:24
SQ
[Hjalmar] executes skill [Slash] on target [Bandit Raider]
17:22:24
SQ
Hjalmar uses skill Slash
17:22:36
SQ
[Hjalmar] executes skill [Slash] on target [Bandit Raider]
17:22:36
SQ
Hjalmar uses skill Slash
17:22:37
SQ
*
17:22:37
SQ
* Ludolf the Snake: Starting turn.
17:22:37
SQ
defend after inertia: 0.7
17:22:37
SQ
defend after distance?: 0.7
17:22:37
SQ
defend after tactical value?: 0.175
17:22:37
SQ
defend after tactical value of engage target?: 0.109375
17:22:37
SQ
defend after allyVSOpponent: 0.196875
17:22:37
SQ
defend after allyRangedVSOpponentRanged: 0.196875
17:22:37
SQ
defend after everyone engaged?: 0.196875
17:22:37
SQ
defend after formation pos VS engage target: 0.344531
17:22:37
SQ
defend after opponents?: 0.344531
17:22:38
SQ
-> Behaviors to pick from:
Engage.Melee (90.9091)(*), Defend (31.0078)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.CrushArmor (0), Attack.KnockOut (0), Roam (0), Flee (0), Attack.Default (0), Attack.Swing (0)
17:22:38
SQ
-> Behavior picked: Engage.Melee (90.9091)
17:22:38
SQ
* Ludolf the Snake: Engaging to melee range with Hjalmar (not visible), accepted_distance=0
17:22:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Attack.KnockOut (0), Roam (0), Flee (0), Attack.Default (0), Attack.Swing (0), Engage.Melee (0)
17:22:38
SQ
-> Behavior picked: Idle (1)
17:22:38
SQ
* Ludolf the Snake: Ending Turn with 0 of 9 AP left.
17:22:38
SQ
* ---------------------------------------------------
17:23:01
SQ
[Hugo] executes skill [Split Shield] on target [Bandit Raider]
17:23:01
SQ
Hugo uses skill Split Shield
17:23:04
SQ
[Hugo] executes skill [Split Shield] on target [Bandit Raider]
17:23:04
SQ
Hugo uses skill Split Shield
17:23:08
SQ
[Ortwin] executes skill [Split Shield] on target [Bandit Raider]
17:23:08
SQ
Ortwin uses skill Split Shield
17:23:10
SQ
[Ortwin] executes skill [Chop] on target [Bandit Raider]
17:23:10
SQ
Ortwin uses skill Chop
17:23:14
SQ
[Helfrich the Bear] executes skill [Thrust] on target [Bandit Raider]
17:23:14
SQ
Helfrich the Bear uses skill Thrust
17:23:16
SQ
[Helfrich the Bear] executes skill [Thrust] on target [Bandit Raider]
17:23:16
SQ
Helfrich the Bear uses skill Thrust
17:23:21
SQ
[Bertwin] executes skill [Quick Shot] on target [Bandit Raider]
17:23:21
SQ
Bertwin uses skill Quick Shot
17:23:21
SQ
Bandit Raider has died.
17:23:25
SQ
[Bertwin] executes skill [Quick Shot] on target [Bandit Raider]
17:23:25
SQ
Bertwin uses skill Quick Shot
17:23:34
SQ
[Bernhard Hamfisted] executes skill [Chop] on target [Bandit Raider]
17:23:34
SQ
Bernhard Hamfisted uses skill Chop
17:23:36
SQ
[Bernhard Hamfisted] executes skill [Chop] on target [Bandit Raider]
17:23:36
SQ
Bernhard Hamfisted uses skill Chop
17:23:36
SQ
Skill [Shieldwall] removed from [Theoderich].
17:23:41
SQ
[Theoderich] executes skill [Thrust] on target [Bandit Raider]
17:23:41
SQ
Theoderich uses skill Thrust
17:23:42
SQ
[Theoderich] executes skill [Thrust] on target [Bandit Raider]
17:23:42
SQ
Theoderich uses skill Thrust
17:23:54
SQ
*
17:23:54
SQ
* Bandit Raider: Starting turn.
17:23:54
SQ
-> Behaviors to pick from:
Defend.Shieldwall (187.242)(*), Attack.Default (75.941)(*), Idle (1), Attack.Split (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Swing (0), Attack.SplitShield (0), Defend (0), Attack.Decapitate (0), Flee (0), Roam (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.KnockOut (0)
17:23:54
SQ
-> Behavior picked: Defend.Shieldwall (187.242)
17:23:55
SQ
* Bandit Raider: Using Shieldwall!
17:23:55
SQ
Bandit Raider uses skill Shieldwall
17:23:55
SQ
-> Behaviors to pick from:
Attack.Default (75.4624)(*), Idle (1), Engage.Melee (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Swing (0), Attack.SplitShield (0), Defend (0), Defend.Rotation (0), Flee (0), Roam (0), Defend.Riposte (0), Attack.Split (0), Attack.KnockOut (0), Defend.Shieldwall (0)
17:23:55
SQ
-> Behavior picked: Attack.Default (75.4624)
17:23:56
SQ
* Bandit Raider: Using Thrust against Bernhard Hamfisted!
17:23:56
SQ
Bandit Raider uses skill Thrust
17:23:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Split (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend (0), Defend.Rotation (0), Flee (0), Roam (0), Defend.Riposte (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0)
17:23:56
SQ
-> Behavior picked: Idle (1)
17:23:57
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
17:23:57
SQ
* ---------------------------------------------------
17:23:58
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), Defend (0), Flee (0), Attack.Default (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Bow (0), Defend.Rotation (0)
17:23:58
SQ
-> Behavior picked: Engage.Ranged (25)
17:23:58
SQ
* Bandit Marksman: Engaging into firing range over 4 tiles at Hugo (not visible)
17:23:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.Puncture (0), Attack.Default (0), Roam (0), SwitchTo.Ranged (0), Flee (0), SwitchTo.Melee (0), Attack.Bow (0), Defend.Rotation (0), Engage.Ranged (0)
17:23:58
SQ
-> Behavior picked: Idle (1)
17:23:58
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
17:23:58
SQ
* ---------------------------------------------------
17:23:58
SQ
INFO: Next round issued: 8
17:23:59
SQ
*
17:23:59
SQ
* Bandit Marksman: Starting turn.
17:23:59
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), Roam (0), SwitchTo.Ranged (0), Attack.Puncture (0), Flee (0), SwitchTo.Melee (0), Attack.Bow (0), Defend.Rotation (0), Attack.Default (0), Defend (0)
17:23:59
SQ
-> Behavior picked: Engage.Ranged (25)
17:23:59
SQ
* Bandit Marksman: Waiting until others have moved!
17:24:14
SQ
[Siegfried] executes skill [Slash] on target [Bandit Raider]
17:24:14
SQ
Siegfried uses skill Slash
17:24:14
SQ
Bandit Raider has died.
17:24:14
SQ
Skill [Shieldwall] removed from [Bandit Raider].
17:24:24
SQ
*
17:24:24
SQ
* Ludolf the Snake: Starting turn.
17:24:24
SQ
defend after inertia: 0.7
17:24:24
SQ
defend after distance?: 0.7
17:24:24
SQ
defend after tactical value?: 0.4375
17:24:24
SQ
defend after tactical value of engage target?: 0.601563
17:24:24
SQ
defend after allyVSOpponent: 1.80469
17:24:24
SQ
defend after allyRangedVSOpponentRanged: 1.80469
17:24:24
SQ
defend after everyone engaged?: 0.0281982
17:24:24
SQ
defend after opponents?: 0.0281982
17:24:25
SQ
-> Behaviors to pick from:
Engage.Melee (110.782)(*), Defend (2.53784), Idle (1), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Flee (0), Attack.KnockOut (0), Attack.Split (0), Attack.Default (0), Attack.Swing (0), Defend.Riposte (0), Defend.Spearwall (0), Defend.Knockback (0)
17:24:25
SQ
-> Behavior picked: Engage.Melee (110.782)
17:24:25
SQ
* Ludolf the Snake: Engaging to melee range with Bernhard Hamfisted (not visible), accepted_distance=0
17:24:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Roam (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Decapitate (0), Flee (0), Attack.KnockOut (0), Defend (0), Attack.Default (0), Attack.Swing (0), Defend.Riposte (0), Defend.Spearwall (0), Defend.Knockback (0), Engage.Melee (0)
17:24:25
SQ
-> Behavior picked: Idle (1)
17:24:25
SQ
* Ludolf the Snake: Ending Turn with 0 of 9 AP left.
17:24:25
SQ
* ---------------------------------------------------
17:25:36
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
17:25:36
SQ
-> Behaviors to pick from:
Attack.Bow (46.9115)(*), Idle (1), Attack.Puncture (0), Flee (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Default (0), Defend (0), Engage.Ranged (0)
17:25:36
SQ
-> Behavior picked: Attack.Bow (46.9115)
17:25:36
SQ
* Bandit Marksman: Using Quick Shot against Ortwin!
17:25:36
SQ
Bandit Marksman uses skill Quick Shot
17:25:37
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
17:25:37
SQ
-> Behaviors to pick from:
Attack.Bow (46.6397)(*), Idle (1), Roam (0), SwitchTo.Melee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Default (0), Defend (0), Engage.Ranged (0), Flee (0)
17:25:37
SQ
-> Behavior picked: Attack.Bow (46.6397)
17:25:38
SQ
* Bandit Marksman: Using Quick Shot against Ortwin!
17:25:38
SQ
Bandit Marksman uses skill Quick Shot
17:25:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Rotation (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), Engage.Ranged (0), Flee (0), Attack.Bow (0)
17:25:39
SQ
-> Behavior picked: Idle (1)
17:25:39
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
17:25:39
SQ
* ---------------------------------------------------
17:25:39
SQ
INFO: Next round issued: 9
17:25:49
SQ
*
17:25:49
SQ
* Bandit Marksman: Starting turn.
17:25:49
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
17:25:49
SQ
-> Behaviors to pick from:
Attack.Bow (65.5803)(*), Idle (1), SwitchTo.Ranged (0), Attack.Default (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend (0), Engage.Ranged (0), Flee (0), Attack.Puncture (0), Roam (0)
17:25:49
SQ
-> Behavior picked: Attack.Bow (65.5803)
17:25:50
SQ
* Bandit Marksman: Using Aimed Shot against Ortwin!
17:25:50
SQ
Bandit Marksman uses skill Aimed Shot
17:25:52
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Defend (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Ranged (0), Attack.Default (0), Flee (0), Attack.Puncture (0), Roam (0), Attack.Bow (0)
17:25:52
SQ
-> Behavior picked: Idle (1)
17:25:52
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
17:25:52
SQ
* ---------------------------------------------------
17:26:04
SQ
*
17:26:04
SQ
* Ludolf the Snake: Starting turn.
17:26:04
SQ
defend after inertia: 0.7
17:26:04
SQ
defend after distance?: 0.583333
17:26:04
SQ
defend after tactical value?: 0.364583
17:26:04
SQ
defend after tactical value of engage target?: 0.501302
17:26:04
SQ
defend after allyVSOpponent: 1.33681
17:26:04
SQ
defend after allyRangedVSOpponentRanged: 1.33681
17:26:04
SQ
defend after everyone engaged?: 0.0208876
17:26:04
SQ
defend after opponents?: 0.0208876
17:26:05
SQ
-> Behaviors to pick from:
Engage.Melee (130.688)(*), Defend (1.87988), Defend.Shieldwall (1.707), Idle (1), Attack.Split (0), Defend.Rotation (0), Roam (0), Flee (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.SplitShield (0)
17:26:05
SQ
-> Behavior picked: Engage.Melee (130.688)
17:26:05
SQ
* Ludolf the Snake: Engaging to melee range with Ortwin (not visible), accepted_distance=0
17:26:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Roam (0), Attack.Split (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Spearwall (0), Flee (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0)
17:26:06
SQ
-> Behavior picked: Idle (1)
17:26:06
SQ
* Ludolf the Snake: Ending Turn with 1 of 9 AP left.
17:26:06
SQ
* ---------------------------------------------------
17:26:29
SQ
[Helfrich the Bear] executes skill [Spearwall] on target [Helfrich the Bear]
17:26:29
SQ
Helfrich the Bear uses skill Spearwall
17:26:34
SQ
[Horik] executes skill [Spearwall] on target [Horik]
17:26:34
SQ
Horik uses skill Spearwall
17:27:44
SQ
INFO: Next round issued: 10
17:27:58
SQ
Skill [Hidden] removed from [Siegfried].
17:28:04
SQ
*
17:28:04
SQ
* Bandit Marksman: Starting turn.
17:28:04
SQ
-> Behaviors to pick from:
Engage.Ranged (100)(*), Idle (1), SwitchTo.Melee (0), Attack.Bow (0), Defend (0), Attack.Default (0), Flee (0), Attack.Puncture (0), Roam (0), Defend.Rotation (0), SwitchTo.Ranged (0)
17:28:04
SQ
-> Behavior picked: Engage.Ranged (100)
17:28:04
SQ
* Bandit Marksman: Engaging into firing range over 2 tiles at Helfrich the Bear (not visible)
17:28:05
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
17:28:05
SQ
-> Behaviors to pick from:
Attack.Bow (46.5513)(*), Idle (1), Defend (0), Attack.Default (0), SwitchTo.Melee (0), Flee (0), Attack.Puncture (0), Roam (0), Defend.Rotation (0), SwitchTo.Ranged (0), Engage.Ranged (0)
17:28:05
SQ
-> Behavior picked: Attack.Bow (46.5513)
17:28:05
SQ
* Bandit Marksman: Using Quick Shot against Ortwin!
17:28:05
SQ
Bandit Marksman uses skill Quick Shot
17:28:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.Puncture (0), SwitchTo.Melee (0), Flee (0), Roam (0), Attack.Default (0), Defend.Rotation (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0)
17:28:06
SQ
-> Behavior picked: Idle (1)
17:28:06
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
17:28:06
SQ
* ---------------------------------------------------
17:28:16
SQ
*
17:28:16
SQ
* Ludolf the Snake: Starting turn.
17:28:16
SQ
defend after inertia: 0.7
17:28:16
SQ
defend after distance?: 0.583333
17:28:16
SQ
defend after tactical value?: 0.145833
17:28:16
SQ
defend after tactical value of engage target?: 0.145833
17:28:16
SQ
defend after allyVSOpponent: 0.4375
17:28:16
SQ
defend after allyRangedVSOpponentRanged: 0.4375
17:28:16
SQ
defend after everyone engaged?: 0.00683594
17:28:16
SQ
defend after opponents?: 0.00683594
17:28:16
SQ
-> Behaviors to pick from:
Engage.Melee (106.736)(*), Defend.Shieldwall (1.707), Idle (1), Defend (0.615234), Defend.Rotation (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Swing (0), Attack.Default (0), Defend.Knockback (0), Roam (0), Defend.Spearwall (0), Flee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0)
17:28:16
SQ
-> Behavior picked: Engage.Melee (106.736)
17:28:17
SQ
* Ludolf the Snake: Engaging to melee range with Ortwin (visible), accepted_distance=0
17:28:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Swing (0), Defend (0), Attack.Default (0), Defend.Knockback (0), Roam (0), Defend.Shieldwall (0), Flee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Engage.Melee (0)
17:28:18
SQ
-> Behavior picked: Idle (1)
17:28:18
SQ
* Ludolf the Snake: Ending Turn with 3 of 9 AP left.
17:28:18
SQ
* ---------------------------------------------------
17:28:32
SQ
[Theoderich] executes skill [Shieldwall] on target [Theoderich]
17:28:32
SQ
Theoderich uses skill Shieldwall
17:28:34
SQ
[Theoderich] executes skill [Thrust] on target [Ludolf the Snake]
17:28:34
SQ
Theoderich uses skill Thrust
17:28:36
SQ
[Ortwin] executes skill [Split Shield] on target [Ludolf the Snake]
17:28:36
SQ
Ortwin uses skill Split Shield
17:28:38
SQ
[Ortwin] executes skill [Split Shield] on target [Ludolf the Snake]
17:28:38
SQ
Ortwin uses skill Split Shield
17:28:38
SQ
Skill [Spearwall] removed from [Helfrich the Bear].
17:28:43
SQ
Skill [Spearwall] removed from [Horik].
17:29:07
SQ
[Horik] executes skill [Thrust] on target [Ludolf the Snake]
17:29:07
SQ
Horik uses skill Thrust
17:29:20
SQ
[Hjalmar] executes skill [Slash] on target [Ludolf the Snake]
17:29:20
SQ
Hjalmar uses skill Slash
17:30:06
SQ
INFO: Next round issued: 11
17:30:25
SQ
[Bernhard Hamfisted] executes skill [Split Shield] on target [Ludolf the Snake]
17:30:25
SQ
Bernhard Hamfisted uses skill Split Shield
17:30:32
SQ
[Hjalmar] executes skill [Riposte] on target [Hjalmar]
17:30:32
SQ
Hjalmar uses skill Riposte
17:30:33
SQ
[Hjalmar] executes skill [Slash] on target [Ludolf the Snake]
17:30:33
SQ
Hjalmar uses skill Slash
17:30:47
SQ
*
17:30:47
SQ
* Bandit Marksman: Starting turn.
17:30:48
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
17:30:48
SQ
-> Behaviors to pick from:
Engage.Ranged (555.556)(*), Attack.Bow (171.438)(*), Idle (1), Flee (0), Roam (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend (0)
17:30:48
SQ
-> Behavior picked: Engage.Ranged (555.556)
17:30:48
SQ
* Bandit Marksman: Engaging into firing range over 4 tiles at Helfrich the Bear (visible)
17:30:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.Default (0), Roam (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Defend.Rotation (0), SwitchTo.Melee (0), Attack.Bow (0), Engage.Ranged (0)
17:30:50
SQ
-> Behavior picked: Idle (1)
17:30:50
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
17:30:50
SQ
* ---------------------------------------------------
17:30:54
SQ
*
17:30:54
SQ
* Ludolf the Snake: Starting turn.
17:30:54
SQ
-> Behaviors to pick from:
Defend.Shieldwall (356.043)(*), Attack.Default (94.0472)(*), Idle (1), Defend.Spearwall (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Knockback (0), Roam (0), Attack.SplitShield (0), Flee (0), Defend (0), Attack.KnockOut (0), Attack.Split (0), Defend.Rotation (0), Engage.Melee (0), Defend.Riposte (0)
17:30:54
SQ
-> Behavior picked: Defend.Shieldwall (356.043)
17:30:55
SQ
* Ludolf the Snake: Using Shieldwall!
17:30:55
SQ
Ludolf the Snake uses skill Shieldwall
17:30:55
SQ
-> Behaviors to pick from:
Attack.Default (94.0472)(*), Idle (1), Attack.Swing (0), Defend (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Rotation (0), Roam (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Split (0), Defend.Knockback (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Shieldwall (0)
17:30:55
SQ
-> Behavior picked: Attack.Default (94.0472)
17:30:56
SQ
* Ludolf the Snake: Using Cleave against Ortwin!
17:30:56
SQ
Ludolf the Snake uses skill Cleave
17:30:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Split (0), Defend.Knockback (0), Roam (0), Defend (0), Defend.Shieldwall (0), Attack.Default (0)
17:30:56
SQ
-> Behavior picked: Idle (1)
17:30:57
SQ
* Ludolf the Snake: Ending Turn with 1 of 9 AP left.
17:30:57
SQ
* ---------------------------------------------------
17:31:10
SQ
[Horik] executes skill [Shieldwall] on target [Horik]
17:31:10
SQ
Horik uses skill Shieldwall
17:31:12
SQ
[Horik] executes skill [Thrust] on target [Ludolf the Snake]
17:31:12
SQ
Horik uses skill Thrust
17:31:12
SQ
Skill [Shieldwall] removed from [Theoderich].
17:31:15
SQ
[Theoderich] executes skill [Shieldwall] on target [Theoderich]
17:31:15
SQ
Theoderich uses skill Shieldwall
17:31:22
SQ
[Ortwin] executes skill [Split Shield] on target [Ludolf the Snake]
17:31:22
SQ
Ortwin uses skill Split Shield
17:31:22
SQ
Skill [Shieldwall] removed from [Ludolf the Snake].
17:31:33
SQ
[Theoderich] executes skill [Thrust] on target [Ludolf the Snake]
17:31:33
SQ
Theoderich uses skill Thrust
17:31:33
SQ
INFO: Next round issued: 12
17:31:42
SQ
Skill [Hidden] removed from [Siegfried].
17:31:52
SQ
[Bertwin] executes skill [Aimed Shot] on target [Ludolf the Snake]
17:31:52
SQ
Bertwin uses skill Aimed Shot
17:31:56
SQ
*
17:31:56
SQ
* Bandit Marksman: Starting turn.
17:31:57
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Idle (1), Defend (0), SwitchTo.Ranged (0), Attack.Default (0), Flee (0), Defend.Rotation (0), Roam (0), Attack.Bow (0), Engage.Ranged (0), Attack.Puncture (0)
17:31:57
SQ
-> Behavior picked: SwitchTo.Melee (100)
17:31:58
SQ
* Bandit Marksman: Switching to melee weapon!
17:31:58
SQ
-> Behaviors to pick from:
Attack.Default (53.9434)(*), Idle (1), Engage.Ranged (0), Flee (0), Defend (0), Defend.Rotation (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0)
17:31:58
SQ
-> Behavior picked: Attack.Default (53.9434)
17:31:58
SQ
* Bandit Marksman: Using Chop against Siegfried!
17:31:58
SQ
Bandit Marksman uses skill Chop
17:31:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Ranged (0), Roam (0), Defend (0), Defend.Rotation (0), Attack.Bow (0), Flee (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0)
17:31:58
SQ
-> Behavior picked: Idle (1)
17:31:59
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
17:31:59
SQ
* ---------------------------------------------------
17:32:08
SQ
[Bernhard Hamfisted] executes skill [Chop] on target [Ludolf the Snake]
17:32:08
SQ
Bernhard Hamfisted uses skill Chop
17:32:10
SQ
[Bernhard Hamfisted] executes skill [Chop] on target [Ludolf the Snake]
17:32:10
SQ
Bernhard Hamfisted uses skill Chop
17:32:11
SQ
Skill [Riposte] removed from [Hjalmar].
17:32:15
SQ
[Hjalmar] executes skill [Slash] on target [Ludolf the Snake]
17:32:15
SQ
Hjalmar uses skill Slash
17:32:16
SQ
[Hjalmar] executes skill [Slash] on target [Ludolf the Snake]
17:32:16
SQ
Hjalmar uses skill Slash
17:32:31
SQ
Skill [Hidden] removed from [Helfrich the Bear].
17:32:35
SQ
[Helfrich the Bear] executes skill [Thrust] on target [Bandit Marksman]
17:32:35
SQ
Helfrich the Bear uses skill Thrust
17:32:40
SQ
*
17:32:40
SQ
* Ludolf the Snake: Starting turn.
17:32:40
SQ
-> Behaviors to pick from:
Attack.Default (297.881)(*), Idle (1), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Rotation (0), Defend.Knockback (0), Roam (0), Flee (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.Swing (0)
17:32:40
SQ
-> Behavior picked: Attack.Default (297.881)
17:32:41
SQ
* Ludolf the Snake: Using Cleave against Ortwin!
17:32:41
SQ
Ludolf the Snake uses skill Cleave
17:32:41
SQ
-> Behaviors to pick from:
Attack.Default (297.881)(*), Idle (1), Defend.Rotation (0), Defend.Knockback (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0), Roam (0), Attack.SplitShield (0), Attack.CrushArmor (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0)
17:32:41
SQ
-> Behavior picked: Attack.Default (297.881)
17:32:42
SQ
* Ludolf the Snake: Using Cleave against Ortwin!
17:32:42
SQ
Ludolf the Snake uses skill Cleave
17:32:42
SQ
Ortwin has died.
17:32:42
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Defend.Shieldwall (0), Attack.Decapitate (0), Defend (0), Flee (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0), Roam (0), Attack.SplitShield (0), Attack.CrushArmor (0), Engage.Melee (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Default (0)
17:32:42
SQ
-> Behavior picked: Idle (1)
17:32:43
SQ
* Ludolf the Snake: Ending Turn with 1 of 9 AP left.
17:32:43
SQ
* ---------------------------------------------------
17:32:44
SQ
Skill [Shieldwall] removed from [Horik].
17:32:55
SQ
[Horik] executes skill [Thrust] on target [Ludolf the Snake]
17:32:55
SQ
Horik uses skill Thrust
17:32:57
SQ
[Horik] executes skill [Thrust] on target [Ludolf the Snake]
17:32:57
SQ
Horik uses skill Thrust
17:32:58
SQ
Skill [Shieldwall] removed from [Theoderich].
17:33:01
SQ
[Theoderich] executes skill [Thrust] on target [Ludolf the Snake]
17:33:01
SQ
Theoderich uses skill Thrust
17:33:02
SQ
[Theoderich] executes skill [Thrust] on target [Ludolf the Snake]
17:33:02
SQ
Theoderich uses skill Thrust
17:33:02
SQ
INFO: Next round issued: 13
17:33:11
SQ
[Siegfried] executes skill [Slash] on target [Bandit Marksman]
17:33:11
SQ
Siegfried uses skill Slash
17:33:12
SQ
[Siegfried] executes skill [Riposte] on target [Siegfried]
17:33:12
SQ
Siegfried uses skill Riposte
17:33:16
SQ
*
17:33:16
SQ
* Bandit Marksman: Starting turn.
17:33:17
SQ
-> Behaviors to pick from:
Attack.Default (40.1594)(*), Idle (1), Defend.Rotation (0), Attack.Bow (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Engage.Ranged (0)
17:33:17
SQ
-> Behavior picked: Attack.Default (40.1594)
17:33:17
SQ
* Bandit Marksman: Using Chop against Helfrich the Bear!
17:33:17
SQ
Bandit Marksman uses skill Chop
17:33:18
SQ
-> Behaviors to pick from:
Attack.Default (40.0181)(*), Idle (1), Roam (0), Flee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Engage.Ranged (0), Attack.Bow (0)
17:33:18
SQ
-> Behavior picked: Attack.Default (40.0181)
17:33:19
SQ
* Bandit Marksman: Using Chop against Helfrich the Bear!
17:33:19
SQ
Bandit Marksman uses skill Chop
17:33:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Puncture (0), Defend.Rotation (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0), Defend (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0)
17:33:19
SQ
-> Behavior picked: Idle (1)
17:33:20
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
17:33:20
SQ
* ---------------------------------------------------
17:33:27
SQ
aha...
17:33:27
UI
equip item: 46179046
17:33:55
SQ
[Bernhard Hamfisted] executes skill [Chop] on target [Ludolf the Snake]
17:33:55
SQ
Bernhard Hamfisted uses skill Chop
17:33:59
SQ
[Bernhard Hamfisted] executes skill [Chop] on target [Ludolf the Snake]
17:33:59
SQ
Bernhard Hamfisted uses skill Chop
17:34:05
SQ
[Helfrich the Bear] executes skill [Thrust] on target [Bandit Marksman]
17:34:05
SQ
Helfrich the Bear uses skill Thrust
17:34:06
SQ
[Helfrich the Bear] executes skill [Thrust] on target [Bandit Marksman]
17:34:06
SQ
Helfrich the Bear uses skill Thrust
17:34:12
SQ
[Hjalmar] executes skill [Slash] on target [Ludolf the Snake]
17:34:12
SQ
Hjalmar uses skill Slash
17:34:14
SQ
[Hjalmar] executes skill [Slash] on target [Ludolf the Snake]
17:34:14
SQ
Hjalmar uses skill Slash
17:34:15
SQ
*
17:34:15
SQ
* Ludolf the Snake: Starting turn.
17:34:15
SQ
-> Behaviors to pick from:
Attack.Default (89.0603)(*), Idle (1), Defend (0), Flee (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.Split (0), Defend.Riposte (0), Roam (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Rotation (0)
17:34:15
SQ
-> Behavior picked: Attack.Default (89.0603)
17:34:16
SQ
* Ludolf the Snake: Using Cleave against Hjalmar!
17:34:16
SQ
Ludolf the Snake uses skill Cleave
17:34:16
SQ
-> Behaviors to pick from:
Attack.Default (283.768)(*), Idle (1), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend (0), Defend.Knockback (0), Defend.Spearwall (0), Defend.Riposte (0), Roam (0), Attack.SplitShield (0), Attack.Swing (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Split (0), Defend.Rotation (0), Flee (0)
17:34:16
SQ
-> Behavior picked: Attack.Default (283.768)
17:34:17
SQ
* Ludolf the Snake: Using Cleave against Hjalmar!
17:34:17
SQ
Ludolf the Snake uses skill Cleave
17:34:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), Attack.Split (0), Defend.Rotation (0), Roam (0), Attack.SplitShield (0), Attack.Swing (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.CrushArmor (0), Flee (0), Attack.Default (0)
17:34:17
SQ
-> Behavior picked: Idle (1)
17:34:18
SQ
* Ludolf the Snake: Ending Turn with 1 of 9 AP left.
17:34:18
SQ
* ---------------------------------------------------
17:34:22
SQ
[Horik] executes skill [Thrust] on target [Ludolf the Snake]
17:34:22
SQ
Horik uses skill Thrust
17:34:24
SQ
[Horik] executes skill [Thrust] on target [Ludolf the Snake]
17:34:24
SQ
Horik uses skill Thrust
17:34:26
SQ
[Theoderich] executes skill [Thrust] on target [Ludolf the Snake]
17:34:26
SQ
Theoderich uses skill Thrust
17:34:28
SQ
[Theoderich] executes skill [Thrust] on target [Ludolf the Snake]
17:34:28
SQ
Theoderich uses skill Thrust
17:34:28
SQ
INFO: Next round issued: 14
17:34:36
SQ
[Bertwin] executes skill [Knock Out] on target [Ludolf the Snake]
17:34:36
SQ
Bertwin uses skill Knock Out
17:34:40
SQ
Skill [Riposte] removed from [Siegfried].
17:34:43
SQ
[Siegfried] executes skill [Slash] on target [Bandit Marksman]
17:34:43
SQ
Siegfried uses skill Slash
17:34:43
SQ
Bandit Marksman has died.
17:35:01
SQ
[Bernhard Hamfisted] executes skill [Chop] on target [Ludolf the Snake]
17:35:01
SQ
Bernhard Hamfisted uses skill Chop
17:35:03
SQ
[Bernhard Hamfisted] executes skill [Chop] on target [Ludolf the Snake]
17:35:03
SQ
Bernhard Hamfisted uses skill Chop
17:35:03
SQ
Ludolf the Snake has died.
17:35:03
Resource
Unloading: gfx/orientation_overlay.png
17:35:03
SQ
Skill [Bleeding] removed from [Hjalmar].
17:35:03
SQ
Skill [Hidden] removed from [Siegfried].
17:35:07
Resource
Loading: music/victory_01.music
17:35:07
Resource
Unloading: music/battle.music
17:36:30
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
17:36:30
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
17:36:30
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
17:36:30
SQ
World::onCombatFinished
17:36:30
SQ
TacticalState::onFinish
17:36:30
Resource
Unloading: gfx/object_0.png
17:36:30
Resource
Unloading Resource Package "Temporary Tactical Resources".
17:36:30
Resource
Unloading: gfx/detail.png
17:36:30
UI
IngameMenuScreen::UNREGISTER
17:36:30
UI
MainMenuModule::UNREGISTER
17:36:30
UI
LoadCampaignMenuModule::UNREGISTER
17:36:30
UI
SaveCampaignMenuModule::UNREGISTER
17:36:30
UI
OptionsMenuModule::UNREGISTER
17:36:30
UI
OptionsMenuModuleVideoPanel::UNREGISTER
17:36:30
UI
OptionsMenuModuleVideoPanel::UNREGISTER
17:36:30
UI
OptionsMenuModuleControlsPanel::UNREGISTER
17:36:30
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
17:36:30
UI
TacticalFleeScreen::UNREGISTER
17:36:30
UI
CharacterScreen::UNREGISTER
17:36:30
UI
CharacterScreenLeftPanelModule::UNREGISTER
17:36:30
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
17:36:30
UI
CharacterScreenPaperdollModule::UNREGISTER
17:36:30
UI
CharacterScreenSkillsModule::UNREGISTER
17:36:30
UI
CharacterScreenStatsModule::UNREGISTER
17:36:30
UI
CharacterScreenRightPanelModule::UNREGISTER
17:36:30
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
17:36:30
UI
CharacterScreenInventoryListModule::UNREGISTER
17:36:30
UI
CharacterScreenPerksModule::UNREGISTER
17:36:30
UI
CharacterScreenBrothersListModule::UNREGISTER
17:36:30
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
17:36:30
UI
TacticalScreen::UNREGISTER
17:36:30
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
17:36:30
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
17:36:30
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
17:36:30
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
17:36:30
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
17:36:30
UI
TacticalCombatResultScreen::UNREGISTER
17:36:30
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
17:36:30
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
17:36:34
Resource
Loading: music/worldmap_06.music
17:36:34
Resource
Unloading: music/victory_01.music
17:37:01
SQ
aha...
17:37:23
SQ
aha...
17:37:28
SQ
aha...
17:37:42
SQ
aha...
17:37:46
SQ
aha...
17:37:46
UI
equip item: 46173719
17:37:47
SQ
aha...
17:37:47
UI
equip item: 47670696
17:37:49
SQ
aha...
17:37:49
UI
equip item: 46173719
17:37:51
UI
Backpack -> Stash | Ground (targetIdx: 28)
17:38:09
SQ
aha...
17:38:21
SQ
aha...
17:38:46
SQ
aha...
17:39:22
Resource
Loading: music/worldmap_07.music
17:39:22
Resource
Unloading: music/worldmap_06.music
17:40:17
UI
Paperdoll -> Stash | Ground (targetIdx: 27)
17:40:17
SQ
aha...
17:40:20
SQ
aha...
17:40:20
UI
Paperdoll -> Stash | Ground (targetIdx: 28)
17:40:20
SQ
aha...
17:40:22
UI
Stash -> Stash (swap)
17:40:24
SQ
aha...
17:41:11
SQ
aha...
17:41:51
SQ
aha...
17:41:57
SQ
aha...
17:42:07
SQ
aha...
17:42:55
SQ
aha...
17:43:34
SQ
aha...
17:44:03
SQ
aha...
17:44:03
UI
Stash | Ground -> Backpack (targetItemIdx: 0)
17:45:12
SQ
aha...
17:45:22
SQ
aha...
17:45:27
Resource
Loading: music/worldmap_06.music
17:45:27
Resource
Unloading: music/worldmap_07.music
17:46:06
SQ
hello world!
17:46:06
SQ
ERROR: Item is not changable in battle.
17:46:07
SQ
hello world!
17:46:07
SQ
ERROR: Item is not changable in battle.
17:46:08
SQ
aha...
17:46:11
SQ
aha...
17:46:13
SQ
aha...
17:47:24
SQ
aha...
17:48:10
SQ
aha...
17:48:14
Resource
Loading: music/worldmap_05.music
17:48:14
Resource
Unloading: music/worldmap_06.music
17:48:21
SQ
aha...
17:49:35
SQ
Save campaign: quicksave
17:49:35
Scene
Finished saving scene.
17:49:47
SQ
Save campaign: 4
17:49:47
Scene
Finished saving scene.
17:51:37
SQ
contract removed: contract.destroy_inactive_location
17:51:38
SQ
contract removed: contract.discover_location
17:51:39
SQ
contract removed: contract.errant
17:51:41
SQ
Save campaign: quicksave
17:51:41
Scene
Finished saving scene.
17:51:54
SQ
contract removed: contract.destroy_inactive_location
17:51:55
SQ
contract removed: contract.errant
17:51:56
SQ
contract removed: contract.errant
17:51:57
SQ
contract removed: contract.destroy_inactive_location
17:51:58
SQ
contract removed: contract.destroy_inactive_location
17:51:59
SQ
contract removed: contract.destroy_inactive_location
17:52:00
SQ
contract removed: contract.destroy_inactive_location
17:52:01
SQ
contract removed: contract.errant
17:52:02
SQ
contract removed: contract.errant
17:52:03
SQ
contract removed: contract.errant
17:52:04
SQ
contract removed: contract.escort_caravan
17:52:05
SQ
contract removed: contract.errant
17:52:23
UI
Backpack -> Stash | Ground (targetIdx: 27)
17:52:40
SQ
aha...
17:52:46
SQ
contract removed: contract.destroy_inactive_location
17:52:46
SQ
contract added: contract.errant
17:52:47
SQ
contract removed: contract.errant
17:52:48
SQ
contract added: contract.destroy_inactive_location
17:52:48
SQ
contract removed: contract.errant
17:52:49
SQ
contract removed: contract.destroy_inactive_location
17:52:50
SQ
contract removed: contract.destroy_bandit_camp
17:53:04
SQ
Location entered: Isenhagen
17:53:08
Resource
Loading: music/village_01.music
17:53:08
Resource
Unloading: music/worldmap_05.music
17:54:34
SQ
You hired: Radulf
17:54:51
SQ
aha...
17:54:52
SQ
aha...
17:55:30
SQ
aha...
17:55:33
SQ
aha...
17:56:54
Resource
Loading: music/worldmap_05.music
17:56:54
Resource
Unloading: music/village_01.music
18:03:16
Resource
Loading: music/worldmap_07.music
18:03:17
Resource
Unloading: music/worldmap_05.music
18:04:15
SQ
Save campaign: quicksave
18:04:16
Scene
Finished saving scene.
18:04:32
SQ
contract added: contract.destroy_bandit_camp
18:04:33
SQ
contract added: contract.errant
18:04:41
SQ
contract added: contract.errant
18:04:47
SQ
contract added: contract.errant
18:04:49
SQ
contract added: contract.destroy_inactive_location
18:04:57
SQ
Location entered: Reikmark Castle
18:05:01
Resource
Loading: music/stronghold_01.music
18:05:01
Resource
Unloading: music/worldmap_07.music
18:05:32
Resource
Loading: music/worldmap_03.music
18:05:32
Resource
Unloading: music/stronghold_01.music
18:05:34
SQ
Location entered: Reikmark Castle
18:05:38
Resource
Loading: music/stronghold_01.music
18:05:38
Resource
Unloading: music/worldmap_03.music
18:06:30
SQ
aha...
18:06:59
Resource
Loading: music/worldmap_07.music
18:06:59
Resource
Unloading: music/stronghold_01.music
18:07:33
SQ
contract added: contract.escort_caravan
18:07:38
SQ
contract added: contract.errant
18:08:00
SQ
Location entered: City of Marburg
18:08:04
Resource
Loading: music/city_01.music
18:08:04
Resource
Unloading: music/worldmap_07.music
18:09:46
Resource
Loading: music/worldmap_06.music
18:09:46
Resource
Unloading: music/city_01.music
18:09:53
SQ
Save campaign: quicksave
18:09:54
Scene
Finished saving scene.
18:09:55
SQ
Location entered: City of Marburg
18:09:59
Resource
Loading: music/city_01.music
18:09:59
Resource
Unloading: music/worldmap_06.music
18:10:01
SQ
contract activated: contract.escort_caravan
18:10:06
Resource
Loading: music/worldmap_07.music
18:10:06
Resource
Unloading: music/city_01.music
18:10:14
SQ
contract added: contract.destroy_inactive_location
18:10:19
SQ
contract added: contract.destroy_inactive_location
18:10:21
SQ
contract added: contract.errant
18:10:24
SQ
contract added: contract.destroy_inactive_location
18:10:35
SQ
contract added: contract.errant
18:10:51
SQ
contract added: contract.destroy_inactive_location
18:11:58
SQ
contract added: contract.discover_location
18:12:17
SQ
contract added: contract.errant
18:12:24
SQ
contract added: contract.errant
18:12:30
SQ
contract added: contract.destroy_inactive_location
18:12:56
SQ
contract added: contract.errant
18:13:04
SQ
contract added: contract.errant
18:13:09
SQ
contract added: contract.destroy_inactive_location
18:13:09
SQ
Location entered: Minarken
18:13:13
Resource
Loading: music/village_01.music
18:13:13
Resource
Unloading: music/worldmap_07.music
18:15:32
SQ
aha...
18:15:49
SQ
aha...
18:16:06
SQ
aha...
18:17:48
SQ
hello world!
18:17:48
SQ
aha...
18:17:48
SQ
done
18:17:49
SQ
aha...
18:17:49
UI
drop item into inventory: 47670696
18:17:52
SQ
aha...
18:18:04
SQ
aha...
18:18:06
SQ
aha...
18:18:10
SQ
aha...
18:18:28
SQ
aha...
18:18:31
SQ
aha...
18:18:32
SQ
aha...
18:19:46
Resource
Loading: music/worldmap_06.music
18:19:46
Resource
Unloading: music/village_01.music
18:20:23
SQ
Location entered: Minarken
18:20:27
Resource
Loading: music/village_01.music
18:20:27
Resource
Unloading: music/worldmap_06.music
18:20:47
SQ
contract added: contract.errant
18:20:47
SQ
Save campaign: quicksave
18:20:47
Scene
Finished saving scene.
18:20:48
Resource
Loading: music/worldmap_05.music
18:20:48
Resource
Unloading: music/village_01.music
18:20:49
SQ
Location entered: Minarken
18:20:53
Resource
Loading: music/village_01.music
18:20:53
Resource
Unloading: music/worldmap_05.music
18:20:54
SQ
contract activated: contract.destroy_inactive_location
18:23:17
Resource
Loading: music/worldmap_06.music
18:23:17
Resource
Unloading: music/village_01.music
18:23:35
SQ
Load campaign: quicksave
18:23:35
Resource
Unloading: gfx/world_weather.png
18:23:35
Scene
Finished loading scene.
18:23:35
SQ
contract added: contract.errant
18:23:35
SQ
contract added: contract.destroy_inactive_location
18:23:35
SQ
contract added: contract.destroy_bandit_camp
18:23:35
SQ
contract added: contract.errant
18:23:35
SQ
contract added: contract.errant
18:23:35
SQ
contract added: contract.errant
18:23:35
SQ
contract added: contract.destroy_inactive_location
18:23:35
SQ
contract added: contract.errant
18:23:35
SQ
contract added: contract.destroy_inactive_location
18:23:35
SQ
contract added: contract.destroy_inactive_location
18:23:35
SQ
contract added: contract.errant
18:23:35
SQ
contract added: contract.destroy_inactive_location
18:23:35
SQ
contract added: contract.errant
18:23:35
SQ
contract added: contract.destroy_inactive_location
18:23:35
SQ
contract added: contract.discover_location
18:23:35
SQ
contract added: contract.errant
18:23:35
SQ
contract added: contract.errant
18:23:35
SQ
contract added: contract.destroy_inactive_location
18:23:35
SQ
contract added: contract.errant
18:23:35
SQ
contract added: contract.errant
18:23:35
SQ
contract added: contract.destroy_inactive_location
18:23:35
SQ
contract added: contract.errant
18:23:35
Resource
Loading: gfx/world_weather.png
18:23:36
Texture
Texture "gfx/world_weather.png" took up approximately 43690kb in video memory.
18:23:39
Resource
Loading: music/worldmap_05.music
18:23:39
Resource
Unloading: music/worldmap_06.music
18:23:43
SQ
Location entered: Minarken
18:23:47
Resource
Loading: music/village_01.music
18:23:48
Resource
Unloading: music/worldmap_05.music
18:23:55
Resource
Loading: music/worldmap_07.music
18:23:55
Resource
Unloading: music/village_01.music
18:23:59
SQ
Location entered: Minarken
18:24:03
Resource
Loading: music/village_01.music
18:24:03
Resource
Unloading: music/worldmap_07.music
18:24:06
SQ
contract activated: contract.errant
18:24:24
Resource
Loading: music/worldmap_06.music
18:24:24
Resource
Unloading: music/village_01.music
18:25:19
SQ
Location entered: Orcbane Tower
18:25:19
UI
ERROR: Failed to query hire roster data. Reason: Invalid result.
18:25:23
Resource
Loading: music/worldmap_07.music
18:25:24
Resource
Unloading: music/worldmap_06.music
18:26:09
SQ
contract added: contract.errant
18:26:11
SQ
contract added: contract.errant
18:26:45
SQ
Save campaign: 5
18:26:45
Scene
Finished saving scene.
18:27:00
SQ
contract added: contract.destroy_inactive_location
18:27:02
SQ
contract added: contract.destroy_inactive_location
18:27:14
SQ
contract added: contract.errant
18:27:37
SQ
Save campaign: autosave
18:27:38
Scene
Finished saving scene.
18:27:38
SQ
WorldState::onHide
18:27:38
UI
TacticalScreen::REGISTER
18:27:38
UI
TacticalScreenTurnSequenceBarModule::REGISTER
18:27:38
UI
TacticalScreenOrientationOverlayModule::REGISTER
18:27:38
UI
TacticalScreenTopbarEventLogModule::REGISTER
18:27:38
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
18:27:38
UI
TacticalScreenTopbarOptionsModule::REGISTER
18:27:38
Resource
Loading: gfx/detail.png
18:27:38
Texture
Texture "gfx/detail.png" took up approximately 5461kb in video memory.
18:27:38
Resource
Loading: gfx/object_0.png
18:27:38
Texture
Texture "gfx/object_0.png" took up approximately 2730kb in video memory.
18:27:38
Resource
Loading: gfx/orientation_overlay.png
18:27:38
Texture
Texture "gfx/orientation_overlay.png" took up approximately 512kb in video memory.
18:27:38
SQ
TACTICAL: STASH LOCKED: true
18:27:38
SQ
INFO: Next round issued: 1
18:27:38
Resource
Started loading Resource Package "Temporary Tactical Resources".
18:27:38
UI
CharacterScreen::REGISTER
18:27:38
UI
CharacterScreenLeftPanelModule::REGISTER
18:27:38
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
18:27:38
UI
CharacterScreenPaperdollModule::REGISTER
18:27:38
UI
CharacterScreenSkillsModule::REGISTER
18:27:38
UI
CharacterScreenStatsModule::REGISTER
18:27:38
UI
CharacterScreenRightPanelModule::REGISTER
18:27:38
UI
CharacterScreenRightPanelHeaderModule::REGISTER
18:27:38
UI
CharacterScreenInventoryListModule::REGISTER
18:27:38
UI
CharacterScreenPerksModule::REGISTER
18:27:38
UI
CharacterScreenBrothersListModule::REGISTER
18:27:38
UI
CharacterScreenBattleStartFooterModule::REGISTER
18:27:38
UI
TacticalFleeScreen::REGISTER
18:27:38
UI
IngameMenuScreen::REGISTER
18:27:38
UI
MainMenuModule::REGISTER
18:27:38
UI
LoadCampaignMenuModule::REGISTER
18:27:38
UI
SaveCampaignMenuModule::REGISTER
18:27:38
UI
OptionsMenuModule::REGISTER
18:27:38
UI
OptionsMenuModuleVideoPanel::REGISTER
18:27:38
UI
OptionsMenuModuleAudioPanel::REGISTER
18:27:38
UI
OptionsMenuModuleControlsPanel::REGISTER
18:27:38
UI
OptionsMenuModuleGameplayPanel::REGISTER
18:27:38
UI
TacticalCombatResultScreen::REGISTER
18:27:38
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
18:27:38
UI
TacticalCombatResultScreenLootPanel::REGISTER
18:27:38
SQ
*
18:27:38
SQ
* Bandit Marksman: Starting turn.
18:27:39
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
18:27:39
SQ
-> Behaviors to pick from:
Attack.Bow (55.4006)(*), Idle (1), Roam (0), Engage.Ranged (0), Defend (0), Attack.Default (0), Defend.Rotation (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
18:27:39
SQ
-> Behavior picked: Attack.Bow (55.4006)
18:27:39
SQ
* Bandit Marksman: Using Aimed Shot against Landsknecht Veteran!
18:27:39
SQ
Bandit Marksman uses skill Aimed Shot
18:27:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Rotation (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Engage.Ranged (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Bow (0)
18:27:39
SQ
-> Behavior picked: Idle (1)
18:27:39
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
18:27:39
SQ
* ---------------------------------------------------
18:27:39
SQ
*
18:27:39
SQ
* Bandit Marksman: Starting turn.
18:27:39
SQ
* Bandit Marksman: Considering improving position..
18:27:39
SQ
-> Behaviors to pick from:
Engage.Ranged (50)(*), Attack.Bow (36.0534)(*), Idle (1), Roam (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Rotation (0), Flee (0)
18:27:39
SQ
-> Behavior picked: Attack.Bow (36.0534)
18:27:39
SQ
* Bandit Marksman: Using Aimed Shot against Landsknecht Veteran!
18:27:39
SQ
Bandit Marksman uses skill Aimed Shot
18:27:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Bow (0), Engage.Ranged (0)
18:27:40
SQ
-> Behavior picked: Idle (1)
18:27:40
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
18:27:40
SQ
* ---------------------------------------------------
18:27:42
Resource
Loading: music/battle.music
18:27:42
Resource
Unloading: music/worldmap_07.music
18:28:42
SQ
*
18:28:42
SQ
* Sergeant: Starting turn.
18:28:42
SQ
defend after inertia: 1
18:28:42
SQ
defend after distance?: 1
18:28:42
SQ
defend after tactical value?: 0.25
18:28:42
SQ
defend after tactical value of engage target?: 0.196429
18:28:42
SQ
defend after allyVSOpponent: 0.0280612
18:28:42
SQ
defend after allyRangedVSOpponentRanged: 0.0280612
18:28:42
SQ
defend after everyone engaged?: 0.0280612
18:28:42
SQ
defend after formation pos VS engage target: 0.091199
18:28:42
SQ
defend after opponents?: 0.091199
18:28:42
SQ
-> Behaviors to pick from:
Engage.Melee (67.584)(*), Defend (12.3119), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Roam (0), Defend.Spearwall (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Swing (0), Flee (0)
18:28:42
SQ
-> Behavior picked: Engage.Melee (67.584)
18:28:42
SQ
* Sergeant: Engaging to melee range with Bandit Thug (visible), accepted_distance=0
18:28:43
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Spearwall (0), Attack.Default (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend (0), Defend.Knockback (0), Attack.Swing (0), Flee (0), Engage.Melee (0)
18:28:43
SQ
-> Behavior picked: Idle (1)
18:28:43
SQ
* Sergeant: Ending Turn with 3 of 9 AP left.
18:28:43
SQ
* ---------------------------------------------------
18:28:43
SQ
*
18:28:43
SQ
* Bandit Thug: Starting turn.
18:28:43
SQ
defend after inertia: 0.7
18:28:43
SQ
defend after distance?: 0.466667
18:28:43
SQ
defend after tactical value?: 0.366667
18:28:43
SQ
defend after tactical value of engage target?: 0.464881
18:28:43
SQ
defend after allyVSOpponent: 0.17433
18:28:43
SQ
defend after allyRangedVSOpponentRanged: 0.697321
18:28:43
SQ
defend after everyone engaged?: 0.697321
18:28:43
SQ
defend after formation pos VS engage target: 0.697321
18:28:43
SQ
defend after opponents?: 0.697321
18:28:43
SQ
-> Behaviors to pick from:
Engage.Melee (110)(*), Defend (62.7589)(*), 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)
18:28:43
SQ
-> Behavior picked: Defend (62.7589)
18:28:43
SQ
* Bandit Thug: Going for defensive position.
18:28:43
SQ
defend after inertia: 0.2625
18:28:43
SQ
defend after distance?: 0.2625
18:28:43
SQ
defend after tactical value?: 0.20625
18:28:43
SQ
defend after tactical value of engage target?: 0.261496
18:28:43
SQ
defend after allyVSOpponent: 0.130748
18:28:43
SQ
defend after allyRangedVSOpponentRanged: 0.522991
18:28:43
SQ
defend after everyone engaged?: 0.522991
18:28:43
SQ
defend after formation pos VS engage target: 0.784487
18:28:43
SQ
defend after opponents?: 0.784487
18:28:44
SQ
-> Behaviors to pick from:
Defend (70.6038)(*), 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)
18:28:44
SQ
-> Behavior picked: Defend (70.6038)
18:28:44
SQ
* Bandit Thug: Holding defensive position.
18:28:44
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)
18:28:44
SQ
-> Behavior picked: Idle (50)
18:28:44
SQ
* Bandit Thug: Ending Turn with 4 of 9 AP left.
18:28:44
SQ
* ---------------------------------------------------
18:28:44
SQ
*
18:28:44
SQ
* Bandit Thug: Starting turn.
18:28:44
SQ
defend after inertia: 0.7
18:28:44
SQ
defend after distance?: 0.7
18:28:44
SQ
defend after tactical value?: 0.175
18:28:44
SQ
defend after tactical value of engage target?: 0.15625
18:28:44
SQ
defend after allyVSOpponent: 0.0390625
18:28:44
SQ
defend after allyRangedVSOpponentRanged: 0.15625
18:28:44
SQ
defend after everyone engaged?: 0.15625
18:28:44
SQ
defend after formation pos VS engage target: 0.3125
18:28:44
SQ
defend after opponents?: 0.3125
18:28:45
SQ
-> Behaviors to pick from:
Engage.Melee (128.7)(*), Defend (28.125), 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)
18:28:45
SQ
-> Behavior picked: Engage.Melee (128.7)
18:28:45
SQ
* Bandit Thug: Engaging to melee range with Sergeant (visible), accepted_distance=0
18:28:45
SQ
-> Behaviors to pick from:
Engage.Melee (118.8)(*), 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), Defend (0)
18:28:45
SQ
-> Behavior picked: Engage.Melee (118.8)
18:28:45
SQ
* Bandit Thug: Engaging to melee range with Sergeant (visible), accepted_distance=0
18:28:45
SQ
-> Behaviors to pick from:
Idle (1)(*), 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), Defend (0), Engage.Melee (0)
18:28:45
SQ
-> Behavior picked: Idle (1)
18:28:45
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
18:28:45
SQ
* ---------------------------------------------------
18:28:45
SQ
*
18:28:45
SQ
* Bandit Thug: Starting turn.
18:28:46
SQ
defend after inertia: 0.7
18:28:46
SQ
defend after distance?: 0.583333
18:28:46
SQ
defend after tactical value?: 0.395833
18:28:46
SQ
defend after tactical value of engage target?: 0.50186
18:28:46
SQ
defend after allyVSOpponent: 0.50186
18:28:46
SQ
defend after allyRangedVSOpponentRanged: 2.00744
18:28:46
SQ
defend after everyone engaged?: 2.00744
18:28:46
SQ
defend after formation pos VS engage target: 2.5093
18:28:46
SQ
defend after opponents?: 2.5093
18:28:46
SQ
-> Behaviors to pick from:
Defend (225.837)(*), Engage.Melee (110)(*), 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)
18:28:46
SQ
-> Behavior picked: Defend (225.837)
18:28:46
SQ
* Bandit Thug: Going for defensive position.
18:28:46
SQ
defend after inertia: 0.2625
18:28:46
SQ
defend after distance?: 0.2625
18:28:46
SQ
defend after tactical value?: 0.178125
18:28:46
SQ
defend after tactical value of engage target?: 0.225837
18:28:46
SQ
defend after allyVSOpponent: 0.225837
18:28:46
SQ
defend after allyRangedVSOpponentRanged: 0.903348
18:28:46
SQ
defend after everyone engaged?: 0.903348
18:28:46
SQ
defend after formation pos VS engage target: 1.35502
18:28:46
SQ
defend after opponents?: 1.35502
18:28:46
SQ
-> Behaviors to pick from:
Defend (121.952)(*), 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)
18:28:46
SQ
-> Behavior picked: Defend (121.952)
18:28:46
SQ
* Bandit Thug: Holding defensive position.
18:28:47
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)
18:28:47
SQ
-> Behavior picked: Idle (50)
18:28:47
SQ
* Bandit Thug: Ending Turn with 6 of 9 AP left.
18:28:47
SQ
* ---------------------------------------------------
18:28:55
SQ
*
18:28:55
SQ
* Bandit Thug: Starting turn.
18:28:55
SQ
defend after inertia: 0.7
18:28:55
SQ
defend after distance?: 0.583333
18:28:55
SQ
defend after tactical value?: 0.427083
18:28:55
SQ
defend after tactical value of engage target?: 0.5758
18:28:55
SQ
defend after allyVSOpponent: 0.43185
18:28:55
SQ
defend after allyRangedVSOpponentRanged: 1.7274
18:28:55
SQ
defend after everyone engaged?: 0.0269906
18:28:55
SQ
defend after opponents?: 0.0269906
18:28:55
SQ
-> Behaviors to pick from:
Engage.Melee (79.2)(*), Defend (2.79353), 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)
18:28:55
SQ
-> Behavior picked: Engage.Melee (79.2)
18:28:55
SQ
* Bandit Thug: Engaging to melee range with Sergeant (visible), accepted_distance=0
18:28:55
SQ
-> Behaviors to pick from:
Attack.Default (66.9524)(*), Idle (1), Defend.Rotation (0), Attack.Decapitate (0), Roam (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0), Engage.Melee (0)
18:28:55
SQ
-> Behavior picked: Attack.Default (66.9524)
18:28:55
SQ
* Bandit Thug: Using Thrust against Sergeant!
18:28:55
SQ
Bandit Thug uses skill Thrust
18:28:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Attack.Swing (0), Roam (0), Attack.KnockOut (0), Defend.Riposte (0), Flee (0), Attack.CrushArmor (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Decapitate (0), Engage.Melee (0), Attack.Default (0)
18:28:56
SQ
-> Behavior picked: Idle (1)
18:28:56
SQ
* Bandit Thug: Ending Turn with 0 of 9 AP left.
18:28:56
SQ
* ---------------------------------------------------
18:29:27
SQ
*
18:29:27
SQ
* Bandit Thug: Starting turn.
18:29:28
SQ
defend after inertia: 0.7
18:29:28
SQ
defend after distance?: 0.583333
18:29:28
SQ
defend after tactical value?: 0.520833
18:29:28
SQ
defend after tactical value of engage target?: 0.688244
18:29:28
SQ
defend after allyVSOpponent: 0.0860305
18:29:28
SQ
defend after allyRangedVSOpponentRanged: 0.0860305
18:29:28
SQ
defend after everyone engaged?: 0.0860305
18:29:28
SQ
defend after formation pos VS engage target: 0.0860305
18:29:28
SQ
defend after opponents?: 0.0860305
18:29:28
SQ
-> Behaviors to pick from:
Engage.Melee (108.9)(*), Defend (7.74274), 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)
18:29:28
SQ
-> Behavior picked: Engage.Melee (108.9)
18:29:28
SQ
* Bandit Thug: Engaging to melee range with Landsknecht (visible), accepted_distance=0
18:29:28
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)
18:29:28
SQ
-> Behavior picked: Idle (1)
18:29:28
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
18:29:28
SQ
* ---------------------------------------------------
18:29:32
SQ
Skill [Hidden] removed from [Bernhard Hamfisted].
18:29:33
SQ
*
18:29:33
SQ
* Landsknecht: Starting turn.
18:29:34
SQ
defend after inertia: 1
18:29:34
SQ
defend after distance?: 0.666667
18:29:34
SQ
defend after tactical value?: 0.595238
18:29:34
SQ
defend after tactical value of engage target?: 0.818452
18:29:34
SQ
defend after allyVSOpponent: 0.19487
18:29:34
SQ
defend after allyRangedVSOpponentRanged: 0.0487174
18:29:34
SQ
defend after everyone engaged?: 0.000761209
18:29:34
SQ
defend after opponents?: 0.000761209
18:29:34
SQ
-> Behaviors to pick from:
Engage.Melee (117.333)(*), Defend.Shieldwall (14.7344), Idle (1), Defend (0.102763), Attack.CrushArmor (0), Attack.Default (0), Roam (0), Attack.Split (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Swing (0), Flee (0)
18:29:34
SQ
-> Behavior picked: Engage.Melee (117.333)
18:29:34
SQ
* Landsknecht: Engaging to melee range with Bandit Thug (visible), accepted_distance=0
18:29:34
SQ
-> Behaviors to pick from:
Attack.Default (81.5665)(*), Defend.Shieldwall (67.2)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Roam (0), Defend.Spearwall (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Defend.Knockback (0), Attack.Swing (0), Defend (0), Engage.Melee (0)
18:29:34
SQ
-> Behavior picked: Defend.Shieldwall (67.2)
18:29:34
SQ
* Landsknecht: Using Shieldwall!
18:29:34
SQ
Landsknecht uses skill Shieldwall
18:29:34
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Roam (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Swing (0), Defend (0), Engage.Melee (0), Attack.Default (0)
18:29:34
SQ
-> Behavior picked: Idle (1)
18:29:34
SQ
* Landsknecht: Ending Turn with 1 of 9 AP left.
18:29:34
SQ
* ---------------------------------------------------
18:29:35
SQ
*
18:29:35
SQ
* Landsknecht: Starting turn.
18:29:35
SQ
defend after inertia: 1
18:29:35
SQ
defend after distance?: 0.833333
18:29:35
SQ
defend after tactical value?: 0.386905
18:29:35
SQ
defend after tactical value of engage target?: 0.511267
18:29:35
SQ
defend after allyVSOpponent: 0.0973842
18:29:35
SQ
defend after allyRangedVSOpponentRanged: 0.024346
18:29:35
SQ
defend after everyone engaged?: 0.000380407
18:29:35
SQ
defend after opponents?: 0.000380407
18:29:35
SQ
-> Behaviors to pick from:
Engage.Melee (110)(*), Defend.Shieldwall (4.18424), Idle (1), Defend (0.0513549), Attack.CrushArmor (0), Attack.Default (0), Roam (0), Attack.Split (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Swing (0), Flee (0)
18:29:35
SQ
-> Behavior picked: Engage.Melee (110)
18:29:35
SQ
* Landsknecht: Engaging to melee range with Bandit Thug (visible), accepted_distance=0
18:29:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Roam (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.Split (0), Defend (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Flee (0), Engage.Melee (0)
18:29:35
SQ
-> Behavior picked: Idle (1)
18:29:35
SQ
* Landsknecht: Ending Turn with 1 of 9 AP left.
18:29:35
SQ
* ---------------------------------------------------
18:29:35
SQ
*
18:29:35
SQ
* Landsknecht: Starting turn.
18:29:36
SQ
defend after inertia: 1
18:29:36
SQ
defend after distance?: 0.666667
18:29:36
SQ
defend after tactical value?: 0.523809
18:29:36
SQ
defend after tactical value of engage target?: 0.636054
18:29:36
SQ
defend after allyVSOpponent: 0.0908649
18:29:36
SQ
defend after allyRangedVSOpponentRanged: 0.0227162
18:29:36
SQ
defend after everyone engaged?: 0.0227162
18:29:36
SQ
defend after formation pos VS engage target: 0.0369139
18:29:36
SQ
defend after opponents?: 0.0369139
18:29:36
SQ
-> Behaviors to pick from:
Engage.Melee (208.333)(*), Defend (4.98337), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Roam (0), Defend.Spearwall (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Swing (0), Flee (0)
18:29:36
SQ
-> Behavior picked: Engage.Melee (208.333)
18:29:36
SQ
* Landsknecht: Engaging to melee range with Bandit Thug (not visible), accepted_distance=0
18:29:36
SQ
-> Behaviors to pick from:
Engage.Melee (386.719)(*), Idle (1), Attack.Default (0), Attack.SplitShield (0), Roam (0), Defend.Spearwall (0), Flee (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Split (0), Defend.Knockback (0), Attack.Swing (0), Attack.CrushArmor (0), Defend (0)
18:29:36
SQ
-> Behavior picked: Engage.Melee (386.719)
18:29:36
SQ
* Landsknecht: Engaging to melee range with Bandit Marksman (not visible), accepted_distance=0
18:29:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Flee (0), Roam (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Split (0), Defend.Knockback (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.SplitShield (0), Engage.Melee (0)
18:29:36
SQ
-> Behavior picked: Idle (1)
18:29:36
SQ
* Landsknecht: Ending Turn with 0 of 9 AP left.
18:29:36
SQ
* ---------------------------------------------------
18:29:37
SQ
*
18:29:37
SQ
* Landsknecht: Starting turn.
18:29:37
SQ
defend after inertia: 1
18:29:37
SQ
defend after distance?: 0.833333
18:29:37
SQ
defend after tactical value?: 0.654762
18:29:37
SQ
defend after tactical value of engage target?: 0.812606
18:29:37
SQ
defend after allyVSOpponent: 0.232173
18:29:37
SQ
defend after allyRangedVSOpponentRanged: 0.0580433
18:29:37
SQ
defend after everyone engaged?: 0.0260496
18:29:37
SQ
defend after formation pos VS engage target: 0.0134318
18:29:37
SQ
defend after opponents?: 0.0134318
18:29:37
SQ
-> Behaviors to pick from:
Engage.Melee (302.083)(*), Defend (1.81329), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Roam (0), Defend.Spearwall (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Swing (0), Flee (0)
18:29:37
SQ
-> Behavior picked: Engage.Melee (302.083)
18:29:37
SQ
* Landsknecht: Engaging to melee range with Bandit Thug (not visible), accepted_distance=0
18:29:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Spearwall (0), Attack.Default (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend (0), Defend.Knockback (0), Attack.Swing (0), Flee (0), Engage.Melee (0)
18:29:37
SQ
-> Behavior picked: Idle (1)
18:29:37
SQ
* Landsknecht: Ending Turn with 0 of 9 AP left.
18:29:37
SQ
* ---------------------------------------------------
18:29:37
SQ
*
18:29:37
SQ
* Landsknecht: Starting turn.
18:29:38
SQ
defend after inertia: 1
18:29:38
SQ
defend after distance?: 0.833333
18:29:38
SQ
defend after tactical value?: 0.386905
18:29:38
SQ
defend after tactical value of engage target?: 0.531994
18:29:38
SQ
defend after allyVSOpponent: 0.151998
18:29:38
SQ
defend after allyRangedVSOpponentRanged: 0.0379996
18:29:38
SQ
defend after everyone engaged?: 0.000593743
18:29:38
SQ
defend after opponents?: 0.000593743
18:29:38
SQ
-> Behaviors to pick from:
Engage.Melee (133.333)(*), Defend.Shieldwall (3.74765), Idle (1), Defend (0.0801554), Attack.CrushArmor (0), Attack.Default (0), Roam (0), Attack.Split (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Swing (0), Flee (0)
18:29:38
SQ
-> Behavior picked: Engage.Melee (133.333)
18:29:38
SQ
* Landsknecht: Engaging to melee range with Bandit Thug (visible), accepted_distance=0
18:29:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Roam (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.Split (0), Defend (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Flee (0), Engage.Melee (0)
18:29:38
SQ
-> Behavior picked: Idle (1)
18:29:38
SQ
* Landsknecht: Ending Turn with 3 of 9 AP left.
18:29:38
SQ
* ---------------------------------------------------
18:29:38
SQ
*
18:29:38
SQ
* Landsknecht Veteran: Starting turn.
18:29:39
SQ
defend after inertia: 1
18:29:39
SQ
defend after distance?: 1
18:29:39
SQ
defend after tactical value?: 0.357143
18:29:39
SQ
defend after tactical value of engage target?: 0.491071
18:29:39
SQ
defend after allyVSOpponent: 0.140306
18:29:39
SQ
defend after allyRangedVSOpponentRanged: 0.0350765
18:29:39
SQ
defend after everyone engaged?: 0.0117471
18:29:39
SQ
defend after formation pos VS engage target: 0.0293676
18:29:39
SQ
defend after opponents?: 0.0293676
18:29:39
SQ
-> Behaviors to pick from:
Engage.Melee (72.6)(*), Defend (3.96463), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Roam (0), Defend.Spearwall (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Swing (0), Flee (0)
18:29:39
SQ
-> Behavior picked: Engage.Melee (72.6)
18:29:39
SQ
* Landsknecht Veteran: Engaging to melee range with Bandit Marksman (not visible), accepted_distance=0
18:29:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Spearwall (0), Attack.Default (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend (0), Defend.Knockback (0), Attack.Swing (0), Flee (0), Engage.Melee (0)
18:29:39
SQ
-> Behavior picked: Idle (1)
18:29:39
SQ
* Landsknecht Veteran: Ending Turn with 1 of 9 AP left.
18:29:39
SQ
* ---------------------------------------------------
18:29:39
SQ
*
18:29:39
SQ
* Landsknecht Veteran: Starting turn.
18:29:39
SQ
defend after inertia: 1
18:29:39
SQ
defend after distance?: 0.833333
18:29:39
SQ
defend after tactical value?: 0.520833
18:29:39
SQ
defend after tactical value of engage target?: 0.688244
18:29:39
SQ
defend after allyVSOpponent: 0.196641
18:29:39
SQ
defend after allyRangedVSOpponentRanged: 0.0491603
18:29:39
SQ
defend after everyone engaged?: 0.0128871
18:29:39
SQ
defend after formation pos VS engage target: 0.0173976
18:29:39
SQ
defend after opponents?: 0.0173976
18:29:40
SQ
-> Behaviors to pick from:
Engage.Melee (88.8889)(*), Defend.Shieldwall (5.85451), Defend (2.34867), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Roam (0), Attack.Split (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Swing (0), Flee (0)
18:29:40
SQ
-> Behavior picked: Engage.Melee (88.8889)
18:29:40
SQ
* Landsknecht Veteran: Engaging to melee range with Bandit Thug (not visible), accepted_distance=0
18:29:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Roam (0), Attack.CrushArmor (0), Attack.Default (0), Flee (0), Attack.Split (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Swing (0), Defend.Shieldwall (0), Engage.Melee (0)
18:29:40
SQ
-> Behavior picked: Idle (1)
18:29:40
SQ
* Landsknecht Veteran: Ending Turn with 3 of 9 AP left.
18:29:40
SQ
* ---------------------------------------------------
18:29:40
SQ
*
18:29:40
SQ
* Landsknecht Veteran: Starting turn.
18:29:40
SQ
defend after inertia: 1
18:29:40
SQ
defend after distance?: 0.833333
18:29:40
SQ
defend after tactical value?: 0.47619
18:29:40
SQ
defend after tactical value of engage target?: 0.629252
18:29:40
SQ
defend after allyVSOpponent: 0.179786
18:29:40
SQ
defend after allyRangedVSOpponentRanged: 0.0449465
18:29:40
SQ
defend after everyone engaged?: 0.0117825
18:29:40
SQ
defend after formation pos VS engage target: 0.00883685
18:29:40
SQ
defend after opponents?: 0.00883685
18:29:41
SQ
-> Behaviors to pick from:
Engage.Melee (118.519)(*), Defend.Shieldwall (3.15939), Defend (1.19298), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Roam (0), Attack.Split (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Swing (0), Flee (0)
18:29:41
SQ
-> Behavior picked: Engage.Melee (118.519)
18:29:41
SQ
* Landsknecht Veteran: Engaging to melee range with Bandit Thug (not visible), accepted_distance=0
18:29:41
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Roam (0), Attack.CrushArmor (0), Attack.Default (0), Flee (0), Attack.Split (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Swing (0), Defend.Shieldwall (0), Engage.Melee (0)
18:29:41
SQ
-> Behavior picked: Idle (1)
18:29:41
SQ
* Landsknecht Veteran: Ending Turn with 1 of 9 AP left.
18:29:41
SQ
* ---------------------------------------------------
18:29:41
SQ
*
18:29:41
SQ
* Landsknecht Veteran: Starting turn.
18:29:41
SQ
defend after inertia: 1
18:29:41
SQ
defend after distance?: 1
18:29:41
SQ
defend after tactical value?: 0.25
18:29:41
SQ
defend after tactical value of engage target?: 0.223214
18:29:41
SQ
defend after allyVSOpponent: 0.0637755
18:29:41
SQ
defend after allyRangedVSOpponentRanged: 0.0159439
18:29:41
SQ
defend after everyone engaged?: 0.00187578
18:29:41
SQ
defend after formation pos VS engage target: 0.000703418
18:29:41
SQ
defend after opponents?: 0.000703418
18:29:41
SQ
-> Behaviors to pick from:
Engage.Melee (193.333)(*), Defend.Shieldwall (3.29412), Idle (1), Defend (0.0949614), Attack.CrushArmor (0), Attack.Default (0), Roam (0), Attack.Split (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Swing (0), Flee (0)
18:29:41
SQ
-> Behavior picked: Engage.Melee (193.333)
18:29:41
SQ
* Landsknecht Veteran: Engaging to melee range with Bandit Thug (visible), accepted_distance=0
18:29:42
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Roam (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.Split (0), Defend (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Flee (0), Engage.Melee (0)
18:29:42
SQ
-> Behavior picked: Idle (1)
18:29:42
SQ
* Landsknecht Veteran: Ending Turn with 1 of 9 AP left.
18:29:42
SQ
* ---------------------------------------------------
18:29:42
SQ
*
18:29:42
SQ
* Landsknecht Veteran: Starting turn.
18:29:42
SQ
defend after inertia: 1
18:29:42
SQ
defend after distance?: 0.833333
18:29:42
SQ
defend after tactical value?: 0.654762
18:29:42
SQ
defend after tactical value of engage target?: 0.830144
18:29:42
SQ
defend after allyVSOpponent: 0.237184
18:29:42
SQ
defend after allyRangedVSOpponentRanged: 0.059296
18:29:42
SQ
defend after everyone engaged?: 0.00520569
18:29:42
SQ
defend after formation pos VS engage target: 0.00130142
18:29:42
SQ
defend after opponents?: 0.00130142
18:29:42
SQ
-> Behaviors to pick from:
Engage.Melee (110.193)(*), Idle (1), Defend (0.202046), Attack.CrushArmor (0), Attack.Default (0), Roam (0), Defend.Spearwall (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Swing (0), Flee (0)
18:29:42
SQ
-> Behavior picked: Engage.Melee (110.193)
18:29:42
SQ
* Landsknecht Veteran: Engaging to melee range with Bandit Thug (not visible), accepted_distance=0
18:29:43
SQ
-> Behaviors to pick from:
Engage.Melee (324.844)(*), Idle (1), Attack.Default (0), Roam (0), Defend (0), Defend.Knockback (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Spearwall (0), Flee (0), Attack.Split (0), Attack.CrushArmor (0)
18:29:43
SQ
-> Behavior picked: Engage.Melee (324.844)
18:29:43
SQ
* Landsknecht Veteran: Engaging to melee range with Bandit Marksman (not visible), accepted_distance=0
18:29:43
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Spearwall (0), Flee (0), Attack.Split (0), Roam (0), Engage.Melee (0)
18:29:43
SQ
-> Behavior picked: Idle (1)
18:29:43
SQ
* Landsknecht Veteran: Ending Turn with 0 of 9 AP left.
18:29:43
SQ
* ---------------------------------------------------
18:29:43
SQ
INFO: Next round issued: 2
18:30:10
SQ
[Bertwin] executes skill [Quick Shot] on target [Bandit Marksman]
18:30:10
SQ
Bertwin uses skill Quick Shot
18:30:58
SQ
*
18:30:58
SQ
* Sergeant: Starting turn.
18:30:59
SQ
-> Behaviors to pick from:
Attack.Default (88.7106)(*), Attack.KnockOut (68.3333)(*), Idle (1), Attack.SplitShield (0), Attack.Split (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Decapitate (0), Flee (0), Defend (0), Defend.Knockback (0), Attack.CrushArmor (0), Engage.Melee (0), Defend.Shieldwall (0), Roam (0)
18:30:59
SQ
-> Behavior picked: Attack.Default (88.7106)
18:30:59
SQ
* Sergeant: Using Bash against Bandit Thug!
18:30:59
SQ
Sergeant uses skill Bash
18:30:59
SQ
-> Behaviors to pick from:
Attack.Default (279.774)(*), Idle (1), Attack.Split (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Swing (0), Roam (0), Flee (0), Defend (0), Defend.Knockback (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.KnockOut (0)
18:30:59
SQ
-> Behavior picked: Attack.Default (279.774)
18:30:59
SQ
* Sergeant: Using Bash against Bandit Thug!
18:30:59
SQ
Sergeant uses skill Bash
18:30:59
SQ
Bandit Thug has died.
18:30:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Roam (0), Defend.Spearwall (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Defend (0), Defend.Knockback (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.Default (0)
18:30:59
SQ
-> Behavior picked: Idle (1)
18:30:59
SQ
* Sergeant: Ending Turn with 1 of 9 AP left.
18:30:59
SQ
* ---------------------------------------------------
18:30:59
SQ
*
18:30:59
SQ
* Bandit Thug: Starting turn.
18:31:00
SQ
defend after inertia: 1.05
18:31:00
SQ
defend after distance?: 1.05
18:31:00
SQ
defend after tactical value?: 0.7125
18:31:00
SQ
defend after tactical value of engage target?: 0.960603
18:31:00
SQ
defend after allyVSOpponent: 0.548916
18:31:00
SQ
defend after allyRangedVSOpponentRanged: 2.19566
18:31:00
SQ
defend after everyone engaged?: 2.19566
18:31:00
SQ
defend after formation pos VS engage target: 3.29349
18:31:00
SQ
defend after opponents?: 3.29349
18:31:00
SQ
-> Behaviors to pick from:
Defend (296.415)(*), Engage.Melee (90)(*), 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)
18:31:00
SQ
-> Behavior picked: Defend (296.415)
18:31:00
SQ
* Bandit Thug: Holding defensive position.
18:31:00
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Shieldwall (0), Defend.Knockback (0), Engage.Melee (0), Flee (0), Attack.Default (0), Attack.CrushArmor (0), Roam (0), Defend.Rotation (0), Defend (0)
18:31:00
SQ
-> Behavior picked: Idle (50)
18:31:00
SQ
* Bandit Thug: Ending Turn with 9 of 9 AP left.
18:31:00
SQ
* ---------------------------------------------------
18:31:00
SQ
*
18:31:00
SQ
* Bandit Thug: Starting turn.
18:31:01
SQ
defend after inertia: 1.05
18:31:01
SQ
defend after distance?: 1.05
18:31:01
SQ
defend after tactical value?: 0.825
18:31:01
SQ
defend after tactical value of engage target?: 1.09018
18:31:01
SQ
defend after allyVSOpponent: 0.934439
18:31:01
SQ
defend after allyRangedVSOpponentRanged: 3.73775
18:31:01
SQ
defend after everyone engaged?: 3.73775
18:31:01
SQ
defend after formation pos VS engage target: 6.54107
18:31:01
SQ
defend after opponents?: 6.54107
18:31:01
SQ
-> Behaviors to pick from:
Defend (588.696)(*), Engage.Melee (108.333), 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)
18:31:01
SQ
-> Behavior picked: Defend (588.696)
18:31:01
SQ
* Bandit Thug: Holding defensive position.
18:31:01
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Shieldwall (0), Defend.Knockback (0), Engage.Melee (0), Flee (0), Attack.Default (0), Attack.CrushArmor (0), Roam (0), Defend.Rotation (0), Defend (0)
18:31:01
SQ
-> Behavior picked: Idle (50)
18:31:01
SQ
* Bandit Thug: Ending Turn with 9 of 9 AP left.
18:31:01
SQ
* ---------------------------------------------------
18:31:02
SQ
*
18:31:02
SQ
* Bandit Marksman: Starting turn.
18:31:02
SQ
* Bandit Marksman: My position is great, no need to improve it
18:31:02
SQ
-> Behaviors to pick from:
Attack.Bow (45.6447)(*), Idle (1), Attack.Default (0), Attack.Puncture (0), Defend.Rotation (0), Engage.Ranged (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Roam (0)
18:31:02
SQ
-> Behavior picked: Attack.Bow (45.6447)
18:31:03
SQ
* Bandit Marksman: Using Aimed Shot against Landsknecht Veteran!
18:31:03
SQ
Bandit Marksman uses skill Aimed Shot
18:31:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), SwitchTo.Melee (0), Defend.Rotation (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Puncture (0), Flee (0), Defend (0), Roam (0), Attack.Bow (0)
18:31:05
SQ
-> Behavior picked: Idle (1)
18:31:05
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
18:31:05
SQ
* ---------------------------------------------------
18:31:06
SQ
*
18:31:06
SQ
* Bandit Thug: Starting turn.
18:31:06
SQ
-> Behaviors to pick from:
Attack.Default (47.6213)(*), Idle (1), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Shieldwall (0), Defend.Knockback (0), Flee (0), Defend (0), Attack.CrushArmor (0), Roam (0), Engage.Melee (0), Defend.Rotation (0)
18:31:06
SQ
-> Behavior picked: Attack.Default (47.6213)
18:31:06
SQ
* Bandit Thug: Using Slash against Landsknecht!
18:31:06
SQ
Bandit Thug uses skill Slash
18:31:07
SQ
-> Behaviors to pick from:
Attack.Default (48.1636)(*), Idle (1), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Shieldwall (0), Defend.Knockback (0), Flee (0), Defend.Spearwall (0), Roam (0), Engage.Melee (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.Split (0)
18:31:07
SQ
-> Behavior picked: Attack.Default (48.1636)
18:31:07
SQ
* Bandit Thug: Using Slash against Landsknecht!
18:31:07
SQ
Bandit Thug uses skill Slash
18:31:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend (0), Attack.Decapitate (0), Defend.Rotation (0), Defend.Shieldwall (0), Defend.Knockback (0), Flee (0), Defend.Spearwall (0), Roam (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.Split (0), Attack.Default (0)
18:31:07
SQ
-> Behavior picked: Idle (1)
18:31:07
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
18:31:07
SQ
* ---------------------------------------------------
18:31:37
SQ
*
18:31:37
SQ
* Bandit Marksman: Starting turn.
18:31:37
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
18:31:37
SQ
-> Behaviors to pick from:
Engage.Ranged (214.286)(*), Attack.Bow (166.681)(*), Idle (1), Flee (0), Attack.Puncture (0), Attack.Default (0), Roam (0), Defend.Rotation (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0)
18:31:37
SQ
-> Behavior picked: Engage.Ranged (214.286)
18:31:38
SQ
* Bandit Marksman: Engaging into firing range over 3 tiles at Siegfried (visible)
18:31:39
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
18:31:39
SQ
-> Behaviors to pick from:
Engage.Ranged (200)(*), Idle (1), Attack.Puncture (0), Defend (0), Attack.Default (0), Roam (0), Defend.Rotation (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Bow (0)
18:31:39
SQ
-> Behavior picked: Engage.Ranged (200)
18:31:39
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Landsknecht Veteran (visible)
18:31:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Defend.Rotation (0), Attack.Default (0), Roam (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Attack.Bow (0), Engage.Ranged (0)
18:31:40
SQ
-> Behavior picked: Idle (1)
18:31:40
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
18:31:40
SQ
* ---------------------------------------------------
18:32:35
SQ
*
18:32:35
SQ
* Bandit Thug: Starting turn.
18:32:36
SQ
-> Behaviors to pick from:
Attack.Default (65.0226)(*), Attack.SplitShield (20.2046)(*), Idle (1), Attack.Decapitate (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Flee (0), Defend.Spearwall (0), Defend.Rotation (0), Engage.Melee (0), Roam (0)
18:32:36
SQ
-> Behavior picked: Attack.SplitShield (20.2046)
18:32:36
SQ
* Bandit Thug: Using Split Shield against Landsknecht!
18:32:36
SQ
Bandit Thug uses skill Split Shield
18:32:36
SQ
-> Behaviors to pick from:
Attack.Default (63.9702)(*), Attack.SplitShield (24.9766)(*), Idle (1), Attack.Swing (0), Defend.Riposte (0), Attack.KnockOut (0), Flee (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend.Knockback (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), Roam (0), Attack.Decapitate (0)
18:32:36
SQ
-> Behavior picked: Attack.Default (63.9702)
18:32:36
SQ
* Bandit Thug: Using Chop against Landsknecht!
18:32:36
SQ
Bandit Thug uses skill Chop
18:32:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Flee (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Split (0), Attack.Swing (0), Defend (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), Roam (0), Attack.Decapitate (0), Attack.Default (0)
18:32:37
SQ
-> Behavior picked: Idle (1)
18:32:37
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
18:32:37
SQ
* ---------------------------------------------------
18:32:49
SQ
*
18:32:49
SQ
* Landsknecht: Starting turn.
18:32:49
SQ
defend after inertia: 1
18:32:49
SQ
defend after distance?: 0.666667
18:32:49
SQ
defend after tactical value?: 0.488095
18:32:49
SQ
defend after tactical value of engage target?: 0.618835
18:32:49
SQ
defend after allyVSOpponent: 0.117873
18:32:49
SQ
defend after allyRangedVSOpponentRanged: 0.117873
18:32:49
SQ
defend after everyone engaged?: 0.00184177
18:32:49
SQ
defend after opponents?: 0.00184177
18:32:49
SQ
-> Behaviors to pick from:
Engage.Melee (237.667)(*), Defend.Shieldwall (14.1569), Idle (1), Defend (0.248639), Attack.SplitShield (0), Attack.Split (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Knockback (0), Flee (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Default (0)
18:32:49
SQ
-> Behavior picked: Engage.Melee (237.667)
18:32:49
SQ
* Landsknecht: Engaging to melee range with Bandit Thug (visible), accepted_distance=0
18:32:49
SQ
-> Behaviors to pick from:
Attack.Default (84.3298)(*), Defend.Shieldwall (68.9583)(*), Idle (1), Attack.SplitShield (0), Flee (0), Attack.Split (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Roam (0), Attack.Decapitate (0), Defend (0), Engage.Melee (0)
18:32:49
SQ
-> Behavior picked: Attack.Default (84.3298)
18:32:49
SQ
* Landsknecht: Using Slash against Bandit Thug!
18:32:49
SQ
Landsknecht uses skill Slash
18:32:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Defend.Spearwall (0), Flee (0), Roam (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Decapitate (0), Defend (0), Engage.Melee (0), Attack.Default (0)
18:32:50
SQ
-> Behavior picked: Idle (1)
18:32:50
SQ
* Landsknecht: Ending Turn with 1 of 9 AP left.
18:32:50
SQ
* ---------------------------------------------------
18:32:50
SQ
*
18:32:50
SQ
* Landsknecht: Starting turn.
18:32:50
SQ
-> Behaviors to pick from:
Attack.Default (71.632)(*), Defend.Shieldwall (67.5949)(*), Idle (1), Attack.SplitShield (0), Attack.Split (0), Roam (0), Attack.Swing (0), Attack.Decapitate (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), Defend (0), Engage.Melee (0), Defend.Spearwall (0), Attack.CrushArmor (0)
18:32:50
SQ
-> Behavior picked: Attack.Default (71.632)
18:32:50
SQ
* Landsknecht: Using Slash against Bandit Thug!
18:32:50
SQ
Landsknecht uses skill Slash
18:32:51
SQ
-> Behaviors to pick from:
Attack.Default (72.8301)(*), Defend.Shieldwall (66.5217)(*), Idle (1), Attack.Split (0), Defend (0), Roam (0), Engage.Melee (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.SplitShield (0)
18:32:51
SQ
-> Behavior picked: Attack.Default (72.8301)
18:32:51
SQ
* Landsknecht: Using Slash against Bandit Thug!
18:32:51
SQ
Landsknecht uses skill Slash
18:32:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Engage.Melee (0), Defend (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Split (0), Flee (0), Defend.Knockback (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Default (0)
18:32:51
SQ
-> Behavior picked: Idle (1)
18:32:51
SQ
* Landsknecht: Ending Turn with 1 of 9 AP left.
18:32:51
SQ
* ---------------------------------------------------
18:32:52
SQ
*
18:32:52
SQ
* Landsknecht Veteran: Starting turn.
18:32:52
SQ
defend after inertia: 1
18:32:52
SQ
defend after distance?: 1
18:32:52
SQ
defend after tactical value?: 0.25
18:32:52
SQ
defend after tactical value of engage target?: 0.223214
18:32:52
SQ
defend after allyVSOpponent: 0.0531463
18:32:52
SQ
defend after allyRangedVSOpponentRanged: 0.0132866
18:32:52
SQ
defend after everyone engaged?: -1.#IND
18:32:52
SQ
defend after formation pos VS engage target: -1.#IND
18:32:52
SQ
defend after opponents?: -1.#IND
18:32:52
SQ
-> Behaviors to pick from:
Engage.Melee (185.533)(*), Defend (-1.#IND)(*), Idle (1), Attack.SplitShield (0), Attack.Split (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Decapitate (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Default (0), Roam (0)
18:32:52
Script Error
the index 'onBeforeExecute' does not exist
Function:
evaluate -> scripts/ai/tactical/agent.nut : 213
Variables:
_entity = Instance, this = Table
Function:
think -> scripts/ai/tactical/agent.nut : 156
Variables:
this = Table
Function:
updateCurrentEntity -> scripts/states/tactical_state.nut : 1092
Variables:
agent = Table, activeEntity = Table, this = Table
Function:
onUpdate -> scripts/states/tactical_state.nut : 373
Variables:
this = Table
18:34:37
Core
Shutting down engine core.